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AP World History: Modern

AP World History Games for Units 1–9.

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

Whole course

Units

Unit 1: The Global Tapestry

c. 1200–1450. Song China, Dar al-Islam, South and Southeast Asia, the Americas, Africa, and Europe before any of them met at scale.

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Unit 2: Networks of Exchange

c. 1200–1450. The Silk Roads, the Indian Ocean, and the trans-Saharan routes — and everything that traveled on them, plague included.

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Unit 3: Land-Based Empires

c. 1450–1750. Ottoman, Safavid, Mughal, Ming and Qing, Tokugawa, Romanov. Same gunpowder, six different answers to holding a diverse population.

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Unit 4: Transoceanic Interconnections

c. 1450–1750. Sea routes, the Columbian Exchange, coerced labor, and the silver that made the first global market.

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Unit 5: Revolutions

c. 1750–1900. Enlightenment arguments, four Atlantic revolutions, the nations built afterward, and the machines that changed the ground under all of it.

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Unit 6: Consequences of Industrialization

c. 1750–1900. The new imperialism, China forced open, Japan choosing differently, and the movements that pushed back.

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Unit 7: Global Conflict

c. 1900–1945. Two world wars, the peace that failed between them, and the decisions real policymakers faced in the twenty years of quiet.

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Unit 8: Cold War & Decolonization

c. 1945–1980. Two superpowers who never fought each other, and the empires that came apart three different ways.

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Unit 9: Globalization

c. 1980–present. The Cold War ends, production spreads across borders, and so do the problems.

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