Office Hours: Year One – Looking Ahead (Part 5)

In mid-September 2025, we started a blog series, “Office Hours: Year One”, where three first-year tenure-track professors from different institutions reflect on their experiences throughout the first year. See Part 1 here. We are back with Part 5 of the series. It is the end of the road for these first years. They took the time to reflect on their first couple of semesters back in May, and then I decided to sit on it for too long because life admin got in the way. But (!) couched in their reflections is a well of experience and advice for anyone starting their assistant tenure-track/senior-lecturer jobs today or in the next couple of months. We hope it is helpful. Wishing all a great start to the semester!

Thank you again to Dr. Brooklyn Walker (University of Tennessee-Knoxville), Dr. Charmaine Willis (Old Dominion University), and Dr. Jennifer Ostojski (Indiana State University) for contributing and letting us get a glimpse at the first-year life. We appreciate their contributions and their advice!

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Serious Play: Board Games as Pedagogical Tools (5)

In this blog series Drs. Michael ToomeyAndrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month the series continues with Jenny Morrison’s review of Billionaires and Guillotines.

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Midwest Model EU 2026: A student’s perspective 

As the semester winds down, I want to share a professional highlight from this past spring: I advised and accompanied Indiana State University’s first Model EU team to the Midwestern Model EU simulation at IU Bloomington, Indiana. I pitched it the team as part of my interview over a year ago, and I am appreciative of the administration, the department, and – most importantly – my students who supported and joined this adventure. All students were “recruited” from a concurrent Politics of the EU class I taught in Spring 2026, and I believe – biased as I am – that they did a fantastic job in terms of preparation and professional conduct at the event. Model EU is definitely a high-impact practice that requires students to think on their feet and immerse themselves in an environment that is largely unfamiliar to them (especially those who do it for the first time). In terms of experiential learning, this was certainly one of the most intense experiences I have administered for a student group so far. In true pedagogical  fashion, I debriefed with the team in the aftermath (with apple pie), and I am excited to improve and build a new team for next year’s iteration.  

Image: Indiana State University’s first model EU team, representing Slovakia, at MMEU 2026 (Credit: JO) 

Below I am sharing something perhaps different for ALPS: One of my students, Princes Habal (sophomore, Political Science) reflected on her experience, being part of her team. She shares in the post below challenges and success she experienced in participating.  

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Serious Play: Board Games as Pedagogical Tools (4) – People Power

In this new blog series Drs. Michael ToomeyAndrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month we continue with guest contributor Patrick Shea’s People Power, a game about political economy and conflict.

When I ask my students in the first class session in my Political Economy of Conflict course why conflicts happen, the answers tend to centre on power and territory. These answers are understandable, but they limit our ability to assess the motivations, strategies, and consequences for those involved in conflict. People Power: Insurgency in the Philippines, 1981-1986 is a board game that helps highlight the different political economy elements of conflict.

How does it work?

Designed by Ken Tee, People Power is part of GMT Games’ COIN (Counterinsurgency) series — a family of wargames that share gameplay mechanics across a range of historical conflicts. In this game, each player controls one of three factions: the Marcos Government, the insurgent New People’s Army (NPA), and the nonviolent Reformers. Each faction pursues asymmetric goals — the Government seeks territorial control and patronage, the NPA builds resistance through guerrilla operations, and the Reformers shift popular opinion through activism. Each turn, a card is drawn from an event deck that determines both the order in which factions may act and a historical event that players can choose to trigger. Factions that act on one card must pass on the next, forcing difficult decisions about when to act and when to wait. The game is organised into two Campaigns that culminate in Election Rounds, where victory is checked, resources are redistributed, and popular support can shift.

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Office Hours: Year One (Part 4)

In mid-September 2025, we started a new series, “Office Hours: Year One”, where three first-year tenure-track professors from different institutions reflect on their experiences throughout the first year. See Part 1 here. We are back with Part 4, and spring is upon us! In this post, we are checking in to see how things are in their first second semester, and whether goals are holding up.

Thank you again to Dr. Brooklyn Walker (University of Tennessee-Knoxville), Dr. Charmaine Willis (Old Dominion University), and Dr. Jennifer Ostojski (Indiana State University) for contributing and letting us get a glimpse at the first-year life.

Continue reading “Office Hours: Year One (Part 4)”

Serious Play: Board Games as Pedagogical Tools (3) – Daybreak

In this new blog series Drs. Michael ToomeyAndrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month we continue with Andrew Judge’s Daybreak, a game about climate change and international cooperation.

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Serious Play: Board Games as Pedagogical Tools (2)

In this blog series Drs. Michael ToomeyAndrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month the series continues with Jenny Morrison’s review of Class Struggle, a boardgame on the capitalist system.

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In Press! Short Games and Active Learning in Political Science

I’m pleased to announce that my co-edited volume with Derek Glasgow (lead editor), Mark Harvey, and Ryan Gibb, “Short Games and Active Learning in Political Science: Beating the Clock,” will be released on 13 March!

This volume contains 100 multi-subfield political science classroom games that can be played in 75 minutes or less, written by 90 political science educators (including ALPS editor Jennifer Ostojski).

For more information, click the book cover or visit Routledge. Game on!

Serious Play: Board Games as Pedagogical Tools (1)

In this new blog series Drs. Michael Toomey, Andrew Judge, and Jenny Morrison (all University of Glasgow) explore how board games can be used as effective pedagogical tools to bring abstract concepts to life in the classroom. Each entry focuses on a specific game, outlining its mechanics, practical classroom applications, and any possible adaptions or limitations to its use within a standard seminar set up. In examining individual games, they aim to provide a support resource for educators seeking to experiment with games as part of their classroom activities, as well as engage critically with when and why we might use games within teaching. This month, we begin with Michael Toomey’s review of Tammany Hall, a political boardgame about power, patronage, and competition.

How does it work:

Tammany Hall is based on the eponymous political machine of late-18th and 19th century New York City (for 3 – 5 players) . Players compete with one another to accumulate political support (and more importantly, political favors) among four contemporary immigrant communities (Irish, English, Germans, and Italians) in Manhattan, aiming to gain and to maintain control over the city’s mayoralty. In essence, Tammany Hall gamifies the process of securing power in an imperfect democracy and utilizing that power to reward allies and punish adversaries.

The Serious Play Review Board: Michael Toomey, Andrew Judge, and Jenny Morrison

It is a surprisingly rich and dynamic game. Early on, the Irish immigrant population is dominant, encouraging players in the early stages to focus their efforts on appealing to this constituency. However, as the game progresses, the Italian population becomes increasingly important, replicating the demographic shift that happened in the city throughout the 19th and early 20th centuries, and forcing players to respond to this influx. The game mechanics are relatively straightforward and easy to get into, but with enough flexibility that it can be re-engineered to connect to other concepts or issues from Politics and International Relations.

Applications for teaching:

Tammany Hall is directly adaptable to teaching several political concepts and issues. This is not particularly surprising, as it was designed specifically by its developers to connect and relate to contemporary politics. At its most basic level, it can be used to teach the dynamics of political contestation amidst an electoral campaign. Going deeper, it is readily usable for classes teaching the concepts of corruption, patronage, and clientelism. In the game, players are rewarded with political favour from particular immigrant communities for providing them housing and support. This favour  can then be leveraged during elections to control power- a clientelist dynamic which is replicated in many polities throughout the world. Alternatively, the in-game practice of dominating an electoral constituency through the use of “ward bosses” to exercise influence on your behalf (and those of your supporters) directly replicates political practices in countries and contexts as different as modern Ireland and pre-2022 Russia (to name just two).

The game can also be used to teach classes on the politics of immigration. On one hand, it can be used as part of a lesson on how politicians might appeal to immigrant communities for votes. Perhaps even more useful and interesting would be its usefulness for understanding how rivalries and hostility might subsequently emerge between these groups, and how political actors oftentimes play different ethnic demographics off against one another. More abstract concepts can also be illustrated with it- it would not be too difficult to connect the game to a lesson on the politics of grievance, for example, or even to illustrate theories such as Selectorate Theory. In all these instances, the teaching benefits are most sharply accentuated when followed up with a debriefing session, where the lecturer can highlight the specific points, they wish to draw out, and/or where students can reflect on the real-life relevance of the game.

Adaptations and setup:

The game takes between 60-90 minutes to play the whole way through (both according to the developer’s estimates, and to the reviewer’s own personal experiences playing the game). As such, it is likely that a game would need to be truncated to include an effective debrief session. This is not too complicated: the game is divided into four distinct phases (each replicating a single electoral cycle), so there are natural points at which the game can be stopped. This does hinder the possibility of fully simulating the demographic shift that occurs later in the game, potentially curtailing one of the more interesting features of the game, but this can perhaps be compensated for by starting the game at a later phase with a pre-set distribution of communities across the board.

The basic game mechanics, centred around building support among a given community of actors within a set period or cycle of time and then leveraging this to attain and wield political power, can be re-imagined illustrating various Politics/IR concepts or issues without much adaptation. However, the game board might need to be re-designed somewhat if being used to illustrate more abstract or conceptual dynamics. A single copy of the game can easily accommodate groups of between 3-15 students (organised into teams of up to three players). Larger teams might also be possible but can become unwieldy and/or may lead to some students being marginalised.

Conclusions:

Many boardgames are most useful as framing devices or as icebreakers to provoke broader discussion in a classroom but are less useful for simulating specific behaviours or more complex concepts. Ironically, Tammany Hall probably functions best for the latter but is less suitable as a framing device or as an icebreaker. It is most useful for helping students apply and analyse what they have learned about cronyism, patronage, and clientelism (or whatever behaviours or practices the instructor is teaching) in a gamified setting, but is maybe less useful for achieving lower order steps on Bloom’s Taxonomy. All in all, though, Tammany Hall is a highly useful and adaptable boardgame with plenty of application in a variety of Politics and IR classrooms.


Office Hours: Year One (Part 3)

In mid-September we started a new series, “Office Hours: Year One”, where four first-year tenure-track professors from different institutions reflect on their experiences throughout the first year. See Part 1 here. We are back with Part 3, and the first semester is officially done done for our cohort. Hopefully, they and our dear readers used the winter break to recuperate and rest (ha!). In this post, we are checking in to see how things went in wrapping up the end of the fall semester, and what sort of priorities are guiding the group’s thinking as we look ahead to the spring semester.

Thank you again to Dr. Brooklyn Walker (University of Tennessee-Knoxville), Dr. Charmaine Willis (Old Dominion University), and Dr. Jennifer Ostojski (Indiana State University) for contributing and letting us get a glimpse at the first-year life.

Continue reading “Office Hours: Year One (Part 3)”