Inside the Empires of Influence box: money bills, Breaking News, trivia, industry and country decks and the Answer Book

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A 45-minute lesson inspired by Empires of Influence.

A proposed teacher-facilitated discussion activity for ages 13+. This is not the complete game or an official tested EOI classroom curriculum; adapt after reviewing your game materials.

Lesson objective: Students explain one trade-off in an economic decision, use world knowledge to support an argument, and distinguish game rules from real-world complexity. Materials: EOI game if available, board/markers, timer and a one-page student reflection sheet.

00:00–00:05

Warm-up: what would you choose?

Introduce a fictional nation with limited money. Ask students: save, invest or bid for an opportunity? Why?

00:05–00:12

World-knowledge question

Present a suitable question from your copy or a verified geography fact. Discuss how confident students are in their answers.

00:12–00:30

Guided decision & negotiation

Demonstrate a limited sequence from the official rules. Pause to ask what students gain and what they give up. Do not pretend this is a full-game session.

00:30–00:40

Debrief & transfer

Groups defend one choice and compare the game to how countries, firms or individuals may face trade-offs.

00:40–00:45

Exit ticket

Record: one fact learned, one opportunity cost, one assumption the game simplifies, and a question to research.

AFTER CLASS

Optional extension

Research a country-card fact using a current primary source; compare numbers and discuss why data changes over time.

Reflection prompts to print or project

1. What decision did your group make and why?
2. What did you give up by choosing that option?
3. What additional information would have changed your decision?
4. Who benefited and who could have been disadvantaged?
5. Which aspect of real-world economic life was simplified in the game?

Teacher note: use culturally sensitive discussions about colonial histories and power; avoid presenting territorial conquest as a desirable real-world objective. Country-card statistics may become outdated and are best treated as research starting points.

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