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Civil War Game for my classroom

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neljer00
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Joined: 04/10/2012

This is Jeremy with another educational game idea. I teach an 8th grade U.S. history course in which we cover the Civil War. I have started mulling over a gaming experience for them (however I do not know if I could get it off the ground for this year as our Civil War unit is only a week away). Here are my thoughts so far. Any feedback would be great!

- Class is broken into state reps or senators from the states present in 1860ish.
- Each state would have a short ‘bio’ with a list of concerns, needs, and desires for their state.
- The Congress itself would have a list of items to discuss and vote on for the nation as a whole.
* These state issues and national issues would be constructed to reflect the realities of the pre-Civil War era as well as to illustrate the tensions existing between the North and the South
* So, the game would start with a mock-congress of discussion, debate, and voting on the various issues. State delegates would earn points for the North or South according to how many of the national goals they are able to achieve collectively and how many state goals they are able to achieve individually.
- Tensions would rise and the states would be guided to the point where secession needed to be voted upon, triggering the southern states to break from the U.S.
- After this point, the northern states and the southern states would operate separate congresses.
* Each side would have a series of issues to decide upon (not all revealed simultaneously) – the actions taken by one side would trigger a new decision to be made by the other
- Battles would be fought:
* I am thinking Magic style?
- Students would take turns acting as a general
- Students would fight the battles using decks of cards
- “Taxes” would replace manna and would need to be ‘tapped’ in order to carry out certain actions or to play certain weapons, soldiers, regiments or to take certain actions
- A D20 would be used as the health/strength of each army, with the first to 0 being the loser (maybe each side starts at 10?)
* While battles are being fought each congress remains in session and must decide on a variety of issues, which would in turn impact the battles being fought and the decks being used
- If, for example, the northern congress voted to raise taxes, more tax cards would be added to the deck being used for that battle or reinforcements would be added to the deck. Something along those lines.
* Battles would also reveal new decisions to be made by the congresses, i.e. if the north loses a battle and a chunk of land, how would they decide to proceed in response to that new reality.
* Battle decks could be created and built in such a way that they reflect what actually happened in real battles (but that would be kept hidden for the time being)
- If the North won a specific battle, Gettysburg for example, the decks would be constructed in such a way that that outcome is almost guaranteed (but not necessarily set in stone). The students would have no idea that this would be the case.
- Each battle victory would give that side points, so the winner in the Civil War game would be the side that had the most Victory Points (to us a Settlers term).
- Although no one state or person would win, the idea is cooperative, collaborative effort to guarantee the victory for your side of the fight.

This is all I have right now: a generic framework that needs to be developed. But what ideas do you have? Would battle for this game work out if I utilized a Magic format? What potential hurdles do you see with this?

Cheers,
Jeremy

Orangebeard
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Joined: 10/13/2011
First thoughts

Hi Jeremy,

This one struck me as being a little different as the Civil War was an event that happened rather than a concept or theory. As such, I think your ideas may help bring it to life more than a simple text book account of the battles would, however if your game allows for a different outcome, then it may confuse students.

I really like your idea of starting the students out as Senators and have them play out the roles with all of the appropriate concerns. Hopefully this will help them understand that there were A LOT of factors that triggered the Civil War rather than just one or two high profile issues.

It might be an interesting exercise though to play it out like a game to illustrate the point that the South had very little chance of besting the North in a protracted fight. Maybe each side is given certain conditions and resources, but you rig the game so it is mathematically impossible for the South to win?

If you like historical fiction, check out "Guns of the South" - time travellers load up the South with AK-47s to change the outcome of the war...

MarkKreitler
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Joined: 11/12/2008
Sorry for the wall o' text...

Jeremy, this design gave me goosebumps. There are elements to it that blew my mind. I hope you can get it working for next year.

neljer00 wrote:
- Class is broken into state reps or senators from the states present in 1860ish.
- Each state would have a short ‘bio’ with a list of concerns, needs, and desires for their state.
- The Congress itself would have a list of items to discuss and vote on for the nation as a whole.
* These state issues and national issues would be constructed to reflect the realities of the pre-Civil War era as well as to illustrate the tensions existing between the North and the South
* So, the game would start with a mock-congress of discussion, debate, and voting on the various issues. State delegates would earn points for the North or South according to how many of the national goals they are able to achieve collectively and how many state goals they are able to achieve individually.
- Tensions would rise and the states would be guided to the point where secession needed to be voted upon, triggering the southern states to break from the U.S.

This is great stuff -- especially the way you've dovetailed it with deck-building later on. I have one data point's worth of experience to share on the "vote for secession" part: back in high school, I got to play in a day-long classroom game where a visiting professor simulated international relations by dividing the students into groups representing different countries' National Security Councils. We ended up achieving global nuclear disarmament -- something that had never happened in previous games he'd run. We managed it because:

a) We all knew each other, and
b) We were all young and idealistic

you may run into the same situation, so if you allow a vote, be prepared for the South to stay in the Union...

neljer00 wrote:
- After this point, the northern states and the southern states would operate separate congresses.
* Each side would have a series of issues to decide upon (not all revealed simultaneously) – the actions taken by one side would trigger a new decision to be made by the other

This is excellent -- how do you intend to implement this mechanic?

neljer00 wrote:

- Battles would be fought:
* I am thinking Magic style?
- Students would take turns acting as a general

Depending on your class size, it seems like it would take many battles to give everyone a chance to be general. Maybe that's not important, but if you want everyone to experience that part of the game, you might consider merging Magic with Memoir '44.

If you haven't played Memoir '44, you should check it out. The part that's germaine to your design is the division of the battlefield into "Left Flank," "Right Flank," and "Center," areas. Normally, 1 player commands the Axis powers, the other the Allies. Each side gets a handful of "Orders" cards which determine what kind and how many units can move. Some cards can only be played in a certain region.

Example:

Scout the Left Flank -- this card allows you to order 1 unit in the left flank (an order consists of optionally moving the unit, followed by optionally attacking with the unit).

Pincer Movement -- allows the player to order 1 unit from the left flank and 1 from the right flank.

And so on.

Sprinkled among these normal command cards are specials like:

Counter-attack: you may play this to perform the same action as your opponent just played on you.

Fighter Support: attack any unit on the board with special attack rules (specific to their combat system, so irrelevant here. Well, I guess fighter support *in general* is irrelevant here, but it gives you an idea of the variety of special orders).

There are a number of beautiful bits to this system. For one, you could let one student command each region, thus allowing 3 generals per side in each battle. You could even go for more historical accuracy and only use multiple generals for the larger battles. The other great thing with this system is the natural way it stacks the deck -- in scenarios where the Axis has the upper hand, the Axis player gets to hold more cards, and vice versa when the Allies had the historical advantage. In some cases, after 'n' turns, one side gets more cards as "reinforcements" arrive or as the element of surprise is lost, etc.

Another way to tilt the scales (which has nothing to do with Memoir '44) would be to give each player a "general" card with a few special abilities (for example, at the 2nd battle of Manassas Junction, the Union would get a Gen. John Pope card, while the Confederacy would get two cards: Gen. "Stonewall" Jackson and Maj Gen. Longstreet). This could give insight into the historical figures' strength and weaknesses as well as provide a way to skew battles to the historically-favored side.

neljer00 wrote:

- Students would fight the battles using decks of cards
- “Taxes” would replace manna and would need to be ‘tapped’ in order to carry out certain actions or to play certain weapons, soldiers, regiments or to take certain actions

Card battles a la Magic seem like they'd work pretty well for this format, and I love the idea of modifying the deck via Congress. How far would you take that? It would be amazing if players unwittingly "drafted" a large portion of their deck this way. Resources like Land, Taxes, Munitions, Soldiers, and Supplies could all be doled out as a result of legislative decisions.

I realize that's probably not possible, given the need to conform to some semblance of historical accuracy, but it sounds neat.

neljer00 wrote:

- A D20 would be used as the health/strength of each army, with the first to 0 being the loser (maybe each side starts at 10?)

Do you mean you'd track hit points by decrementing the die?

neljer00 wrote:

* While battles are being fought each congress remains in session and must decide on a variety of issues, which would in turn impact the battles being fought and the decks being used
- If, for example, the northern congress voted to raise taxes, more tax cards would be added to the deck being used for that battle or reinforcements would be added to the deck. Something along those lines.

As noted above, I love this idea. What are the time frames for battle vs legislation? Do they take place simultaneously in real time? Does a battle resolve to its halfway point, then break for a stretch to allow legislators to do their thing?

From a "world simulation" point, it seems like battles would resolve almost instantly relative to the time it takes to appropriate and distribute supplies, money, etc. What is the game-purpose of simultaneous resolution? Is it just to give non-generals something to do during battles?

neljer00 wrote:

* Battles would also reveal new decisions to be made by the congresses, i.e. if the north loses a battle and a chunk of land, how would they decide to proceed in response to that new reality.
* Battle decks could be created and built in such a way that they reflect what actually happened in real battles (but that would be kept hidden for the time being)
- If the North won a specific battle, Gettysburg for example, the decks would be constructed in such a way that that outcome is almost guaranteed (but not necessarily set in stone). The students would have no idea that this would be the case.

I see why you would go this route, but in this case, the "middle way" doesn't make much sense. If it's still possible for a non-historic outcome to occur, you have to design for that eventuality. Meanwhile, if you stack the deck to mostly ensure the "correct" outcome, some players will become frustrated by the system's bias.

What are your teaching / game-design goals? It feels like the current design contains two mutually-exclusive threads. On one hand, students have that ability to influence policies to score points and improve their armies' chances in battle. In this model, battles are biased but can go either way, and results of legislation affects battles and results of battles introduce new legislative goals. Overall, this feels like a dynamic simulation that could easily diverge from history. On the other hand, there are fixed events like Secession and heavily-weighted battles that keep the experience aligned to history, which would strongly skew the end results toward a Northern victory.

And I know I could be way off base with my thinking, so take everything I write with a huge grain of salt. There are definitely games that present biased historical situations that provide for outcomes different from history (see: "Axis and Allies").

neljer00 wrote:
- Each battle victory would give that side points, so the winner in the Civil War game would be the side that had the most Victory Points (to us a Settlers term).
- Although no one state or person would win, the idea is cooperative, collaborative effort to guarantee the victory for your side of the fight.
This is all I have right now: a generic framework that needs to be developed. But what ideas do you have? Would battle for this game work out if I utilized a Magic format? What potential hurdles do you see with this?

Cheers,
Jeremy

That's "all"? That's a great start -- certainly got me excited! Hope you'll post more thoughts.

Mark

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