INTRODUCTION

ROLES    A very important part of this simulation is living up to the responsibility of being a member of an organized, functioning nation. The role you assume must be carried out throughout the simulation, if you are a country’s president, act like a president and allow your country to function like a democracy, always seeking input from other members in your decision making. On the other hand, if you are a dictator, demand obedience and work from your country’s citizens. If you are not your nation’s leader, you will still have responsibilities to meet. For example, a spy should act like a spy and seek to keep his identity secret. A diplomat should carry on negotiations with the aim of securing the best possible advantages for the country. But no matter what role you have, try to keep informed of what is going on. Do your best to see yourself as part of a real country, a country you are responsible for.

RULES OF PROCEDURE All games have rules and procedures which must be followed, and since this simulation is often like a game, you should study the RULES OF PROCEDURE for Phases I, II, and III. Be sure you understand them before you begin. Your teacher will explain any rule of procedure that is unclear to you. If you have a question, feel free to ask a question In order to avoid confusion as you take part in the simulation.

EARNING POINTS    You will be given a list of projects, which will be worth various amounts of points. These points will represent the power you possess. You will need to work closely with your leader in planning who will do which projects. You also will have to coordinate your projects. For example, if you work on a climate map, you will need to work closely with the student making a physical features map. Or if you are assigned to create the river systems, you will confer with other students creating mountain ranges and major cities. Always remember: you are a country, united in producing a strong and unified system. Therefore, remain united and work together.  

You will also earn points through the allocation of agricultural goods, natural resources, and the development of manufacturing.  Your country will need to import and export goods to thrive, as is true in the real world.

ORGANIZATION AND STRATEGY The key to your nation’s success is how well you organize yourselves. Consult the PROJECT STRATEGY WORK SHEET to help you plan and organize your activities. Read the directions carefully and plan to work together with a common goal of building power points. Use this sheet to help you organize your point power build­up strategy. Then as your group acquires points, plan what you will do with these points once you move into the war portion of this simulation.

SKILLS    Making a map or writing a country’s history requires careful planning and skill. A list of TERMS and ideas has been included to help you in your decision-making. Carefully study all SKILLS and plan to use their hints to your advantage.

FACING HARDSHIPS    Your teacher will issue penalty points to countries or citizens of various countries who fail to comply with the simulation’s rules of procedure. Fate will also affect your simulated world just as it affects each person s life in the real world. 25 FATES are listed for Phases I, II, and III.  Each turn, a country will draw a number from to 25 and be directly influenced by that fate. Be prepared for the effect fate will have on your lives.

YOUR COUNTRY’S GOAL    The object of this simulation is to bring your country through stages of development in project work to its emergence as a world power. The country that reigns victorious over the rest of the world after the war simulation will have in its hands the power to influence world thought and process. Use all your national pride, enthusiasm, organization, and strategy to guide your country each day. At this moment no country has a greater chance to succeed than yours.

Good luck!