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AP US History

AP US History Games for Periods 1–9.

Pick a period. Each one has Chains, Time Towers and Witty for practice, plus simulations for the big arguments.

24 Games36 Chains Puzzles20 PrintablesNo Login

Jump to 1 · Contact 2 · Colonial 3 · Revolution 4 · Market Revolution 5 · Civil War 6 · Gilded Age 7 · Reform & War 8 · Cold War 9 · Modern

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Pick one of these three games.

Period 1: Contact & Conquest

1491–1607. Native societies shaped by the land, and the collision that remade two hemispheres.

Period 2: Colonial America

1607–1754. Why three regions diverged, and how coerced labor hardened into racial slavery.

Periods 1–2

Wits: Empire

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).

How it plays

Match the empire, or Outwit: play another empire's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 3: Revolution & Republic

1754–1800. From loyal subjects to rebels, and the bargain that produced a constitution.

Period 3

History Market: Republic

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.

How it plays

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.

Whole ClassSolo18 Events
Play or project Slides Teacher Guide
Period 3

Wits: The Revolution

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.

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 4: Market Revolution & Reform

1800–1848. Canals, factories, and cotton pulling the country three different ways.

Period 4

Jacksonian America: The Reign of King Mob

Projector game for the whole class.

Practices Jacksonian democracy: the tariff, the Bank, Native removal, federal supremacy, internal improvements and the vote.

How it plays

Six factions fight over the same six sliders. The Native Nations have three levers against everyone else's six.

Projector GameWhole ClassPrimary Sources
Run it in class Group Sheets
Periods 3–4

Wits: Jacksonian America

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.

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 5: Civil War & Reconstruction

1844–1877. How new land turned a settled compromise into a war, and what Reconstruction won and lost.

Period 5

History Market: A House Divided

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.

How it plays

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.

Whole ClassSolo14 Events
Play or project Slides Teacher Guide
Period 5

Wits: The Civil War

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?

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 6: The Gilded Age

1865–1898. Industry, immigration, and the city machines that ran American politics from the ward up.

Period 6

Honest Graft

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.

How it plays

Build the ward and win elections. Get greedy and the reformers take your streets block by block.

Machine PoliticsTurn-BasedPrimary Sources
Play now Worksheet
Periods 6–7

Wits: The Gilded Age

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?

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 7: Reform, Depression & War

1890–1945. Progressive reform, an overseas empire, and the decisions real policymakers faced between the wars.

Period 7

Brink

Class simulation. You are a nation in 1919.

Practices Interwar diplomacy: alliances, the Great Depression and the road to World War II.

How it plays

Negotiate, ally, and survive twenty years of economic crisis, then face the choices that led the world to war.

DiplomacyClass Simulation
Run it in class Slides Teacher Guide Worksheet
Period 7

Great Depression: Six Ways Out

Projector game for the whole class.

Practices Depression-era policy: spending, taxes, regulation, labor, farm prices and the dollar.

How it plays

Six factions of the 1930s share six policy sliders. One move each per round, and the bars move while you are still deciding.

Projector GameWhole ClassPrimary Sources
Run it in class Group Sheets
Periods 7–8

Wits: The New Century

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.

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 8: Cold War & Civil Rights

1945–1980. Containment abroad, the suburbs at home, and the movements that rewrote American law.

Period 8

Postwar: Six Capitals, One Board

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.

How it plays

The six capitals haul the same six sliders in opposite directions while the risk of war climbs.

Projector GameWhole ClassCold War
Run it in class Group Sheets
Periods 8–9

Wits: The Realignment

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.

How it plays

Match the camp, or Outwit: play another camp's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Period 9: Modern America

1980–present. The conservative turn, globalization, and the arguments still running.