Teacher notes
Shown only with ?teacher in the address. Not part of the board panels; the student PDF leaves it out.
Pause points
- After Round 2 on the first trading day: press B (Curtain) on the Dock to cover the board, then a 2–3 minute whole-class check:
- Which good is everyone chasing?
- Why can’t every region finish?
- Who holds the power, and where does it come from?
- End of each trading day: about 5 minutes on the standings.
Likely misunderstandings, and what to say
- “England always wins.” / “This is unfair.”
- That’s the point. Ask why the system favored England: a monopoly on manufactured goods, the most ships (8), and duties paid to it.
- “No one will trade with us.” (usually the Middle Colonies)
- True to history: food and lumber were plentiful. Ask what they could carry or broker instead.
- “We traded a lot, so we did well.”
- Trading isn’t winning. The score is the share of needs secured.
- “The game was fun, so the trade was good.”
- That’s the debrief’s job: the scoring left out who did the work, and the people carried on the second leg.
Debrief plan
- Open the debrief circle in the last ~10 minutes of the second trading day, while the results are fresh. Start from the map: during play it draws only the voyages the class sailed (plus the Middle Passage, which no one sails). After End Game, 🗺 Compare with the historical routes lays the real triangles over them. Did our trades make a triangle? Where did the wealth go, and whose labor produced it?
- The next day (short, early release) is the written CER: Why would colonists be angry about England's trade rules, even though the rules helped some colonists too?
Running the Dock
- One visit per voyage. The Dock holds one voyage at a time, so run the whole thing while the Captain is there: cargo out from the log, first card, cargo back from the log’s “Coming in”, second card. The Captain then swaps cards at the other port, leaving behind whatever the cards took. About 45–60 seconds each.
- One voyage per team per Shipping round keeps the line to five, and keeps the teams with the most ships from also getting the most turns.
- The return cargo was agreed in Negotiation. If the other port no longer holds it, the Dock won’t offer it; load what’s there or sail home empty. A one-way delivery (a fee, a sale) is just a voyage with nothing loaded back.
- The rum rule is automatic. Whenever rum leaves Boston, on New England’s ship or loaded there onto another team’s ship for the trip back, the Dock takes 2 molasses per rum and won’t load more rum than the molasses allows. Collect those molasses cards from New England then. A storm doesn’t give them back.
Rules the Dock doesn’t enforce
- Payment for a hired ship: the fee rides as cargo. Load the fee goods in the hold with the rest (they count toward the limit). If the voyage sails to the ship’s owner, the Dock delivers the fee with everything else. If it sails somewhere else, leave the fee out of the Dock’s cargo: the Captain hands those cards to the owner’s port at the end of the voyage, and you move them with Log » Adjust Goods.
- A traded ship card moves only when you use Log » Transfer Ship.