Game Manufacturers Association
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Educational Game List

 

This list was compiled by Mr. James Dietz.  Mr. Dietz, the President of Jolly Roger Games, has four years experience teaching at the secondary level and an additional ten years of teaching experience at the college level, having taught at two-year and four-year schools.  In addition Mr. Dietz has designed simulations specifically for use in a high school history classroom.  Mr. Dietz holds an M.A. from Iowa State and another from the University of Illinois.   

 

GAME: Great War at Sea (several titles in series)
COMPANY: Avalanche Press
PRICE: $45-$55

AGES: Juniors up
COMPLEXITY: High

CLASSES SUITABLE FOR: History

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: Yes

TIME TO LEARN: 4-5 hours
TIME TO TEACH: 90 minutes
TIME TO PLAY: variable (2-18 hours)

COMMENTS: These cover various aspects of navy fighting at the turn of the 20th century.  They are interesting for their discussions of the U.S. Navy Color Plans.  These are easier to use if the teacher is already a “gamer”.

 

GAME: Days of Decision
COMPANY: Australian Design Group
PRICE: $50

AGES: High school
COMPLEXITY: Medium, many things to know more than an issue of difficulty.

CLASSES SUITABLE FOR: European History, U.S. History

NUMBER OF PLAYERS: up to 6
CAN TEAMS BE USED?: Absolutely!

TIME TO LEARN: 3-4 hours
TIME TO TEACH: 90 minutes
TIME TO PLAY: variable (5-10 hours)

COMMENTS: First edition tends to be directly tied with the World in Flames boardgame (making it harder to implement).  This gives a good overview of the buildup to war, but requires some tinkering for classroom use.

 

GAME: Iron and Fire
COMPANY: A&A Game Engineering
PRICE: $15

AGES: High school up
COMPLEXITY: moderate

CLASSES SUITABLE FOR: US or European history

NUMBER OF PLAYERS: variable—one person/ship
CAN TEAMS BE USED?: definitely

TIME TO LEARN:  2-4 hours
TIME TO TEACH: 90 minutes
TIME TO PLAY: variable

COMMENTS: This requires one of two thingsàmoney to purchase ship miniatures –OR- time, which can be used to xerox/create ship silhouettes.  For a classroom budget, silhouettes are probably more efficient, and students could even be assigned creating the silhouettes, researching ships, etc. before playing.  For an added twist, anyone who has a ship sunk has to have their assignment

torn up!  This recreates hesitation at throwing ships in to battle willy-nilly and creates a very realistic hesitation.

 

GAME:  Road to Osaka
COMPANY: DAISHO GAMES
PRICE: $18, $16 for each supplement

AGES: Junior High up
COMPLEXITY: low to moderate

CLASSES SUITABLE FOR: History classes

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: absolutely

TIME TO LEARN: 2 hours
TIME TO TEACH: 30 minutes
TIME TO PLAY: variable, minimum of one hour

COMMENTS: The rules are ok while the supplements have good information on Japan’s feudal system.  The advantage is the rules are simple.  The disadvantage is that it requires having little figurines (although using Risk™ pieces work).

 

GAME: Settlers of Canaan
COMPANY: Cactus Design Group
PRICE: $30

AGES: 10-11 or older
COMPLEXITY: low

CLASSES SUITABLE FOR: World History/Ancient History, Religion

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: Yes, but not great for it

TIME TO LEARN: 30 minutes
TIME TO TEACH: Can be taught as started, 15 minute overview would be handy
TIME TO PLAY: 1-3 hours

COMMENTS: Great for religion class, goes from Joshua to David.  This could be a touchy game for a public school class as the game is very Christian-oriented.  Otherwise, this is Settlers of Catan.

 

GAME: Call of Cthulhu
COMPANY: Chaosium
PRICE: used--~$15, new: $38

AGES: junior high up, should be considered PG or PG-13
COMPLEXITY: low

CLASSES SUITABLE FOR: American Lit, Science Fiction, Horror, 20th Century Lit, 1920s History

NUMBER OF PLAYERS: as many as desired
CAN TEAMS BE USED?: No. Each player is a single character.

TIME TO LEARN: 2-4 hours (making characters is the hard part to learn)
TIME TO TEACH: 30 minutes.
TIME TO PLAY: as desired

COMMENTS: This is a role-playing game and free-form.  It explores the horror mythos of H.P. Lovecraft which inspired Stephen King and other writers.  References to Cthulhu are quite frequent, including Arkham Asylum in the Batman cartoon series.

 

GAME: The Very Clever Pipe Game
COMPANY: Cheapass Games
PRICE: $4

AGES: 10 and up
COMPLEXITY: Low

CLASSES SUITABLE FOR: Classes involving spatial development

NUMBER OF PLAYERS: 2-5
CAN TEAMS BE USED?: No

TIME TO LEARN: 20 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 30 minutes

COMMENTS:  Hard to bring a game to class with the name “Cheapass” on it.  If used, whiteout the references and then play. Low quality components won’t stand up to prolonged use.

 

GAME: War of 1812
COMPANY: Columbia Games
PRICE: $40

AGES: Junior High up
COMPLEXITY: Low-moderate

CLASSES SUITABLE FOR: US/British History, 19th century history

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: up to 2 people/side

TIME TO LEARN: 90 minutes
TIME TO TEACH: 30 minutes
TIME TO PLAY: 2 hours

COMMENTS: Not a normally covered area.  Hard to get lots of students involved.  –the Columbia ‘block games’ all use similar systems, so familiarity with one WILL make the others much easier as well.

 

GAME: Dixie (Bull Run)
COMPANY: Columbia
PRICE: $30

AGES: 10 and up
COMPLEXITY: Easy

CLASSES SUITABLE FOR: US History

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: No

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 30 minutes

COMMENTS: Good game, but needs multiple decks.  It is possible to have multiple games going on, but at $30/game, that can get pricey for a larger class.  The game is a card came—cheap copies are available on ebay.

 

GAME: Eagles (Battle of Waterloo)
COMPANY: Columbia
PRICE: $40

AGES: 10 and up
COMPLEXITY: Easy-Low

CLASSES SUITABLE FOR: European History

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: No

TIME TO LEARN: 45 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 30-45 minutes

COMMENTS: Good game, but needs multiple decks.  It is possible to have multiple games going on, but at $40/game, that can get pricey for a larger class.  The game is a card came.  The art is accurate and attractive.  Cheap copies are available on ebay.

 

GAME: Escape from Colditz
COMPANY: Excalibre Games
PRICE: $42 (but available many places for less…)

AGES: 8 and older
COMPLEXITY: low

CLASSES SUITABLE FOR: those dealing with World War 2

NUMBER OF PLAYERS: up to 6
CAN TEAMS BE USED?: Yes (depends on teacher)

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 2 hours (game has a set time limit)COMMENTS: One player is the German guard, the others are POWs trying to escape.  Colditz was the escape-proof castle and was the subject for a PBS NOVA special as well.  There is a novel based on the book, along with memoirs.

 

GAME: Phoenix
COMPANY: Eurogames
PRICE: $20

AGES: 8 and up (although best with 13 and up)
COMPLEXITY: low, but requires high-level thinking

CLASSES SUITABLE FOR: abstract concepts, order of things, etc

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: No

TIME TO LEARN: 10 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 20 minutes

COMMENTS: This would be very good to have in a 5-6 grade class level for rainy days and indoor recess.  You have to move pieces to get them in the same order as the pieces in the board’s center, except both players play cards to switch pieces in order, back and forth AND the order in the center!

 

GAME: Mare Nostrum
COMPANY: Eurogames
PRICE: $45

AGES: Recommended 14 and up
COMPLEXITY: Moderate

CLASSES SUITABLE FOR: Ancients, Europe, Geography

NUMBER OF PLAYERS: 2-5 (3-5 best)
CAN TEAMS BE USED?: Yes (3 per team can work)

TIME TO LEARN: 1 hour
TIME TO TEACH: 30 minutes
TIME TO PLAY: 2 hours

COMMENTS: Simulates the creation of modern civilizations.  It comes with an introductory scenario that—while not balanced really—does a good job of showing the key issues in developing an empire in the ancient world.  It is also great fun.

 

GAME: Formula De
COMPANY: Eurogames
PRICE: $40

AGES: 10 and up (but my 6 year old has played)
COMPLEXITY: Low

CLASSES SUITABLE FOR: Math, counting

NUMBER OF PLAYERS: 2-10 (bogs down after 6)
CAN TEAMS BE USED?: No

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: variable—about 45 minutes/lap of the race

COMMENTS: Variable dice can be used to determine probability. Or can be used for counting—results can range from 1-30.

 

GAME: Nuclear War
COMPANY: Flying Buffalo
PRICE: $30

AGES: 10 and up (theme is probably PG)
COMPLEXITY: Low

CLASSES SUITABLE FOR: Dealing with Cold War/modern history/current events

NUMBER OF PLAYERS: 2-6
CAN TEAMS BE USED?: No.

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes (can be done as you start games)
TIME TO PLAY: 10-60 minutes

COMMENTS: Object is to wipe everyone out. It is VERY possible that everyone dies and no one wins the game.  It IS possible to win the game without using nuclear weapons.  There are expansions, but not necessary or helpful in a classroom.  It’s advantage is the game plays fast.

 

GAME: World War One
COMPANY: SPI / Decision Games
PRICE: $15

AGES: 12-
COMPLEXITY: Low

CLASSES SUITABLE FOR: History/Social Studies

NUMBER OF PLAYERS: 2-3
CAN TEAMS BE USED?: Yes, but not well. Wouldn’t recommend more than 2 to a team.

TIME TO LEARN: 60 minutes
TIME TO TEACH: 30 minutes (can be taught while setting up)
TIME TO PLAY: 3-4 hours

COMMENTS: To win you must advance, but you lose when you advance.  Winner is really the last country with manpower left.  After playing, students should feel incredibly frustrated…simulates feelings of officers of WW1 very well.

 

GAME: Stone Soup
COMPANY: Gamewright, Inc.
PRICE: $10

AGES: 6-10
COMPLEXITY: Easy (with an adult explaining)

CLASSES SUITABLE FOR: 1-4 grades

NUMBER OF PLAYERS: up to 4 effectively
CAN TEAMS BE USED?: No

TIME TO LEARN: 10 minutes
TIME TO TEACH: …depends on the grade, expect 20 minutes
TIME TO PLAY: 10-30 minutes

COMMENTS: Good in combination with the book Stone Soup.

 

GAME: Honor of the Samurai
COMPANY: Gamewright, Inc.
PRICE: $20

AGES: 10 and up
COMPLEXITY: Low

CLASSES SUITABLE FOR: 5th grade up, World History, Japan, Geography

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: No

TIME TO LEARN: 30 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 30-60 minutes

COMMENTS: Introduction to Japanese feudal culture, nice components with a modernish yet Japanese style. 

 

GAME: Eighth Air Force / Rise of the Luftwaffe
COMPANY: GMT Games
PRICE: $40 / $30

AGES: 13 and up
COMPLEXITY: Low-Medium

CLASSES SUITABLE FOR: History, discussion of WW2

NUMBER OF PLAYERS: 2-6 (best with 4 or less)
CAN TEAMS BE USED?: Yes—each player controls one flight of planes.

TIME TO LEARN: 60-90 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: variable, 15-60 minutes

COMMENTS: Covers all planes in Europe. Card game requiring strategy.  Good to show superiority of jets, vulnerability of bombers.  Definitely can see the progression in technology from 1939 to 1945.  It is also possible to play a hand “solo” to learn the rules before explaining them to students.

 

GAME: Pendragon Role-Playing
COMPANY: Green Knight Publishing
PRICE: $30

AGES: 13 and up
COMPLEXITY: Medium progressing to Low with experience

CLASSES SUITABLE FOR: Medieval history, myths/legends, English literature, European history.

NUMBER OF PLAYERS: no limit
CAN TEAMS BE USED?: no. Each student is one person.

TIME TO LEARN: 3-4 hours (plus additional preparation time for copying)
TIME TO TEACH: 1 hour
TIME TO PLAY: as needed

COMMENTS: Best use would be to research Arthurian values, etc. and let students create knights based on those values following this up with an adventure of their own.  Pendragon is very thorough and true to Arthurian legends and medieval culture.  It is a lot of work to use this, but it also has a correspondingly big payoff if successful.

Good to use with “Le Morte d’Artur” or “The Green Knight”

 

GAME: Matrix Games (various)
COMPANY: Hamster Press
PRICE: $10-$15

AGES: 9 and up
COMPLEXITY: Easy-Low

CLASSES SUITABLE FOR:  3rd grade up

NUMBER OF PLAYERS: any—but teacher MUST be active as arbitrator/GM
CAN TEAMS BE USED?: No

TIME TO LEARN: 15-30 minutes (and a second reading to work through it)
TIME TO TEACH:  5-10 minutes
TIME TO PLAY: as needed

COMMENTS: This is a free-form role-playing/game system.  It has scenarios for every time period and can recreate history or be used to get into characters.  Ideal as the only additional equipment necessary is a single six-sided die.  Games are not repetitive—even with same players.  Highly recommended for use once you understand how they work/have experience with them (and still good otherwise).  Hamster Press is good answering questions and with support material.

 

GAME: Mission I.S.S. (International Space Station)
COMPANY: Iron Bear Studios
PRICE: $15

AGES: 10 and up
COMPLEXITY: Low

CLASSES SUITABLE FOR: any dealing with Space issues/current events

NUMBER OF PLAYERS: up to 4
CAN TEAMS BE USED?: No

TIME TO LEARN: 60 minutes (rules are ambiguous at points)
TIME TO TEACH: 15 minutes
TIME TO PLAY: 45 minutes

COMMENTS: Requires some cooperation and centers around the building of an international space platform.  Can be played on a standard school desktop.

 

GAME: Fire Brigade: World War Two Miniatures
COMPANY: Jolly Roger Games
PRICE: $20

AGES: high school and up
COMPLEXITY: medium to high

CLASSES SUITABLE FOR: any covering WW2

NUMBER OF PLAYERS: 2 sides
CAN TEAMS BE USED?: Absolutely

TIME TO LEARN: 60-120 minutes (will struggle if fight big battle initially)
TIME TO TEACH: Can learn as played—which simulates first time commanders fight
TIME TO PLAY: variable. 1-5 hours

COMMENTS: Can be done on card-table space.  Requires figures (can be axis and allies pieces/risk pieces).  Can also be used as comparative reference for troop/equipment quality. Co-designed by U.S. Army simulations designer.

 

GAME: The Chicago Way
COMPANY: Jolly Roger Games
PRICE: $35

AGES: 9 and up
COMPLEXITY: low

CLASSES SUITABLE FOR: US History, Government

NUMBER OF PLAYERS: 2-4 (best with 4)
CAN TEAMS BE USED?: Yes (although not tried)

TIME TO LEARN: 15 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 30min – 2 hours

COMMENTS: Contains political biographies of Chicago luminaries. Requires cooperation, trading/interaction.  There is a Rated PG word on the Mayor Cermak card.  Art is NOT realistic.  Designer had potential education use in mind.

 

GAME: Dynasties
COMPANY: Jolly Roger Games
PRICE: $21.99

AGES: 9 and up
COMPLEXITY: low

CLASSES SUITABLE FOR: World History, Math

NUMBER OF PLAYERS: 2-
CAN TEAMS BE USED?: No

TIME TO LEARN: 15 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 30 minutes

COMMENTS: Game requiring area control that limits some cards to one use only—making card-counting/probability important.  Limited to 2 players—it is best used as an example of the mechanics of probability, etc.

 

GAME: Knock Knock
COMPANY: Jolly Roger Games
PRICE: $10

AGES: 5 and up
COMPLEXITY: low

CLASSES SUITABLE FOR: Kindergarten to H.S.

NUMBER OF PLAYERS: 3-8
CAN TEAMS BE USED?: No.

TIME TO LEARN: 15 minutes
TIME TO TEACH: 5 minutes
TIME TO PLAY: 30 minutes

COMMENTS: Halloween theme.  Game involves bluffing other players and trying to collect sets of monsters (ghosts, vampires, and Frankenstein’s monsters)

GAME: Survival or Extinction (English and Spanish versions are available)
COMPANY: Latz Chance games
PRICE: $20

AGES: 7-13
COMPLEXITY: Low - Easy

CLASSES SUITABLE FOR: 3-6 grades

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: No

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: variable

COMMENTS: Good to use during dinosaur units.  Shows issues/questions regarding dino survival.

 

GAME: Chrononauts
COMPANY: Looney Labs
PRICE: $20

AGES: Junior High up
COMPLEXITY: Low-Medium

CLASSES SUITABLE FOR: History, Classes working with cause-effect

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: Not easily

TIME TO LEARN: 45 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 30-60 minutes

COMMENTS: Players are time travelers trying to create a certain timeline in Earth’s history. Players can end the world, create peace, etc.  “Photocopying for personal use” would be necessary to have more than two players playing, or else modifying the rules. 

 

GAME: Empire Builder (series of train games)
COMPANY: Mayfair
PRICE: $25-$40

AGES: 10 and up (10-12 with supervision)
COMPLEXITY: medium to low

CLASSES SUITABLE FOR: economics, geography, history

NUMBER OF PLAYERS: 2-6
CAN TEAMS BE USED?: Yes (but keep them small)

TIME TO LEARN: 20-30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: widely variable

COMMENTS: Once one is learned, the whole series is known.  Players get to draw with crayons and build rails to develop railways.  They then have to move trains to carry cargos to destination cities, showing where resources are and forcing players to find cities.  The most useful in the series are Empire Builder (USA), Eurorails (Europe), British Rails (Great Britain), and Nippon Rails (Japan). 

GAME: 1830 (out of print)
COMPANY: Avalon Hill
PRICE: $10-30 used, there is also a computer version

AGES: 13-up (Jr high only with supervision)
COMPLEXITY: Medium

CLASSES SUITABLE FOR: Economics, history

NUMBER OF PLAYERS: 2-6
CAN TEAMS BE USED?: Small teams

TIME TO LEARN: 1-2 hours
TIME TO TEACH: 30-45 minutes
TIME TO PLAY: 3-6 hours

COMMENTS: The computer game plays MUCH faster taking all calculations out—it would be the MUCH PREFERRED version for use in a classroom. Players buy stock in railroads and manipulate the market while developing a rail network in the Eastern United States.  Completely different in style from the Empire Builder series.  It is massive profits through stock manipulation, just like in 19th century America.  The computer version can be saved and resumed.  Boardgame version would require scrupulous students/students who stay focused when not actively participating in a turn.

 

GAME: Settlers of Catan
COMPANY: Mayfair (in the US)
PRICE: $38 (German version is significantly cheaper)

AGES: 12-
COMPLEXITY: Moderate to low

CLASSES SUITABLE FOR: Geography, studying of colonization

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: Small, perhaps with designated roles within the team

TIME TO LEARN: 30 minutes
TIME TO TEACH: 10 minutes (but explain BEFORE setup, as setup is a definite time for strategic decisions by players)
TIME TO PLAY: widely variable, generally between 30-120 minutes

COMMENTS: Great game, relationship between resources and communities, also involves probability/odds in determination of resources. Instead of Catan, could easily call the game Settlers of Jamestown for a US History class for example.

 

GAME: Domaine
COMPANY: Mayfair
PRICE: $50

AGES: 12 and up
COMPLEXITY: Low-medium

CLASSES SUITABLE FOR: Middle Ages studies

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: Small

TIME TO LEARN: 45 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 45-75 minutes

COMMENTS: Not played, but frankly, I have never seen a poor game designed by Klaus Teuber.  The game will emphasize balance and interaction between players. (But this is sight-unseen, I simply trust Teuber as a designer that much)

 

GAME: The Character Sketcher v3.0 / Fractal Mapper v6.0
COMPANY: NBOS Software
PRICE: $35

AGES: computer savvy/literate
COMPLEXITY: computer savvy/literate

CLASSES SUITABLE FOR: projects with an art or map component

NUMBER OF PLAYERS: N/A
CAN TEAMS BE USED?: Could be a group project

TIME TO LEARN: 60 minutes
TIME TO TEACH: on the fly
TIME TO PLAY: Teacher’s discretion

COMMENTS:  These are programs that can be used to draw characters—perhaps out of a story or Literature book.  The map program can be used for mapping continents or at a smaller scale for designing houses—sort of a poor man’s CAD.  They are NOT directly games however.

 

GAME: various titles
COMPANY: Osprey Books
PRICE: $15-$20

AGES: Junior High up
COMPLEXITY: low all the way to high

CLASSES SUITABLE FOR: history, art…even fashion

NUMBER OF PLAYERS: n/a
CAN TEAMS BE USED?: no

TIME TO LEARN: n/a
TIME TO TEACH: n/a
TIME TO PLAY: n/a

COMMENTS: These are books covering every conceivable military campaign of history or army of history.  The value comes from the brevity of the books, the conciseness of detail, and the photographs and color artwork that accompany the text.  The research behind the books tends to be first-rate as well.  If not used directly or made available to students, they can supplement knowledge in areas you feel you as a teacher need help with.

 

GAME: Apples to Apples
COMPANY: Out of the Box Games
PRICE: $20

AGES: 12 and up (a lower version is made for ages 7 and up)
COMPLEXITY: low

CLASSES SUITABLE FOR: Any involving vocabulary

NUMBER OF PLAYERS: 4-10
CAN TEAMS BE USED?: Small ones

TIME TO LEARN: 20 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 20-30 minutes

COMMENTS: Nice easy word game.  The caution would be with older kids who could try and push the limits of word choices, but that is a rare problem.  It is also easy to make your own cards for the game.

 

GAME: My Word!
COMPANY: Out of the Box Games
PRICE: $10

AGES: 7 and up
COMPLEXITY: low

CLASSES SUITABLE FOR: vocabulary

NUMBER OF PLAYERS: 2-6
CAN TEAMS BE USED?: Small if necessary

TIME TO LEARN: 15 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 10-15 minutes

COMMENTS: Players look at cards and try and form words from the letters on at least three cards.  First to blurt a word gets those cards.  Simple, fast, affordable.

 

GAME: Bosworth
COMPANY: Out of the Box Games
PRICE: $20

AGES: 8 and up (don’t mix age groups though)
COMPLEXITY: low (although strategies can be complex)

CLASSES SUITABLE FOR: thinking skills

NUMBER OF PLAYERS: 2-4
CAN TEAMS BE USED?: No

TIME TO LEARN: 15 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 20-60 minutes

COMMENTS: It is essentially a 4-player chess variant.

 

GAME:  Africa
COMPANY: Rio Grande Games (in the US)
PRICE: $40

AGES: 10 and up (although really should be 12-13 and up)
COMPLEXITY: low, but involved

CLASSES SUITABLE FOR: Geography, Africa as subject, history, issue of exploration.

NUMBER OF PLAYERS: 2-5
CAN TEAMS BE USED?: Yes

TIME TO LEARN: 45 minutes
TIME TO TEACH: 30-45 minutes (to be thorough)
TIME TO PLAY: 45-75 minutes

COMMENTS:  It looks pretty and will have some critical thinking issues—do you press on with exporation or go back and claim your fame and hope no one else finds other, more famous things.  Similar to “Source of the Nile” by Avalon Hill.

 

GAME: Barbarosa
COMPANY: Rio Grande
PRICE: $35

AGES: can be done ages 7 and up
COMPLEXITY: low

CLASSES SUITABLE FOR: art, thinking, literature involving riddles/Sphinx, etc

NUMBER OF PLAYERS: 2-5
CAN TEAMS BE USED?: Yes

TIME TO LEARN: 30 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 30-45 minutes

COMMENTS: Better to tweak the rules and emphasize the creation of things and the riddles.  Be prepared to provide extra play-doh or model clay!

 

GAME: APBA Baseball (Basic Game)
COMPANY: APBA Game Company
PRICE: $40

AGES: 7 and up (10 and up without supervision)
COMPLEXITY: low

CLASSES SUITABLE FOR: probability/math

NUMBER OF PLAYERS: 2
CAN TEAMS BE USED?: no

TIME TO LEARN: 45-60 minutes
TIME TO TEACH: 10 minutes
TIME TO PLAY: 45 minutes

COMMENTS: The value is in the use of the cards. 36 possible results along with the various on-base situations allows calculation of possible results and probabilities.  The statistics for likelihood of each on-base situation are researchable.  This would work with moderate to high level math classes.  Students could recreate player abilities/make their own cards by researching past baseball season stats.

 

GAME: Battleground ________  (Series of computer games)
COMPANY: Talonsoft
PRICE: $30-$50

AGES: 12 and up
COMPLEXITY: moderate to learn

CLASSES SUITABLE FOR: history, advanced programming

NUMBER OF PLAYERS: 1
CAN TEAMS BE USED?: no

TIME TO LEARN: 60 minutes
TIME TO TEACH: 30 minutes
TIME TO PLAY: variable

COMMENTS: This is a series of computer games that are turn based.  Potentially useful for illustrating certain situations/layouts of key battles from Napoleon, U.S. Civil War, or World War Two.  Not necessarily useful for actually playing in class.

 

GAME: Central Powers (Axis and Allies)
COMPANY: TableTactics
PRICE: $38

AGES: 13 and up
COMPLEXITY: low (but presumes you have Ax&Al)

CLASSES SUITABLE FOR: history, social studies

NUMBER OF PLAYERS: up to 5, but really best with 2 sides
CAN TEAMS BE USED?: yes

TIME TO LEARN: 45 minutes
TIME TO TEACH: 45 minutes (less if A&A is already known)
TIME TO PLAY: 2-6 hours

COMMENTS: If Axis and Allies is already known, this is a World War One variant to use the same rules and play the same game.

GAME: Redemption: City of Bondage
COMPANY: Talicor, Inc.
PRICE: $25

AGES: 10 and up
COMPLEXITY: low-moderate

CLASSES SUITABLE FOR: Bible study, ethics, Sunday school

NUMBER OF PLAYERS: up to 5
CAN TEAMS BE USED?: No

TIME TO LEARN: 45 minutes
TIME TO TEACH: 30 minutes (can teach as starting)
TIME TO PLAY: variable

COMMENTS: The saving of souls.  Game “forces” cooperation—no one wins if any of the players “dies”.

 

GAME: Junta
COMPANY: West End Games
PRICE: $30

AGES: 12 and up, although themes are generally high school
COMPLEXITY: low to moderate

CLASSES SUITABLE FOR: politics, history, quasi-economics, geography, sociology

NUMBER OF PLAYERS: 3-6
CAN TEAMS BE USED?: small ones

TIME TO LEARN: 45 minutes
TIME TO TEACH: 15 minutes
TIME TO PLAY: 1-2 hours

COMMENTS: Players are stereotypes in a banana republic responsible for voting on graft/corruption as well as whether to overthrow the president.  It should not be taken seriously!  Teachers should be aware of the stereotypes being parodied.

 

GAME: Charnal Houses of Europe: The Shoah
COMPANY: Black Dog Game Factory (White Wolf)
PRICE: $15

AGES: mature only! (High school)
COMPLEXITY: n/a

CLASSES SUITABLE FOR: Holocaust study

NUMBER OF PLAYERS: n/a
CAN TEAMS BE USED?: n/a

TIME TO LEARN: n/a
TIME TO TEACH: n/a
TIME TO PLAY: n/a

COMMENTS: This is an RPG supplement, but its usefulness comes from its subject matter and fiction regarding the Holocaust. It is a VERY serious and intense book which provides an idea how the Holocaust can be explained/taught in alternative fashion.

 

 

 

 

 

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