Salem: Plague of Witchcraft
Prepare to have your world turned upside down as a mysterious illness strikes—seemingly out of thin air. In one role, you’ll be responsible for ensuring that the affliction spreads far and wide. Alternately, you’ll attempt to contain the spread by encouraging skepticism. In which role will you be most successful?
Approximate play time: 2 chapters (15-20 minutes per chapter)
Includes eBook

Engaging & Fast-Paced Gameplay
Historic Social Contagion
Travel back in time to colonial Massachusetts. It’s the 1690’s and fear of a witch conspiracy is gripping the region. Against a backdrop of war, political instability, religious anxiety, and rising tensions within Salem, you’ll be in control of both spreading the social contagion and containing the affliction. In which role will you be more successful: as the creator of panic or as an advocate for skepticism?

Spread or Mitigate Fear
Game Features
Students will first play with the goal of spreading the affliction by designing their own social contagion. Earn points by saturating the town with panic, generating successful accusations, and exporting affliction beyond Salem. When playing to contain the crisis, students sow the seeds of doubt by creating skeptics who question the charges of witchcraft. To succeed on either side, students must understand the myriad fault lines of colonial society.
Salem: Plague of Witchcraft
Deep Learning Happens When Kids Have Fun
With witty text dialogue amongst characters, various styles and mechanics, kids are engaged in fun, all the while learning about pivotal moments in history.