Pick a unit. Each one has Chains, Time Towers and Witty for practice, plus simulations and card games for the big arguments.
Not tied to a unit — one highlighting game across all nine.
A highlighting game on AP multiple-choice questions.
Practices Causation, comparison and continuity and change across Units 1–9, by sorting answer options into best, partly true, distractor and false.
Drag a marker across an answer option to mark it Best or False. A red pen then explains every option. Claim lands on a map to unlock two more markers, Partly true and Distractor. No timer.
c. 1200–1450. Song China, Dar al-Islam, South and Southeast Asia, the Americas, Africa, and Europe before any of them met at scale.
Each card shows a fact and a period image. Players name the faith.
Practices Comparing four religions: Christianity, Islam, Buddhism and Hinduism. Five issues: founders, hearths, beliefs, diffusion and geography.
Match the faith, or Outwit: play another faith's card on the same issue.
c. 1200–1450. The Silk Roads, the Indian Ocean, and the trans-Saharan routes — and everything that traveled on them, plague included.
Run a merchant house in about fifteen minutes.
Practices Trade networks: the Silk Roads and the Indian Ocean, 1200 to 1450, and the spread of plague.
Camels charge by weight and ships charge a share of cargo value, so each good has a cheaper route. The plague arrives on your own routes.
c. 1450–1750. Ottoman, Safavid, Mughal, Ming and Qing, Tokugawa, Romanov. Same gunpowder, six different answers to holding a diverse population.
Each card shows a fact and a period image. Players name the empire.
Practices Comparing four empires: Ottoman, Safavid, Mughal and Qing. Who staffs the army? Does the ruler stand above the majority faith? Where does the money come from?
Match the empire, or Outwit: play another empire's card on the same issue.
c. 1450–1750. Sea routes, the Columbian Exchange, coerced labor, and the silver that made the first global market.
Plant ingredients across 14 regions and watch them spread until regional dishes light up.
Practices Diffusion of crops and dishes between the Old World and the New World: trade routes, climate zones and the Manila Galleon.
Two difficulty modes.
c. 1750–1900. Enlightenment arguments, four Atlantic revolutions, the nations built afterward, and the machines that changed the ground under all of it.
Start with $1,000 and buy shares in fifteen people and an index for each camp.
Practices Causation and power: how Royalists, Moderates, Jacobins and Bonapartists rose, split and fell.
Sixteen events move the prices and the balance of power. The teacher projects each reveal with a code, so the class stays on the same event. About 15 minutes a class; it saves between days.
Projector game for the whole class.
Practices Industrialization, 1750 to 1900: owners, workers, landowners, the state, colonial producers and reformers.
Six groups fight over the same six sliders. Output and urban life expectancy run on different levers. Build the works without the drains and people die.
Each card shows a fact and a period image. Players name the revolution.
Practices Comparing four revolutions: American, French, Haitian and Latin American. Four risings that borrowed the same words and meant very different things by them.
Match the revolution, or Outwit: play another revolution's card on the same issue.
c. 1750–1900. The new imperialism, China forced open, Japan choosing differently, and the movements that pushed back.
c. 1900–1945. Two world wars, the peace that failed between them, and the decisions real policymakers faced in the twenty years of quiet.
Class simulation. You are a nation in 1919.
Practices Interwar diplomacy: alliances, the Great Depression and the road to World War II.
Negotiate, ally, and survive twenty years of economic crisis, then face the choices that led the world to war.
c. 1945–1980. Two superpowers who never fought each other, and the empires that came apart three different ways.
c. 1980–present. The Cold War ends, production spreads across borders, and so do the problems.
Launch innovations into the world city network and watch them move down the four ranks.
Practices Hierarchical diffusion through the world city network, and which innovations never reach the countryside.
A mirror of The Columbian Exchange: same board, opposite rule.