All games are systems: the rules (or constraints), components (game pieces), space (from a soccer field to a game board to a tablet screen), and goal (to win!) interconnect. A game’s interconnected system is driven by player actions; as players learn a game, they also learn its system. Scholar James Paul Gee wrote, “Games encourage players to think about relationships, not isolated events, facts, and skills. In a game like Rise of Nations, for instance, players need to think of how each action taken might impact their future actions and the actions of the other players playing against them as they each move their civilizations through the Ages.” Similar to the aforementioned civilization building game Rise of Nations, the city management series SimCity tasks players with balancing a complex urban system. Another systems thinking game is Plague, Inc., in which players release a pathogen into a map of the world. Playing it illustrates how actual infections spread around the globe.