YELLAND CIVILIZATION Your plan to take over the world, and your classmates, begins now… Yelland Civilization How to win the game- Have the highest GNP. (gross national product- is the market value of all products and services produced in one semester by civilians, labor, resources and property supplied by the students of a country.) The winning country will have the option of forgoing the midterm/final exam. There will be notecards given for 2nd-10th place that will be available for the final. Object of the game- To collect (as a country) the most money, land, largest military, greatest amount of resources, and the most citizens/merchants as possible. How do I obtain land, citizens/merchants, military and resources- All four of these items can be obtained by purchasing them, earning them, or taking them from a country you have defeated in battle. Game pieces- Money, citizens, land, soldiers, battleships, tanks, nuclear bombs, air craft carriers, bomber planes, oil refinery, coal mine, nuclear plant, steel factory, boot camp, war factory, bazaars, merchants, spies, and bomb shelters. In order to purchase the offensive game piece you must first possess the appropriate resource. Resource = Offensive game piece Boot camp = soldier (YOU MUST OWN A BOOT CAMP & SOLDIERS BEFORE PURCHASING ANY OTHER RESOURCE/WEAPON) Nuclear plant = nuclear bomb Coal mine = battleship Oil refinery = tank Steel factory= aircraft carrier War factory = bomber plane Bazaar (Market)= Wool Merchant Steel Merchant Gold Merchant *Offensive game pieces can be traded and sold back to me (for a discounted rate, of course) Treaties- Three types of treaties will be available: Non-Aggression Pact- Agreement between two countries not to attack one another (lasts for 2-5 battle days) War Treaty- Agreement between two-five countries to only attack a specific country (lasts for 1-3 battle days) Trading Treaty- Agreement between two-three countries to trade offensive game pieces. Resources will not be available for trade. ***All treaties will become null and void as of Dec 21/May 1st Civil War- There is no breaking free from your country. You must belong to your original country for the duration of the semester. Role Responsibilities- On ‘Battle Days’ each member will battle against other members of their rival country. For example, all Generals will report to the war room and answer a question… competing against one another for the correct answer. If a member of your country is not present during Battle Days then their spot will get skipped over and you will miss out on the rewards for that question. 1. President- Responsible for overseeing country’s progress. You are responsible on game days for collecting, organizing, and returning your country’s folder. 2. Vice President- Responsible for keeping track of group attendance, collecting and turning in all assignments, and other day-to-day tasks. If the Vice President is not present during a Battle Day, you cannot accept money from the battle day questions… only ‘movement’ or ‘purchase’. 3. Secretary of State- Responsible for keeping track of your country’s money. If the Secretary of State is not present during a Battle Day, your country will not be able to purchase anything… you can only choose ‘movement’ or ‘money’. 4. General- Responsible for keeping track of your country’s offensive game pieces. Also, if the group does not have an Advisor, you are responsible for fill in during Battle Days for that position. If the General is not present during a Battle Day, you cannot choose movement … you can only choose ‘money’ or ‘purchase’. 5. Advisor- (optional and only available in a 5 member country) Responsible for casting the deciding vote if there is a voting tie during strategy negotiations (i.e. purchasing of land, resources, game pieces or going to war). Available Countries Peru Ghana Togo South Korea Russia Portugal Lithuania Estonia Latvia Malta Zambia Kenya Cyprus San Marino Norway Luxembourg Finland France Guam Greece Ireland Italy India Iceland Belgium Brazil Colombia Czech Republic Bahamas Bulgaria South Africa Zimbabwe Morocco Madagascar Chad Panama Columbia Chili Taiwan Singapore Venezuela Saipan New Zealand Groups are allowed to come up with their own country’s name if they wish. They can also choose a name from the list provided here. If you do decide to pick your own country’s name it must be approved by me. Ways to Earn Money Article Presentations After a member of your country presents their article you will be rewarded. Each member must present one article per marking period = 4 total articles per person. Please refer to the article presentation instructions for further information. $100/article Turning in Assignments on time All members of your country must do so in order to earn the cash. If an assignment is not finished, name and date/hour is not on the paper, or it has been copied you will not receive the money. $100/assignment Turning in Study guides early All members of your country must do so. A specific date will be given to you for each exam. $100 100% on quizzes For each individual in your group who earns a perfect score on a quiz your country will get - $250 If ALL members of your country earn a perfect score you will get an additional $500 bonus If an individual from your country earns a 80%-89% you will get $100 Participation This will be left up to the discretion of Mr. Yelland. Quiz Battles Battle days will be held mostly on Fridays. All questions will have different money values and will be up to the country to see what they prefer… $100, $250, & $500. It would be very fair to say that the most money a country will earn will be during the Battle Days. Keep your eye open for “free turn” questions… if answered correctly you will get the opportunity to use a turn at any point during the semester (unless you get attacked and lose it). Exam grades If an individual from your country earns a 80%-89% you will get $100 If an individual from your country earns a 90%-100% you will get $250 If all members earn a 90%+ your country will be rewarded with an additional $500 bonus Note Taking Notes from lectures, class discussions, lessons, etc. will be checked over for completion. All members of your country must have completed the notes for you to earn the cash. $100 Book/clicker/binder checks There will be random checks in class for the required resources that you must bring on a daily basis. $100 Parent Letter Please refer to the parent letter instructions. All members of your country must turn this in to receive cash. $100 Savings Bonds There are three denominations of savings bonds that are for sale- $1,000 , $2,500 , and $5,000. Every two weeks these bonds will collect interest. The rates for each bond: $1,000- .075% $2,500- .1% $5,000- 1.5% Every two weeks your $1,000 will earn you $75, your $2,500 will earn you $250, and your $5,000 will earn you $750 Bazaar/Merchants Bazaars are covered markets that allow for buying and selling in your country. Once a bazaar is purchased you are able to buy three types of merchants: Wool merchant, steel merchant, and gold merchant. Each week these merchants earn you profit: Wool: $100 Steel: $200 Gold: $300 Purchasable items Damage Value (in $) 0 $50 3 $200 4 $275 5 $350 6 $425 7 $500 9 $650 0 $500 0 $750 0 $1,000 0 $50 Non-Aggression Pact 0 $25 Trading Treaty 0 $50 War Treaty 0 $75 Boot Camp 0 $100 Nuclear Plant 0 $475 Coal Mine 0 $400 Oil Refinery 0 $175 Steel Factory 0 $325 War Factory 0 $250 0 $500 0 $1,000 0 $250 1 acre of land 100 Soldiers One of three items that can never be lost during battle. Once you own it, it is yours forever. Tank Bomber Plane Air Craft Carrier Battleship Nuclear Bomb Wool Merchant If your capital gets hit you lose everything in your folder with the exception of Land/Civilians/Savings bonds. All offensive game pieces will be turned over to the winning country. Nuclear bombs are the only weapon that cannot survive after they are used. Steel Merchant Gold Merchant 50 civilians Bazaar (market) Bomb Shelter International Spy One of three items that can never be lost during battle… unless an atomic bomb is used and you do not have a bomb shelter One of three items that can never be lost during battle. Once you own it, it is yours forever. Savings Bonds 0 Every two weeks that you keep the bond you make money When you turn it in you receive the cash based on the # of weeks you held the bond $1,000 x. 075% $2,500 x .1% $5,000 x .15% Specialty Items Bomb Shelter- In an event of a nuclear war there is no doubt that heavy civilian casualties would occur. Much of the highly radioactive material falls to earth, subjecting anything within the line of sight to radiation, a significant hazard. A bomb shelter is designed to allow its occupants to minimize exposure to harmful fallout until radioactivity has decayed to a safer level. In order to prevent this from happening to your country you might want to consider purchasing a bomb shelter. Once purchased ($1,000) your shelter will protect ALL of your citizens from perishing. Citizens are a very smart investment in Yelland Civilization and you want to make sure you protect them at all costs. International Spy- It will take many resources to actively pursue a rival country in Yelland Civilization. You will need cash, a boot camp, soldiers, a resource, and then a weapon. On top of that you will have to get questions correct to move your weapon into position. With all of that work there can be disappointment when you successfully attack a rival country just to find out that they have nothing in their folder! Bummer! If only there were a way to KNOW for sure what a rival country has… Now you can! When purchasing an International Spy your country will be allowed a peek into a rival country’s folder. You will have a firsthand view of what they own prior to attacking them. An International Spy is good only for 1 peek… after that the spy is gone. Bazaar- Any country that is going to be successful must generate money on a weekly basis. In order to do that Yelland Civilization offers two items- Savings Bonds and Merchants. In order for merchants to make you any money you must first purchase a Bazaar. A bazaar is a market and originates from the Middle Persian word Vāzār; a permanent enclosed merchandising area, marketplace, or street of shops where goods and services are exchanged or sold. Once you have one of these bad boys your merchants will be buying and selling in no time and more importantly, MAKING YOU MONEY! War Medals- Let’s be real for a moment… how boring would it be if all countries played it safe and only worked hard on making/spending money and didn’t rock the boat? War Medals are available to countries who like to take risks, cause chaos, and find no greater pleasure than ruining somebody’s day. For each successful attack you will earn a War Medal (these attacks can be on another country, a resource, weapon etc.). The country with the most War Medals at the end of the semester will receive a Veterans Card. This card will be similar to the 2-10th place finishers who will also get a ‘cheat sheet’ card for the Midterm/Final exam. Battle Days Mr. Yelland will organize and carry out the Battle Days, which will more times than not be on a Friday. Each member of your country will be directly involved during the Battle Days and attendance is very important to the success of your country (see role responsibilities for further information). Step 1: Each President will collect their country’s folder. You will organize your money, offensive game pieces and resources. At this time it would be wise to discuss strategy for today’s battles. You may also take some time to familiarize yourself with the material that the questions will cover (example/ vocabulary, main individuals, timelines etc.). Step 2: Beginning with the Presidents from each country, you will enter the war room. Dry erase boards will be provided to write down answers. All Presidents (for example) will sit with their backs to the class. The President from a country I select will choose either a $100, $250, or $500 question. The questions will become more difficult with the higher dollar amount. Once the dollar value is selected I will ask the question. Each President will write down his/her answer on their dry erase board. All correct answers will move onto the next task. All incorrect answers will be asked to return to their country. Step 3: If your President answers their question correctly they will be asked to pick between three options- Money, Movement, or Purchase. Money- If the President chooses ‘money’ they will receive the dollar amount that the question was worth. This will be given to them on the spot and then they will return to their country. Movement- If the President chooses ‘movement’ they will first choose an offensive game piece to move. Let’s say, for example, they had purchased a Bomber Plane and it was located on the map. The President, therefore, chooses to move the Bomber Plane. The President would then roll one die to determine how many spots the bomber plane is able to move. (There are no diagonal movements, only up, down, left, and right). You are able to move any of your offensive game pieces but are only able to move one at a time. Movement is also the category that allows you to attack another country. Once you have moved your game piece into the appropriate spot you are able to unleash a weapon from your arsenal. Purchase- If the President chooses ‘purchase’ they will then have the opportunity to use their earned money (see Secretary of State for details). It is at this time that you will be able to purchase ONE resource or offensive game piece. All transactions are final. If you would like to sell an item back to Mr. Yelland for a discounted rate, you may also do this at this time. For some reason this option of MONEY is difficult for some students to grasp… if you choose MONEY, you get the money… you cannot choose money and then buy something with it on the same turn. Please be aware of this. Weapons Hit Miss 100 Soldiers 3, 9, 11 2, 12, 5, 8, 10, 4, 6, 7 Tank 3, 7, 9, 11 2, 12, 5, 8, 10, 4, 6 Bomber Plane 3, 6, 7, 9, 11 2, 12, 5, 8, 10, 4 Air Craft Carrier 3, 4, 6, 7, 9, 11 2, 12, 5, 8, 10 Battleship 3, 4, 6, 7, 9, 10, 11 2, 12, 5, 8 Nuclear Bomb 3, 4, 5, 6, 7, 8, 9, 10, 11 2, 12 (good within 5 spaces of target) Example of a battle: Step 1- Country (Chili) chooses ‘movement’ and selects their battleship to move. Step 2- Chili rolls a single die to indicate how many acres they are allowed to move (up, down, left, right only) Step 3- Within the allotted number of spaces they encounter soldiers from another country (Chad) Step 4- Chili chooses to roll the dice and attack Chad. Step 5- Chili rolls a 7, which is a HIT, and Chad loses their soldiers. Chili keeps their battleship. Soldier game piece is returned to Mr. Yelland. OR Chili rolls a 12, which is a MISS, and Chad keeps their soldiers. Chili keeps their battleship. Step 6- This is the end of Chili’s turn. Country Name: Members of country 1. 2. 3. 4. 5. Money= ___________________ Savings Bonds ___________________ Land= ________ acres X $50 = ___________________ Civilians = _________ X $50 = ___________________ Bazaar= _____ X $500 Resources Boot camp = ______ X $100 __________________ Nuclear plant = _____ X $475 ___________________ Coal mine = _____ X $400 ___________________ Oil refinery = _____ X $175 ___________________ Steel factory= _____ X $325 ___________________ War factory= Merchants _____ X $250 ___________________ ___________________ Gold Merchant ____ X $1000 ____________________ Steel Merchant ____ X $750 ____________________ Wool Merchant ____ X $500 ____________________ Other Fallout Shelter X $1000 ____________________ International Spy ____ X $250 ____________________ Weapons soldier = _________ X $200 ___________________ nuclear bomb = ____ X $650 ___________________ battleship = ______ X $500 ___________________ tank = __________ X $275 ___________________ aircraft carrier ____ X $425 ___________________ bomber plane = ___ X $350 ___________________ TOTAL: ___________________
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