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HOW TO PLAY

To begin: You will receive your manor group and role assignment from Mrs. Jones and find a table that will serve as your territory for the duration of the simulation. Once you have claimed your territory, get with your group and decide on a name for your manor. Write it on the paper provided and make a place card for your manor. Once a name is decided, make a Google Doc that will serve as your journal. Title it Your Name- Feudalism Journal. Share with Mrs. Jones' email. 

YOUR OBJECTIVE:

To compete with all other 7th grade World History classes to have the most points at the end of the simulation. 

POINTS:

1 bushel of grain = 1 point                     1 castle= 15 points

1 coat of arms= 10 points                     1 prince/ princess = 5 points

1 war victory= 15 points                        1 code of law = 10 points     

 

Will be displayed daily on board

*** Mrs. Jones reserves the right to add or subtract points from each manor as she sees fit. Manors who demonstrate hard work and maximum effort  in their tasks are more likely to have points added. Manors who demonstrate poor work ethic and are frequently off task are more likely to have points subtracted. ***

EACH MANOR WILL START WITH:

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1 King

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1 Queen

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1 Lord

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1 Lady

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1 Knight

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2-3 serfs 

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Daily Dice Rolls

Instructions

  • Once a class period, the Kings/Queens and Lords/Ladies will roll the dice to determine the fate of their manor. 

  • Two rolls will take place. One will determine what "joy" your manor will receive, the other will determine what "problem" your manor will face.  The possible "joys" and "problems" are listed below.

  • Meanwhile, the serfs will be sowing the grain. Nobles will report to serfs what they rolled. Everyone in the manor will record the results in their death journals. After the roll, nobles will continue with their duties. 

Problems

1 = your manor is being attacked by bandits.  If you fight, roll to see who wins.  If you roll a 4-6 you win.  If you roll a 1-3 a knight is killed in battle. King or Queen will decide which.  Record your results in your diary.

 

2 = a disease is spread throughout your manor.  Roll to determine how many people die from it.  You must determine who dies and record it in your diary.

 

3 = Famine has come.  You lose 3 bushels of grain and a serf. If any serf in your manor has a child, they die too and you will no longer get added points. Record your results in your diary.

 

4 = Traitor in the manor.  One Lord/Lady is murdered. King or Queen will decide which. Record your result in your diary.

 

5 = Serf revolt.  Roll to see who wins.  If you roll a 4-6 King wins and must decide punishment of serfs.  If you roll a 1-3 the serfs are able to escape.  Roll to see how many you lose.  Record your results in your diary.

 

6 = The black death has come to your manor.  Roll to see how many people will die.  Multiply by 3.  Record your results in your diary

Joys

1 = A baby is being born.  Roll to see how many.  Record your results in your diary.  Choose the person who is having the baby. If you choose a noble person, add 5 points to your manor for your new prince or princess. If you chose a serf, that serf will add 2 points to their rice total each day of the simulation. 

 

2 = A wedding is happening.  Choose 2 people in your manor to get married.  Record your results in your diary.

 

3 = The weather has been good.  Your crops are thriving.  You have a surplus of food.  Add 10 bushels of grain to your stores.  Record your results in your diary.

 

4 = Festival.  The bushels of grain you earned yesterday will be doubled. If it is the first day, you will receive 10 bushels.

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5 = The crusaders have returned.  You gain 3 knights.  Record your results in your diary.

 

6 = You trade goods and receive 5 extra bushels of grain.  Record your results in your diary.

WHAT HAPPENS IF YOU DIE...

If the King/Queen roll to determine that someone on the manor dies that day, the person who dies must immediately go sit apart from the manor and complete a death journal form online. 

 

If they finish the journal (which will be graded) before class ends, the "dead" individual will spend the rest of the period working on their specific role assignment tasks BUT they may NOT talk to anyone in or outside of their manor. They MUST remain silent...because they are dead (yikes). Points will be taken away from their manor if they are caught "haunting" people. 

STRATEGIES

Nobles (kings, queens, lords, ladies) may decide to employ the following strategies to gain more points:

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War:

The Nobles may decide to challenge an opposing manor to war. You must approach Miss Harrison to ask to declare war. Each manor may only declare war a maximum of 2 times throughout the simulation. If a manor declares war on you, you may not refuse, and must roll the dice. Knights will roll the dice to determine who wins the battle. The highest roll will win. Whoever loses will roll again for losses of people. The winner of the war will be awarded 15 points to their manor. The loser will deduct 2 points per person dead. 

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Trade: 
Nobles may decide to forgo one of their daily dice rolls to trade with another manor. They can trade serfs or knights for goods or people. If you decide your manor wants to do this, you must present Miss Harrison with a written proposal of who you want to trade with, what you want to trade, and what you want in return when you come up for your dice roll. Miss Harrison will deliver the trade proposal and the response of the other manor. YOU MAY NOT DISCUSS TRADE DEALS DURING WORK TIME. This will result in a deduction of points from your manor. 

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