A Game of Thrones board game. (n.d.). Retrieved September 29, 2015, from https://en.wikipedia.org/wiki/A_Game_of_Thrones_(board_game)#/media/File:A_Game_Of_Thrones_board_game_detail.jpg
Topics: American history; Stock Market
Description: All aboard! Chicago Express is a game of investment and riches centered around the early days of railroads in the United States. In the game, players can invest in any of the four railroads companies in the game by purchasing stock. Holding stock in a company allows a student to make decisions for that company on their turn as well as receive dividend payments over the course of the game. Players can hold stock in more than one company, diversifying their portfolio and giving them a controlling interest in multiple companies. As the companies grow and expand, their value increases and so do the dividends they pay. This is important as the winner of the game is the player with the most money, cash on hand and stock value.
Topics: resource management; trading
Description:Players are recent immigrants to the unpopulated island of Catan. Players expand colonies through the building of settlements and roads and by harvesting commodities from the land around . Trade earned resources for settlements, roads or development cards. Trade with other players, or at local harbors to get needed resources. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins.
Subject: Drama / Storytelling
Topics: role playing ; creativity
Description: For something completely different, settle in for a nice game of excuses and blame with Aye, Dark Overlord! In this game, players will have to use their hand of cards and creative storytelling to come up with reasons why they completely failed to accomplish the task set by the Dark Overlord. The player who is the Dark Overlord will consider the excuses being made and pass out punishments and rewards as deserved. Mostly punishments...these are pretty incompetent goblins after all, and really they are all to blame for failing to deliver.
Topics: ancient civilizations;
Subject: Social Studies
Topics: United States geography; trains; networking building
Description: October 2, 1900 - it's 28 years to the day that noted London eccentric, Phileas Fogg accepted and then won a bet that he could travel "Around the World in 80 Days." Now, at the dawn of the century, some old friends have gathered to celebrate Fogg's impetuous and lucrative gamble - and to propose a new wager of their own. The stakes: $1 million in a winner-takes-all competition. The objective: to see the most cities in North America - in just 7 days. Ticket to Ride is a cross-country train adventure game. Players collect train cards that enable them to claim railway routes connecting cities throughout North America. The longer the routes, the more points they earn. Additional points come to those who can fulfill their Destination Tickets by connecting two distant cities, and to the player who builds the longest continuous railway.
Topics: animals; metric measurement; estimation
Description: The animal world is a filled with a rich diversity of traits and characteristics that fascinate children and hold concepts that help us understand ourselves and the world in which we live. Fauna is an animal trivia game that is not so black and white as it rewards player answers that are either correct or close to the correct. This approximation mechanism allows for students to practice estimating as they try to work out the the size, shape and location of hundreds of animals from around the world.
Topics: evolution; genetic ecosystems; food web; natural selection
Description: Evolution is the first strategy game offering from North Star Games, a publisher well known for party games Wits & Wagers and Say Anything. This game is a re-release of a Russian game originally designed by a professor of biology from Moscow University. North Star Games has added beautiful new artwork and tweaked some aspects of play to tighten up the flow of the game. The result is an incredibly effective game that is engaging enough to be successful in the hobby market, but scientifically accurate enough to be a best bet for classroom use.
Topics: Risk assessment; probability; storytelling; investment
Description: Deep in the ruins of ancient Inca temples lies untold fortune and dangers. Each student is a treasure hunter, exploring these lost areas hoping in the end to emerge alive and laden with treasure. The game consists of a deck of cards with 15 treasure cards, 15 danger cards and 5 valuable artifact cards that, all combined, serve as the temple rooms. The treasure rooms are filled with various amounts of spoils that must be split equitably amongst all the players who enter. Any treasure that can not be split is left behind to possibly be picked up later. So if 4 players enter a room of 15 treasure they each get three treasure and leave the remaining three behind in the room. The artifacts count as five or ten treasure that can not be split, so it may only be picked up by a single player. As for dangers, there are five different types with three copies of each. The first time a specific danger appears it is only a warning. But when two of the same type of danger appear, the round is over for anyone still inside the temple.
Description: You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, would be delighted.