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.