Trade War! turns the invisible cost of tariffs, inflation, policy shocks, and household bills into a tense consumer survival game. You are not a diplomat moving flags on a map. You are a household trying to keep cash alive while prices move, governments react, stocks swing, bills arrive, and every purchase can either protect your future or push you closer to being eliminated.
Every turn asks a practical question: do you buy the thing in front of you, hold cash for rent and fuel, invest in tools or vehicles that may pay later, trade stocks while markets are moving, or save your money because another shock could hit before Payday? The winner is not the player who buys the most. The winner is the last consumer with money.
Each player represents either Canada or the United States. Canadian households buy from Canadian shelf sources, pay Canadian tariff effects on imported inputs, and pay Canadian sales tax in CAD. U.S. households buy from U.S. shelf sources, pay U.S. tariff effects on imported inputs, and pay U.S. sales tax in USD. The game keeps those economies separate, then shows how trade policy still connects them through exports, supply chains, and market pressure.
The board reacts as the game unfolds. Consumer confidence rises or falls. Government pressure builds. Tariffs can be announced, delayed, narrowed, challenged, or reversed. World events such as trade deals, wars, shipping disruption, export controls, industrial subsidies, energy shocks, and food restrictions can push prices and stocks in new directions. The result is a board game where the economy feels alive instead of scripted.
At the start of a new game, Trade War! loads a tariff, tax, and inflation snapshot from the backend. The board shows whether the game is using the server-loaded snapshot or fallback data. If the backend snapshot cannot be loaded, the game continues with built-in fallback values and marks that clearly on the board.
Inflation is tracked separately for Canada and the United States. It is also split by category: food, shelter/rent, energy, goods, services, and headline inflation. When one category changes, only future local shelf prices tied to that country and category are affected.
For example, Canadian energy inflation affects Canadian gasoline, heating oil, heat and hydro, natural gas, delivery costs, and energy-heavy products. U.S. shelter/rent inflation affects U.S. rent, housing, repair quotes, and renovation-related costs. The ticker states whether the rate rose or fell and explains what consumers will experience.
Tariffs are applied by the buyer's government. A Canadian consumer pays Canadian tariff effects and Canadian tax on Canadian shelf prices. A U.S. consumer pays U.S. tariff effects and U.S. tax on U.S. shelf prices. The other country may still suffer export-sales damage if shoppers delay or avoid exposed products.
Outside-world events are modelled as current-policy scenarios that would plausibly affect both countries: wars and shipping disruption can raise energy and freight costs; foreign export controls can hit chips, critical minerals, autos, electronics, appliances, and communications equipment; agriculture or fertilizer restrictions can raise grocery costs; trade deals can ease supply-chain risk; and global rate signals can change confidence and financing pressure.
The stock market is a sector simulation, not real financial advice. Vehicle, energy, food, housing/materials, retail, logistics, and utility shares move when policies, prices, trade deals, wars, export controls, shipping disruption, inflation, or consumer confidence change the outlook for those sectors.
The Consumer Stock Market gives players another way to survive besides buying products and waiting for Payday. During your turn, open the stock dropdown and buy or sell shares in several consumer-facing sectors: Auto & Transport, Energy & Fuel, Food & Groceries, Housing & Materials, Retail & Goods, Logistics, and Utilities.
You can own multiple sectors at the same time. For example, you might hold Energy & Fuel because fuel shocks can lift energy shares, while also holding Logistics because freight prices may rise during shipping disruption. You might avoid Retail & Goods if consumer confidence is falling, or buy it after relief policies make shoppers stronger.
Each stock row shows the current share price, how many shares you own, and the current value of that holding. Buying spends cash immediately. Selling gives you the current market value. If the sale price is higher than what you paid, you earn money. If the sale price is lower, you lock in a loss.
Stocks move because of the same forces that move the game board: tariff increases, tariff relief, country inflation, consumer confidence, government pressure, sector support, market shocks, court or policy delays, export damage, world trade deals, wars, energy shocks, shipping chokepoints, export controls, and global rate-policy signals. This means the stock market is not decorative. It is a risk tool, a comeback tool, and a way to bet on how the economy is changing.
Stocks do not replace household survival. A player can own a valuable portfolio and still lose if mandatory bills drain cash below zero. The challenge is timing: hold enough cash to survive, buy useful investments when they make sense, and use stocks when the market gives you a reason.
The six boxes in the middle of the board are country-level indicators. They are not player wallets. They explain the economic weather that each household is living inside.
The important rule is country separation: Canadian inflation affects Canadian shelf prices, and U.S. inflation affects U.S. shelf prices. Tariffs are also imposed by the buyer's government. A Canadian buying a vehicle pays Canadian inflation, Canadian tariffs on imported inputs, and Canadian tax. A U.S. buyer pays the U.S. version.
The game progresses in rounds. Each active player takes a turn, then the round advances. At round settlement, country inflation can update, investments can pay income, stock prices can reprice, policy pressure can build, and world events can change the marketplace before the next set of turns.
Players earn money from Payday, side jobs, relief cards, returns from purchased investments, and profitable stock sales. Players lose money from mandatory bills, optional purchases, taxes, tariffs, market shocks, inflation-inflated shelf prices, stock losses, WTO paperwork, border surcharges, and export-sales damage.
Players can also interfere with each other. If you land on a space occupied by another active player, that player is pushed directly to WTO Dispute, misses any chance to pass Payday from that forced move, and must pay to get out on their next turn. Position matters, not just money.
The game does not end after a fixed number of rounds. It keeps tightening until only one household still has money. The final remaining consumer wins the consumer price war by managing cash, timing purchases, reading the economy, using stocks carefully, and surviving when everyone else runs out.
If the human player runs out of money before the AI players, the human can end the game immediately or watch the AI consumers finish.
© 2026 The Media Glen, New Brunswick, Canada. All rights reserved.
Trade War!, including its game concept, board presentation, consumer characters, written explanations, rules text, strategy guidance, game logic, visual layout, and interactive educational design, is a game presentation created for Synexmedia.com Games by The Media Glen.
No part of this game may be copied, republished, redistributed, modified, resold, embedded in another product, or used to create a competing game or derivative presentation without written permission from The Media Glen, New Brunswick, Canada.
The game is intended as an educational consumer simulation about tariffs, inflation, cost of living, local consumer prices, household spending, and trade-policy effects. It is not financial, legal, tax, investment, or government policy advice.