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Mercantilism Game Country Cards

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Presentation on theme: "Mercantilism Game Country Cards"— Presentation transcript:

1 Mercantilism Game Country Cards

2 Rules & Set Up Set Up: Rules:
100 Gold cards, 25 Industry Cards, 25 Raw Material Cards, 25 Food Cards Rules: Students must follow the rules of trade restrictions. Colonies can only trade with their parent countries, however, parent countries may trade with each other; i.e. 13 Colonies/South Africa/Australia/India may only trade with England, Canada/Haiti may only trade with France, Mexico/Peru/Cuba may only trade with Spain, but Spain/England/France can trade with each other. Each turn you start with what your card tells you, except for gold. “Gold stays where it lays.” Three countries produce gold and gold is added to the game through these countries. Canada – 1, South Africa – 2, Mexico – 3. Students set their own prices and trade by either bartering or selling for gold. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

3 Who starts with what?

4 Scoring It is possible for every team to score points in every round. However, going at least 3-4 rounds reveals a trend, while going 5-7 rounds levels the playing field. At the end of a round, students need to count up their points, as it says on their country card. A set is having one of each card (Gold/Food/Raw Material/Industry).  The teacher will count up the points students have accumulated and have students return cards to their original owner, except for gold.

5 England Starts with: Scoring: Rules: 10 Gold (Produces no gold later)
3 Industry 1 Raw Material Scoring: For every complete set, England gets 2 points. For every 5 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

6 France Starts with: Scoring: Rules: 10 Gold (Produces no gold later)
2 Industry 1 Raw Material 1 Food Scoring: For every complete set, France gets 2 points. For every 5 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

7 Spain Starts with: Scoring: Rules: 20 Gold (Produces no gold later)
1 Industry 1 Food Scoring: For every complete set, Spain gets 3 points. For every 5 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

8 South Africa Starts with: Scoring: Rules: 2 Gold 2 Raw Material
For every complete set, South Africa gets 4 points. For every 3 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

9 13 Colonies Starts with: Scoring: Rules: 2 Raw Material 5 Food
For every Industry, the 13 Colonies get 1 point. For every complete set, the 13 Colonies get 2 points. For every 3 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

10 India Starts with: Scoring: Rules: 1 Raw Material 4 Food
For every Industry, India gets 1 point. For every complete set, India gets 3 points. For every 2 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

11 Australia Starts with: Scoring: Rules: 1 Raw Material 2 Food
For every Industry, Australia gets 1 point. For every complete set, Australia gets 4 points. For every 2 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

12 Canada Starts with: Scoring: Rules: 1 Gold 1 Raw Material 3 Food
For every Industry, Canada gets 1 point. For every complete set, Canada gets 3 points. For every 3 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

13 Haiti Starts with: Scoring: Rules: 3 Food
For every Raw Material, Haiti gets 2 points. For every complete set, Haiti gets 5 points. For every 3 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

14 Mexico Starts with: Scoring: Rules: 3 Gold 3 Raw Material 1 Food
For every Industry, Mexico gets 1 point. For every complete set, Mexico gets 3 points. For every 4 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

15 Peru Starts with: Scoring: Rules: 2 Raw Material 1 Food
For every Industry, Peru gets 1 point. For every complete set, Peru gets 4 points. For every 2 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.

16 Cuba Starts with: Scoring: Rules: 2 Food
For every Industry, Cuba gets 2 points. For every complete set, Cuba gets 5 points. For every 2 gold at the end of each turn, get 1 point. Rules: 13 Colonies, India, Australia, and South Africa can only trade with England. Canada and Haiti can only trade with France. Mexico, Peru, and Cuba can only trade with Spain. France, England, and Spain can trade with each other. Points are scored at the end of each round. If a country gets five full sets over time; add Industry to base.


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