What would the US be like if the New Deal never existed?
It's hard to say. Rewriting history won't give anyone any definite answers. Presumably poverty would be comparatively more widespread, or at the very least, wouldn't be such a large topic of conversation in politics.
More on reddit.comThe Green New Deal
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More on reddit.comSo, Potential new player, looking at new deal
Here is a super summary of the rules, and then you can see the game in action on my channel at the below link. I run through the cards in slightly more detail.
https://youtu.be/ih0LZ99Ap3o
THE BASICS
The game is played over 5-6 turns, scenario dependant. Each player has an army that is anywhere from 400-1,500pts with 800pts being the standard. An 800pt army has 1-2 leaders and 3 corps units (regular troops, basically) as a minimum. Everything else is optional, and includes operatives, special forces and vehicles.
All of an Army's information is contained on cards that come with the units. Units have specific upgrades they can have, such as extra personnel, heavy weapons, comms, training, leadership, gear, or force abilities. These upgrades are also on smaller cards that can be attached to a unit. As such, there are no codexes or army books required for Legion.
In addition to the models and unit cards, players make a Command Deck of 7 Command Cards. Each command card has a number of 'pips' in the top left corner, and players choose two 1-pip cards, two 2-pip cards, two 3-pip cards and then and generic 4-pip card that is identical for every player. These Command Cards are a core function of the game, and allow you to issue orders to units in your army. Some cards will allow you to issue orders to a single model, such as Darth Vader, granting that particular model special rules and abilities for the turn. Others are more generic, and simply activate two or three units of your choice, whilst others will convey benefits to a number of units.
At the beginning of the turn, each unit's order token is placed face down in a random pile so the player cannot see which unit symbol is which. Players will then select a Command Card and reveal them at the same time. Whoever has the lower number if pips on their card goes first, but both players look through their order tokens and issue orders to the units specified on their respective Command Cards by placing their unit token face up next to the models on the table. All the remaining tokens are shuffled to one side face down.
The player who had the lowest number of pips chooses a unit to activate. They can pick a unit that has a face-up order token next to it on the table, or they can randomly select a token from their pile. This has the disadvantage of potentially being a unit you really didn't want to activate at that particular moment.
Units can perform two actions per activation. Units can carry out a number of different actions, but may only carry out each action once per activation except for moving, which can be carried out twice. Actions including attacking, dodging (gaining a Dodge token), aiming (gaining an aim token), standing by (deferring activation until enemy units come into range 1-2), recovering (removing suppression tokens, un-tapping spent cards or force powers etc) and moving. Some abilities are 'free actions' that can be carried out without affecting the unit's normal activation.
When a unit attacks, each weapon has a corresponding dice colour and number of shots. Some weapons have extra rules such as Pierce X, where X is the number of defence dice that are ignored by the attacks. The attacking unit forms an 'attack pool', where all the dice are collected together. Each attack die has a blank result, a hit result, a crit result, and a surge icon. Red dice have the most number of hits and crits, followed by black and then white with the least. The player rolls all the dice, with the special rules for the weapons affecting all of the dice for the sake of speed.
When defending, a unit behind light cover cancels 1 hit automatically. A unit behind heavy cover cancels 2 hits. The defending unit can spend Dodge tokens to cancel further hits. The defending unit then rolls defence dice, which come in two colours - Red and white, with red having a higher chance of success. The number of defence dice rolled is equal to the number of remaining hits. Block results cancel hits, and blank results result in the unit taking wounds. Wounds are allocated to a model until it reaches its full number of wounds, at which point it is removed from play. For most Infantry it is 1 wound per model.
A unit that has taken any successful hits receives a suppression token. A unit that has a number of suppression tokens equal to or greater than its courage value is suppressed, and loses one of its actions the next time it activates. When the number of suppression tokens is twice or more the unit's courage value, it is panicked and flees towards the nearest table edge.
When a unit activates, if it has any suppression tokens, it can roll a number of white defence dice equal to the number of tokens. For each block result, you can remove a suppression token. In addition, at the end of the turn, all units remove 1 suppression token.
The turn ends when all units have activated, at which point all other tokens are removed and all order tokens are shuffled and placed to one side. Any Command Cards used are discarded. Players choose a new Command Card, and the next turn begins. Repeat until the game ends.
It's really simple, and yet such a hugely enjoyable game. Can't recommend it enough.
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