U.S. History 9 · The Progressive Era · A card duel

The Square Deal

Reformers against the Machine, 1900 to 1918. Four fronts. Ten rounds. Every card is a real person, law, scheme or court case.

A cartoon of giant money bags labeled with trust names looming over senators at their desks.
"The Bosses of the Senate," Joseph Keppler, Puck, 1889. Library of Congress.
Computer opponent
Win the fronts.The City, the Factory, the Market and the Vote. Each meter runs from the Machine at 6 to Reform at 6. After 1918, whoever holds more fronts wins. A tie goes to the side with more total pressure.
Spend influence.You get more each round, up to 6. Every card costs some. Unspent influence is lost.
Outrage makes laws.Exposés build Outrage on a front. A law spends it, pushes hard, and shields that front so Machine pushes there hit one weaker per law.
Courts strike back.The Machine's court cards can erase a law. Amendments are part of the Constitution, so no court can touch them.
Reform 0Machine 0

The cards played this game

The card library