Mercantilism Simulation Game
The principle of mercantilism was a strong influence on the pursuit of colonization by European powers during the 17th and 18th centuries. Its impact on wealth (transferring from the new world to the European powers of the old world) is still felt today in much of the world.
This activity is designed to help students appreciate the way mercantilism worked, and how it was weighted so heavily in favor of the European powers. It involves 'colonies' producing raw resources, and selling them to Europe, who in terms creates finished goods and sell them back to the colonies.
To set up the activity, first break the class into groups of five or six. One group should be designated England, while the other groups represent the different colonies. (three colonies could simply be designated north, middle, and south, but more than three should be designated specific ones such as New York, Virginia, South Carolina...etc). Once groups are created, divvy out the money (500 for each of the colonies, 1500 for England) and have each groups decide on rolls. Each group needs one financial manager, one resource manager, two runners, and two traders. Additionally, the teacher should function as the controller, who gives the resources and finished goods to the varies countries.
Once each groups has figured out roles, explain the rules of the game. The rules are as follows:
The goal of the game for the colonies is simple: acquire the most amount of finished goods. For England, the goal is to finish the game with the most amount of money.
This activity is designed to help students appreciate the way mercantilism worked, and how it was weighted so heavily in favor of the European powers. It involves 'colonies' producing raw resources, and selling them to Europe, who in terms creates finished goods and sell them back to the colonies.
To set up the activity, first break the class into groups of five or six. One group should be designated England, while the other groups represent the different colonies. (three colonies could simply be designated north, middle, and south, but more than three should be designated specific ones such as New York, Virginia, South Carolina...etc). Once groups are created, divvy out the money (500 for each of the colonies, 1500 for England) and have each groups decide on rolls. Each group needs one financial manager, one resource manager, two runners, and two traders. Additionally, the teacher should function as the controller, who gives the resources and finished goods to the varies countries.
Once each groups has figured out roles, explain the rules of the game. The rules are as follows:
- Each colony can acquire raw resources from the control. To do this, the handlers approach the controller and ask for a particular resource. To get a resource, colonies will also have to pay a ten dollar "processing fee", which represents the cost of getting the resource out of the ground initially.
- Once resources are collected, the colonies can then sell their resources to England at a cost of 20 dollars per resource.
- England can then take two of the same resources (i.e. two cotton), and give them to the controller in exchange for a finished good. Exchanging resources for a finished good also comes with a 20 dollar manufacturing fee.
- Lastly, England turns around and sells these finished goods to the colonies at a cost of 100 dollars per finished good. This cycle continues, but every couple rounds of trading, increase the cost of finished goods (100-->120-->150...etc).
The goal of the game for the colonies is simple: acquire the most amount of finished goods. For England, the goal is to finish the game with the most amount of money.