We a good story
Quick delivery in the UK

Books in the Reacting to the Past(TM) series

Filter
Filter
Sort bySort Series order
  • by Bridget V. Franco
    £34.49

    From 2001 to 2007, the world-renowned Prado Museum in Madrid, Spain, underwent an ambitious expansion project that reorganized the spatial design of the museum and allowed for additional exhibition space. Coinciding with the completion of this large construction project were a series of celebrations surrounding the 2010 bicentenary of South American independence movements, a clear reminder of the complicated relationship between Spain and its former colonies in Latin America. Inspired by this significant historical moment and with an eye to diversifying its predominantly Spanish-centered permanent collection, the Prado Museum decides to host a competition for a new gallery of Latin American art. The game begins in 2010 as students, assuming the roles of curators, art patrons, living artists, and art dealers, set into motion a series of negotiation sessions that will help the museum decide which artworks to choose for the new gallery. Students will analyze a broad range of artistic movements and styles related to Latin American art from the twentieth to the twenty-first centuries, in an effort to support the acquisition of paintings that best represent the diverse artistic legacies and historical heritage of the region.

  • by Bret Mulligan
    £34.49

    The Crisis of Catiline situates students in Rome in 63 BCE during a time of urban and rural tumult, economic instability, sensational trials, and electoral misconduct. Lucius Sergius Catilina (or "Catiline"), a charismatic and scandal-plagued noble, has proposed radical reforms that are favored by the urban and rural poor. But he is despised and feared by the senatorial elites who have placed their hopes in the hands of an immigrant to Rome, the brilliant orator Marcus Tullius Cicero.Assuming the roles of Roman senators who are either for, against, or undecided about Catiline's and Cicero's viewpoints, students must confront the social and political crises of the day by choosing the fates of Rome and its historical characters. Can they lead Rome out of crisis? Or will the political and economic climate lead to Rome's collapse?

  • by Jace Weaver
    £34.49

    Red Clay, 1835 envelops students in the treaty negotiations between the Cherokee National Council and representatives of the United States at Red Clay, Tennessee. As pressure mounts on the Cherokee to accept treaty terms, students must confront issues such as nationhood, westward expansion, and culture change. This game book includes vital materials on the game's historical background, rules, procedures, and assignments, as well as core texts by figures such as Andrew Jackson, John Ross, and Elias Boudinot.

  • by Jonathan Truitt
    £34.49

    The year is 1921, and Francisco Madero is president of Mexico. Just last year he and his top general ousted the long-standing president (some say dictator), Porfirio Diaz, who is now in exile. But the country is far from stable. A basic cultural rift between the elite and the poor portends unrest and a sequence of revolts. Students are assigned to play characters that are charged with stabilizing their country and preventing further civil war. The goal is to reform Mexico and make it a better nation for all of its inhabitantsbut Mexicans and foreigners worry that without a firm hand, Mexico's governance might spiral out of control. At what cost will progress come?

  • by Mary Jane Treacy
    £34.49

    Greenwich Village, 1913 immerses students in the radical possibilities unlocked by the modern age. Exposed to ideas like women's suffrage, socialism, birth control, and anarchism, students experiment with forms of political participation and bohemian self-discovery.

  • by Nicolas W. Proctor
    £34.49

    Kentucky, 1861 pulls students into the secession crisis following Lincoln's 1860 election. During a special session of the Kentucky legislature, set against the looming threat of violence, students grapple with questions about the future of slavery and the constitutionality of secession.

  • by Nicolas W. Proctor
    £34.49

    Forest Diplomacy draws students into the colonial frontier, where Pennsylvania settlers and the Delaware Indians, or Lenape, are engaged in a vicious and destructive war. Using sourcesincluding previous treaties, firsthand accounts of the war, Quaker epistles advocating pacifism, and various Iroquois and Lenape cultural textsstudents engage in a treaty council to bring peace back to the frontier.

  • by Nicolas W. Proctor
    £34.49

    In August 1968, Democrats gather at their National Convention in Chicago to debate a platform for a deeply divided party. Factions are split over issues such as civil rights, infrastructure, and the war on povertynot to mention the war in Vietnam. Meanwhile, crowds of protesters descend upon the city. Impassioned antiwar demonstrators plan sit-ins and marches, while the absurdist Yippies, determined to make a mockery of the convention, intend to nominate a pig for president. Journalists flood the area to cover the stories of the delegates and protesters. Over the course of this game, players will develop a better understanding of the complexities of the social and cultural tumult that has come to be known as "e;the Sixties."e;

  • by Bill Offutt
    £34.49

    Patriots, Loyalists, and Revolution in New York City, 17751776 draws students into the chaos of a revolutionary New York City, where Patriot and Loyalist forces fight for advantage among a divided populace. Confronted with issues like bribery, the loss of privacy, and collapsing economic opportunity, along with ideological concerns like natural rights, the philosophical foundations of government, and differing definitions of tyranny, students witness how discontent can lead to outright revolt.

  • by John E. Moser
    £34.49

    Set in Japan during the early years of World War II, this game helps students understand the political and strategic reasons behind Japan's decision to enter the war. Taking on the roles of leading figures in Tokyoarmy or navy officers, bureaucrats, and members of the Imperial Courtstudents are thrust into the middle of Japan's strategic dilemma. Drawing on important works from Japan's past, players must advise the emperor on how to proceed. Will they call for a "e;strike south"e; to seize the natural resources of Southeast Asiaeven at the risk of war with Great Britain and the United States? Or will they seek an understanding with those nationseven if it means giving up the ideal of a Pan-Asian partnership?

  • by Kelly Mcfall
    £34.49

    Changing the Game is set at a fictional university in the mid-1990s. A debate over the role of athletics quickly expands to encompass demands that women's sports and athletes receive more resources and opportunities. The result is a firestorm of controversy on and off campus. Drawing on congressional testimonies from the Title IX hearings, players advance their views in student government meetings, talk radio shows, town meetings, and impromptu rallies. As students wrestle with questions of gender parity and the place of athletics in higher education, they learn about the implementationand implicationsof legal change in the United States.

  • by Daniel K. Gardner
    £34.49

    Confucianism and the Succession Crisis of the Wanli Emperor, 1587 is set in the Hanlin Academy in Ming dynasty China. Most students are members of the Grand Secretariat of the Hanlin Academy, the body of top-ranking graduates of the civil service examination who serve as advisers to the Wanli emperor. Some Grand Secretaries are Confucian "e;purists,"e; who hold that tradition obliges the emperor to name his first-born son as successor; others, in support of the most senior of the Grand Secretaries, maintain that it is within the emperor's right to choose his successor; and still others, as they decide this matter among many issues confronting the empire, continue to scrutinize the teachings of Confucianism for guidance. The game unfolds amid the secrecy and intrigue within the walls of the Forbidden City as scholars struggle to apply Confucian precepts to a dynasty in peril.

  • by John J. Giebfried
    £34.49

    The Remaking of the Medieval World, 1204 allows students to understand and experience one of the greatest medieval atrocities, the sack of the Constantinople by a crusader army, and the subsequent reshaping of the Byzantine Empire. The game includes debates on issues such as "e;just war"e; and the nature of crusading, feudalism, trade rights, and the relationship between secular and religious authority. It likewise explores the theological issues at the heart of the East-West Schism and the development of constitutional states in the era of Magna Carta. The game also includes a model siege and sack of Constantinople where individual students' actions shape the fate of the crusade for everyone.

Join thousands of book lovers

Sign up to our newsletter and receive discounts and inspiration for your next reading experience.