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The Fine Print

Eight tables run the governments of an invented sea around 1900. They bargain over treaties clause by clause, then jump ten years later to see what each clause did.
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US History Grades 10-12 8 roles 56 min 1-2 class periods
US History Grades 10-12 8 roles 56 min 1-2 class periods
An invented sea around 1900: a young republic, an old creditor power, and five smaller countries.

A two-day APUSH Period 7 lesson: on Day 1 eight tables run the governments of an invented sea around 1900 and bargain face to face over treaties whose clauses do what they say a season later; on Day 2 a paper DBQ meets the real cases.

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Class Time

56 minutes

Designed For

1-2 class periods

Roles

8 roles

Class Sizes

Large (34-40 students), Standard (28-33), Small (22-27), Smallest (16-21)

Learning Objectives

3 objectives

Standards

4 standards aligned

Where This Fits in Your Curriculum

This lands in APUSH Period 7 or a US History unit on expansion overseas, 1898-1912, ideally the week you teach the Spanish-American War and its aftermath. Students need no prior knowledge of the cases: Day 1 is played in an invented sea, and the real places are named only at the end. What they learn underneath the treaty-trading is how a clause signed now is used later, and why one republic's own offices wanted different things. Day 1 alone supports C3 D2.His.14 and D2.His.4. The history itself, and the AP key concepts on debates over expansion and resistance, need Day 2: a 47-minute paper DBQ in which each table's strongest feeling from Day 1 picks the first real document it reads. It suits APUSH, honors US History and any course that teaches the turn from annexation to other forms of control.

What Students Will Learn

Social & Emotional Learning (CASEL)

Aligned to the CASEL framework's core competencies. These are the SEL skills students actively practice while playing.

Flexible Class Sizes

Large (34-40 students)
All 8 tables, 4-5 students each.
Standard (28-33)
No Kosmar. Its ports leave the chart, and win conditions that name Kosmar leave the cards.
Small (22-27)
No Kosmar. The game plays Velan: it offers Ravis a Loan and lands to collect; a proposal to Velan is refused with "Velan is not at a table."
Smallest (16-21)
No Kosmar and no Selko. The game plays Velan. Self-Rule clauses leave.

Roles Your Students Will Play

Click any role to see their background and what they are trying to accomplish.

Tavrin State
Tavrin is one republic at two tables. You sign Tavrin's Recognition, Naval Base, Intervention Right, Canal Zone and Self-Rule clauses. Navy and Banks signs Loans and Customs Control and commands the ships. Support at home belongs to both tables. You can make as many treaties a season as you can get. At Darris, Tavrin's Recognition always comes with an Intervention Right; it needs no Senate vote. The clause sheet marks the clauses Tavrin's Senate must pass. Tavrin's people vote in an election at the end of season 3. Support at home goes up 1 each season. It goes down 1 for each treaty the Senate approves, 1 if any smaller table resists your troops, and 2 at the next readout after each landing that is bad news at home (no Intervention Right and no Tavrin Loan there). Navy and Banks pays the rent on every Naval Base you sign.
Goals
  • 2 points: a Tavrin Naval Base anywhere
  • 4 points: a Tavrin Naval Base in Kosmar (counts only if Kosmar has a table)
  • 3 points: a Canal Zone through Oslan
  • 4 points: that Canal Zone runs more than 50 years
  • 2 points: Darris signs Tavrin's Recognition
  • 6 points: Darris signed it, and Tavrin never used the Intervention Right there
  • 3 points: Tavrin's election holds
  • 2 points: support at home is 5 or more at the end
Navy and Banks
Tavrin is one republic at two tables. You sign Tavrin's Loan and Customs Control clauses and command its ships. Tavrin State signs its other clauses. Support at home belongs to both tables. You can make as many treaties a season as you can get. In season 1 your 3 ships stay home and do nothing, so this season you bargain over Loans and Customs Control. Season 2 explains the ships. You hold Tavrin's money: 6 now. 1 money pays 1 of rent for one season, or lends 1. Customs a season (a table not in your room has none): Darris 2, Selko 2, Oslan 1, Ravis 3, Kosmar 1; each customs collected is 1 money. Your money pays Tavrin's Naval Base rents, Loans and Canal Zone payments. It comes in from customs and repayments. A rent you cannot pay is not paid. Tavrin's troops already on the chart at the start came by no ship of yours, and you cannot move them. Tavrin's people vote in an election at the end of season 3. Support at home goes up 1 each season. It goes down 1 for each treaty the Senate approves, 1 if any smaller table resists your troops, and 2 at the next readout after each landing that is bad news at home (no Intervention Right and no Tavrin Loan there).
Goals
  • 4 points: three or more Tavrin Intervention Rights or Naval Bases in force
  • 3 points: at least once, troops your ships landed are on a table where Tavrin holds an Intervention Right at a readout, and that table does not resist
  • 4 points: a Tavrin Customs Control share of 55 percent or more
  • 4 points: you end with 6 or more money
  • 3 points: a Canal Zone in force by season 3
  • 3 points: Tavrin troops or a Tavrin Naval Base on Selko at the end (counts only if Selko has a table)
Velan
You sign Loan, Customs Control and Naval Base clauses, and you may recognize Oslan. Ravis owes you 10. You can make as many treaties a season as you can get. In season 1 your 2 ships stay home and do nothing, so this season you bargain over Loans, Customs Control and Naval Bases. Season 2 explains the ships. They can go only to a smaller table that owes Velan. Your money: 8. 1 money pays 1 of rent for one season, or lends 1. Customs a season (a table not in your room has none): Darris 2, Selko 2, Oslan 1, Ravis 3, Kosmar 1; each customs collected is 1 money.
Goals
  • 2 points: Ravis has paid you 8 or more
  • 5 points: a Velan Customs Control share of 55 percent or more
  • 4 points: a Velan Naval Base anywhere
  • 2 points: you end with 14 or more money
  • 4 points: you hold a Naval Base in Kosmar and Tavrin holds none (counts only if Kosmar has a table)
Darris
Darris fought for years to throw out its old ruler. Tavrin's troops arrived near the end and are still here. Two things send them home: a treaty from Tavrin State (Tavrin's Recognition, which always comes with an Intervention Right), or Tavrin's election at the end of season 3, if Tavrin's people reject the government's plans overseas. While you resist, the troops take 1 ground and 3 Fed and Safe a season instead of 2 and 2, and Tavrin's support at home drops 1 (once a season, however many smaller tables resist). You start with ground 10 and Fed and Safe 5. A camp is a group inside your government that wants one thing.
Goals
  • 3 points: no Tavrin troops on Darris at the end
  • 3 points: Tavrin's troops gone by the start of season 3, even if they come back later (your Quick Withdrawal camp)
  • 6 points: no Tavrin troops, no Naval Base, and Tavrin never used an Intervention Right here (your Full Independence camp)
  • 5 points: Fed and Safe at 3 or more at the end
  • 5 points: ground at 6 or more at the end
Selko
Selko is an island republic with its own government. Tavrin's troops hold its main port. Two things send them home: a treaty from Tavrin State (Recognition, or a Self-Rule clause with a season), or Tavrin's election at the end of season 3, if Tavrin's people reject the government's plans overseas. Selko can have one of the two clauses, never both. While you resist, the troops take 1 ground and 3 Fed and Safe a season instead of 2 and 2, and Tavrin's support at home drops 1 (once a season, however many smaller tables resist). You start with ground 10 and Fed and Safe 6. Self-Rule with no season changes nothing. A camp is a group inside your government that wants one thing.
Goals
  • 5 points: no Tavrin troops and no Naval Base at the end (your Independence Now camp)
  • 3 points: a Self-Rule clause with a season is in force (your Self-Rule by Treaty camp)
  • 5 points: Fed and Safe at 3 or more at the end
  • 4 points: ground at 5 or more at the end
Oslan
Oslan is not a country yet. Its leaders are a government in waiting. It is a province of a larger country that is not in the game, on the narrow strip of land between two oceans. You start with ground 10 and Fed and Safe 5. Until you are a country, every treaty with you must include Recognition. Tavrin wants a canal through you. Recognition from Tavrin State makes you a country. If Velan sits at a table in your room, its Recognition does too. A camp is a group inside your government that wants one thing.
Goals
  • 2 points: a country at the end
  • 3 points: a country, with no Canal Zone over 50 years (your New Country camp)
  • 4 points: the canal open through Oslan, on any terms (your Canal Board camp)
  • 3 points: Fed and Safe at 6 or more at the end
  • 2 points: ground at 6 or more at the end
Ravis
Ravis owes Velan 10. Each season, by itself, you pay Velan 2 of it. That costs you 2 Fed and Safe and gives Velan 2 money. A Customs Control pays your debt instead. If Velan's troops come, they take your customs toward the debt. If you resist them, what they would have taken is added to your debt. You start with ground 10 and Fed and Safe 6. Your customs: 3 a season. A camp is a group inside your government that wants one thing.
Goals
  • 8 points: no Customs Control, no foreign troops and no foreign Naval Base at the end, with Fed and Safe at 2 or more (your President's Party camp)
  • 4 points: you owe nothing at the end (your Finance Ministry camp)
  • 3 points: Fed and Safe at 3 or more at the end
  • 4 points: a Customs Control share of 50 percent or less
  • 2 points: ground at 7 or more at the end
Kosmar
Kosmar is a large, old state with five ports the powers want. A Naval Base in Kosmar leases one of those ports to a power. You start with ground 10 and Fed and Safe 5. A camp is a group inside your government that wants one thing.
Goals
  • 3 points: no Naval Base in Kosmar at the end (your Reformers camp)
  • 2 points: at least one Naval Base, no power holding two (your Court Party camp)
  • 4 points: at least one Naval Base here, and every one pays a rent of 2 or more
  • 2 points: Fed and Safe at 6 or more at the end
  • 2 points: ground at 7 or more at the end

Hand Each Student Their Own Sheet

One click on the teacher dashboard prints a dossier for every role - background, goals, key facts, and their confidential briefing - plus the primary-source packet and a vocabulary sheet. Print them, or save as PDF, so each student reads their role on paper instead of huddling around one screen. The app still runs the votes and the action; the paper just carries the reading.

Primary Sources

Every role includes real historical documents. Students read them because they need the information to make their case.

The Teller Amendment (joint resolution of Congress)
The Platt Amendment (Army Appropriations Act), Articles III and VII
The Plea of the Cuban Republic
Aguinaldo's Case Against the United States
Speech in the Senate on the Philippines
The Hay-Bunau-Varilla Treaty, Articles I-III
Annual Message to Congress (the Roosevelt Corollary)
Platform of the American Anti-Imperialist League
Colombia's statement of grievances
The Dominican government accepts the customs arrangement (modus vivendi)
The first Open Door note
Mutual Helpfulness Between China and the United States
Annual Message to Congress (dollar diplomacy)
American Imperialism (convocation address, University of Chicago)
The Drago Note
The Independence of the Isthmus of Panama: Its History, Causes, and Justification

Key Terms Students Will Learn

Recognitionnaval baseIntervention Rightcustomscustoms receivershipprotectorateannexationself-determinationsecessionCanal ZoneOpen Doordollar diplomacyBig StickRoosevelt CorollaryAnti-Imperialist Leaguesovereignty

After the Game: Debrief Questions

  1. Did any signed clause, your own or another table's, change your numbers? Which one did the most?
  2. Tavrin State and Navy and Banks, when did your two tables want different things?
  3. Navy and Banks, did you time a landing so the news came after the vote? If you did, who were you keeping it from?
  4. Smaller tables, could you protect both of your numbers? If not, which one gave way, and who decided that?
  5. Darris and Selko, what did your win conditions count as a good year? Who wrote them?

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