RULES OF PROCEDURE

PHASE II: WAR      PHASE III: PEACE CONFERENCE   BACK TO THE WORLD GAME

PHASE I: POWER POINTS BUILD-UP

Grouping

1   Each group of 4 to 6 students becomes one country. The country’s citizens remain in one classroom area during all the time the simulation is in progress.

2   Each student is to remain loyal to his/her country.  There can be no double agents.

3   All students will conduct themselves appropriately.  Insulting or putting down another individual or country will result in the loss of points for his/her own country.  Proper diplomacy is of paramount importance to winning the simulation.

Role Definitions

1  Leader Each country elects a leader (president, king, dictator, etc.) who always remains seated and never leaves his/her country’s assigned area. This leader also is responsible for all the country’s vital information, which he/she carefully keeps inside a manila folder. On the inside of this folder’s cover are listed the names and roles of all the country’s citizens and the country’s form of government. The country’s name is recorded clearly on the outside so that the folder can be easily spotted across the room in case a spy captures it.  At the end of each class period this country folder is handed to the teacher, who returns it at the beginning of the next class period.

2  Diplomat Each country appoints a diplomat who regularly leaves the coun­try in order to negotiate with other countries’ diplomats. As the voice of the nation’s leader, the diplomat makes alliances, establishes treaties, and carries out national policies while abroad. The diplomat’s final responsibility is to ask the teacher to come to the country’s area if a citizen wishes ad­vice or an explanation.

3   Spy Each country appoints a spy who occasionally circulates around the room and tries to determine how many points other countries have. Points represent power, and the spy tries to gain access to other nations’ folders, extracting pertinent information before returning the folder to the teacher. The teacher then returns the folder to the appropriate country while keeping the spy’s identity a secret. Spying can be carried on only during assigned project workdays.  A spy must return any confiscated materials to the targeted team without incident if they demand their materials back.

4  Aristocrat The remaining students are aristocrats of their country; they fill other governmental positions (e.g., vice-president). These citizens always remain in their country’s assigned area unless they are presenting a completed work project to the teacher.

Project Points

1   All citizens are expected to participate in project work so that they can help their country earn points. A student may be evaluated (graded) by the number of points he/she earns for his/her country.

2   The teacher may penalize individual countries for any citizen’s failure to follow the rules. Five or ten points may be deducted from the country’s overall point total for any failure to comply with a rule. Example: A leader caught leaving his/her country’s assigned area could be fined ten points.

3   The teacher assigns points for project work completed.

4   If two or more students work on the same project, the points will be divided among them equally unless all students involved work out a fair ratio and sign their names to show that they all agree.

5   Each country keeps a folder, In It all vital information about the country must be kept. Particularly important are the RUNNING TOTAL SHEETS, which contain a complete record of all points various citizens have earned.

6   The teacher also keeps RUNNING TOTAL SHEETS for each country and a STUDENT PROJECT RECORD SHEET for each student. In case of dispute over point totals, the teacher’s record is to be considered the final total.

Turn Points

        1  At the end of every turn the countries will tally the total points they have amassed on their RUNNING TOTAL SHEET from their natural resources, manufactured goods, imports, exports, and random fates in addition to any project point totals.

        2  Points from resources are determined by their total value minus environmental penalties, minus the transportation cost  Therefore, the farther your resource is from your market (city) the more points your country will be penalized.  Some materials are more expensive to transport than others, so plan your countries resource locations carefully.  For more information see the RESOURCES AND MANUFACTURED GOODS page.

        3  Each country is allowed to make no more than one military alliance, two trade agreements, and one other alliance or agreement (e.g. Disaster Aid Alliance) per turn.  All alliances and agreements must be documented, signed by both countries, and submitted to the instructor.

        4  The actual starting date for this simulation is irrelevant, however, we will begin at SST 1 (Snyder Standard Time).

        5  You may move an agricultural good at the cost of 50 points, and an updated copy of all maps must be put in the country folder to replace the old versions.  Natural resources are permanent and may not be moved.

        6  STAGE BONUSES:  Each stage will have additional manufacturing and building bonuses if the members of the country wish to invest in them.  If a country sets aside natural resources for investment, they will not count toward the overall point total for that round.  Be careful that you do not over-invest, or else you may be caught in a war without adequate points to defend yourself.

STAGE I: 1 Bronze (25 points one time) = 10 Copper + 10 Tin
1 Textiles (15 points one time) = 10 Cotton
1 Fort (15 points each turn) =  200 Timber + 200 Stone
STAGE II: City Upgrade (25 points each turn) = 10 Concrete + 10 Energy + 10 Steel + 100 Gold
1 Steel = 50 Iron
1 Energy = 50 Coal
1 Oil = 40 Petroleum
1 Concrete = 40 Stone
Road Network (20 points each turn) = 10 Concrete + 5 Energy + 50 Gold
Dam (1 quadrant at river source; 25 points each turn + 2 points per river square) = 5 Concrete + 5 Energy + 5 Steel + 100 Gold
Seaport (1 quadrant at coast; 35 points each turn) = 5 Concrete + 5 Energy + 5 Steel + 5 Oil + 200 Gold
STAGE III: City Upgrade (50 points each turn) = 10 Concrete + 10 Energy + 10 Steel + 10 Oil + 200 Gold
Highway (50 points each turn; replaces Road Network) = 15 Concrete + 10 Energy + 300 Gold
Hydroelectric Dam (75 points each turn + 5 points per river square; replaces Dam) = 10 Concrete + 10 Energy + 10 Steel + 400 Gold
Airport (100 points per turn; replaces Seaport) = 10 Concrete + 10 Energy + 10 Steel + 10 Oil + 500 Gold