Pick a period. Each one has Chains, Time Towers and Witty for practice, plus simulations for the big arguments.
Not tied to a period — 250 years of America in one game, and all nine periods in another.
Race the Marathon across three eras, or pick one of three theme decks: Famous Americans, Pop Culture USA, American Eats.
Practices Chronology across 250 years of America, 1776 to 2026, plus Famous Americans, pop culture and American food.
A highlighting game on AP multiple-choice questions.
Practices Causation, comparison and continuity and change across Periods 1–9, by sorting answer options into best, partly true, distractor and false.
Drag a marker across an answer option to mark it Best or False. A red pen then explains every option. Claim lands on a map to unlock two more markers, Partly true and Distractor. No timer.
Each page shows a document excerpt and an AP question.
Practices Sourcing, contextualization and claims and evidence across Periods 1–9, by reading a primary source and sorting answer options against it.
Drag a marker across an option to mark it Best or False. Claim lands on a map to unlock two more markers, Beyond the source and Wrong time. A red pen points to the line that settles each option. No timer.
1491–1607. Native societies shaped by the land, and the collision that remade two hemispheres.
1607–1754. Why three regions diverged, and how coerced labor hardened into racial slavery.
Each card shows a fact and a period image. Players name the empire.
Practices Comparing four empires: Spanish, French, Dutch and British. Sort by economy (trade, farming or mining) and Native relations (alliances or control).
Match the empire, or Outwit: play another empire's card on the same issue.
1754–1800. From loyal subjects to rebels, and the bargain that produced a constitution.
Start with $1,000 and buy shares in fifteen founders and an index for each party.
Practices Causation and party power: how the Federalists, Anti-Federalists and Democratic-Republicans rose, split and fell.
Eighteen events move the prices and the balance of power. The teacher projects each reveal with a code, so the class stays on the same event. About 15 minutes a class; it saves between days.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Loyalist, Patriot, Federalist and Democratic-Republican. Sort by camp and by issue.
Match the camp, or Outwit: play another camp's card on the same issue.
1800–1848. Canals, factories, and cotton pulling the country three different ways.
Projector game for the whole class.
Practices Jacksonian democracy: the tariff, the Bank, Native removal, federal supremacy, internal improvements and the vote.
Six factions fight over the same six sliders. The Native Nations have three levers against everyone else's six.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Democrat, Whig, Know-Nothing and Abolitionist. Sort by who the enemy is: the Bank, the President, the immigrant or the slaveholder.
Match the camp, or Outwit: play another camp's card on the same issue.
1844–1877. How new land turned a settled compromise into a war, and what Reconstruction won and lost.
Start with $1,000 and buy shares in fifteen people and an index for each party.
Practices Causation and party power: how the Whigs, Democrats and Republicans rose, split and fell.
Fourteen events move the prices and the balance of power. The teacher projects each reveal with a code, so the class stays on the same event. About 15 minutes a class; it saves between days.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Fire-Eater, Northern Democrat, Republican and Abolitionist. One question: what should happen to slavery?
Match the camp, or Outwit: play another camp's card on the same issue.
1865–1898. Industry, immigration, and the city machines that ran American politics from the ward up.
You are George Washington Plunkitt, running the Fifteenth District for Tammany Hall in 1888.
Practices Machine politics in the Gilded Age: patronage, elections and reform.
Build the ward and win elections. Get greedy and the reformers take your streets block by block.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Stalwart, Progressive, Populist and Industrialist. One question: who should run the economy?
Match the camp, or Outwit: play another camp's card on the same issue.
1890–1945. Progressive reform, an overseas empire, and the decisions real policymakers faced between the wars.
Class simulation. You are a nation in 1919.
Practices Interwar diplomacy: alliances, the Great Depression and the road to World War II.
Negotiate, ally, and survive twenty years of economic crisis, then face the choices that led the world to war.
Projector game for the whole class.
Practices Depression-era policy: spending, taxes, regulation, labor, farm prices and the dollar.
Six factions of the 1930s share six policy sliders. One move each per round, and the bars move while you are still deciding.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Progressive Republican, Old Guard Republican, Southern Democrat and New Deal Democrat. The two Democratic camps agree on almost nothing.
Match the camp, or Outwit: play another camp's card on the same issue.
1945–1980. Containment abroad, the suburbs at home, and the movements that rewrote American law.
Projector game for the whole class.
Practices Cold War origins, 1945 to 1950: Washington, Moscow, Western Europe, the decolonizing world, Mao's China and divided Berlin.
The six capitals haul the same six sliders in opposite directions while the risk of war climbs.
Each card shows a fact and a period image. Players name the camp.
Practices Comparing four camps: Liberal Democrat, Dixiecrat, Moderate Republican and Conservative Republican. The two parties trade places.
Match the camp, or Outwit: play another camp's card on the same issue.
1980–present. The conservative turn, globalization, and the arguments still running.