THE
WORLD
CUP

IN THE SIMULATION you are beginning, your world will be a reality you create in your mind’s eye and transfer to reality. As you move from project to project and from the war simulation to the peace table, keep in mind the problems that exist in the real world you now live in. How would you change this world? What would you allow to remain the same? Once you have thought about these questions, transfer this change and sameness to your new world, for only you can create your country’s geography, climate, and government. You will guide your country through economic, social, cultural, and political development; through a world war; into peace conferences; and then home again. If problems arise along the way in such areas as developing a culture or mak­ing a physical features map, feel free to consult an encyclopedia or reference book and model your country’s culture and map after an existing country. For example, if you decide to become an island nation, you might want to look at Japan (democracy) or Cuba (dictatorship). Use all resources available to you, always remembering: the world you now live in is your greatest resource.

APHG HOME
INTRODUCTION
THE ESSENTIALS
RULES OF PROCEDURE
PROJECT POINTS ACTIVITIES
FATE BULLETINS
I    II    III
RESOURCES AND MANUFACTURED GOODS
SKILLS EXERCISES
PROJECT POINTS STRATEGY SHEET
TURN POINTS 
STRATEGY SHEET
WAR STRATEGY SHEET 1
WAR STRATEGY SHEET 2
PEACE TREATY PROPOSALS SHEET
PEACE TREATY SHEET
RUNNING TOTAL SHEET