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THE OF CONSPIRACY Game Design by Steve Jackson • Developed by J. David George Illustrated by Lar deSouza and Dan Smith President/Editor-in-Chief: Steve Jackson • Chief Executive Officer: Philip Reed Chief Operating Officer: Susan Bueno • Chief Creative Officer: Sam Mitschke Executive Editor: Miranda Horner • Copy Editor: Monica Stephens Production Manager: Sabrina Gonzalez • Production Artist: Gabby Ruenes Art Director: Shelli Galey • Project Manager: Darryll Silva Prepress Checker: Miranda Horner • Quality Control: Bridget Westerman Operations Manager: Randy Scheunemann • Marketing Director: Rhea Friesen Director of Sales: Ross Jepson Acknowledgements Special thanks go to David Martin (who first suggested doing a game about the Illuminati), Elisabeth Zakes (for playtesting above and beyond the call of duty), and Draper and Susan Kauffman (for the play-by-mail version that illuminated the Post Office). Others who playtested or commented include Mike Arms, Norman Banduch, Lynn Bell, Brad Bentz, Kenneth R. Brown, Eric Carver, Martin de Castongrene, David and Kris Cobb, James Crouchet, Pat Cuney, Kathleen Donelson, David Dunham, Jim Gould, Kelly Grimes, Beverly Hale, , Tracy Harms, Tim Kask, Rob Kirk, David Ladyman, Creede and Sharleen Lambard, Mara Lee, Robert Lovelace, William Christopher Seth Affleck-Asch-Lowe, Billy Moore, Ray Morgan, Robert Niles, Jim Norman, Will Norris, Clay Phennicie, Jay Rudin, Dave Seagraves, Jerry and Vicki Self, Chris Smith, Monica Stephens, Kirk Tate, Jim Tomlinson, , and Chris Zakes.

Illuminati, the pyramid logo, and the names of all other products published by Steve Jackson Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Illuminati is copyright © 1982-2018 by Steve Jackson Games Incorporated. Rules version 4.0 (2018). All rights reserved. Fnord.

illuminati.com Components This game includes eight Illuminati cards; 85 cards Online Resources Visit illuminati.com for lots more hints for representing other Groups; 17 Special cards; 160 money taking over the world! tokens, representing megabucks (MB); two dice; eight reference sheets and dossiers, one for each Illuminati • Articles about strategy, variants, and group; and this rulebook. background. • PDFs of the game components, in case you lose something. Object of the Game • Tournament rules. The object of Illuminati is to take control of the world. • 50 Awful Things About the Illuminati. You start with a single Illuminati card, representing • The Fnorder – If you have an iPhone, you can your own secret conspiracy. During the game, you take get incomprehensible secret messages from the over other Groups (represented by cards). These Groups Illuminati. And it’s free! are added to your Power Structure and do your bidding • Frequently Asked Questions About the Real – unless a foe takes them from you. You may win either Illuminati. by controlling enough Groups, or by fulfilling the special goal of your own Illuminati. See the Reference Sheets. And much more! Players may stack their money so only the top token Getting Started can be seen, or spread them out to flaunt their wealth. Illuminati is best for four to six players. You can play 2. Draw a card. If the card is a Group, it is placed face- with three or even two, but this limits the possibilities up in the center of the table, with the other uncontrolled for diplomacy and negotiation. A seven- or eight-player Groups. game really takes too long. If it is a Special card, the player keeps it. They may Remove the eight Illuminati cards from the deck; they place it face-down or face-up (whichever they choose) have dark backs to make them easy to find. Place them in front of them. However, they must display the card; face-down on the table. Each player draws an Illuminati it can’t be hidden in a pocket. The other players do not card, places it face-up, and draws its indicated Income have the right to know what the card says, but they do from the bank, placing it on the card. Leftover Illuminati have the right to know how many Specials each player cards are not used. has. Shuffle the remaining cards (including Specials) and 3. Take two “actions,” as explained below. place them face-down in the center of the table. 4. Take any “free actions.” Free actions (also explained Turn four cards face-up in the center of the table. (If below) do not count against the two actions a player is any Special cards are turned over, bury them in the deck allowed during each turn. Free actions may be taken and turn over new ones until you have four Groups.) before, between, or after a player’s regular two actions. These are the original “uncontrolled Groups.” 5. Transfer money. Part or all of the contents of two Each player rolls two dice; the player with the highest treasuries may be moved to the treasuries of adjacent roll plays first. Follow the Sequence of Play, below. Start Groups. See p. 6. by collecting more income for your Illuminati Group, 6. Use Illuminati ability. If you are the Gnomes of turning over one card, and then (probably) trying to Zurich, this is the time when you may redistribute take over an uncontrolled Group with your Illuminati. money between treasuries. If you are the Bermuda And the race for world control is on! Triangle, this is the time when you may reorganize your Power Structure. Sequence of Play 7. Add targets. At the end of each turn, if the Play proceeds in turns. On his turn, a player does the uncontrolled area has fewer than three Groups, draw following: cards until there are three uncontrolled Groups. If a 1. Collect Income. For each Group that has an Income, Special is drawn, discard it. draw that income from the bank. Put the money directly Play continues counter-clockwise until a player (or on that card (the Group treasury). Hint: The game will coalition of players) wins by achieving their Goals – see go faster if players count up their Income before their the reference card. As play develops, a game might look turn starts, and have it ready beside each Group card. something like this: Money should not be placed on the card until that player’s turn actually begins.

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IRS Triliberal Commission 1 2 3 5 6 1 2 1 1 Owning player may tax each opponent 2 MB on 2 2 1 10 1 1 5 1 POWER his own income phase. Tax may come from any 1 1

10/10 2 1 1 group. If a player has no money, he owes no tax. Power: 2 5 1 5 1 May make one privileged attack each turn May make one privileged attack each turn 5 The Bavarian Illuminati Resistance: 6 3 1 Power: 5/3 11 1 Income: 3 3 Resistance: 5 2 to 2 Income: 1

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to control a Straight Power: Media group. Income: 6 2 Big Media Resistance: An extra +2 on Fanatic attempt Income: other groups. to all owner’s 6/4 5 1 Conservative CIA Resistance: Preppers Violent Gives +2 Resistance Power: Income: Resistance: held by any one player. to look at all Special cards On your turn, you may pay 5 MB from the CIA in order B

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Conservative Income: Moral to control a Power: 4 4 5

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Conservative Weird

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2 Liberal – Politically “left,” whatever that means; its 4 0 to

Weird opposite is Conservative. Violent Income: Resistance: Illuminati card any attempt Conservative – Usually mad at the Liberals; its opposite destroy any group. Cycle Gangs +2 on is Liberal. Peaceful – Philosophically opposed to the use of force;

its opposite is Violent.

Violent

1

Democrats The Bavarian Illuminati Income: Airlines Violent – Armed and/or dangerous; not necessarily

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Liberal group. Power: controls this group.

held by any one player. one any by held vicious; its opposite is Peaceful.

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3 CIA 1 Straight – Emphatically middle-of-the-road; its Liberal POWER INCOME Straight 10/10 9 opposite is Weird. Weird – Peculiar, offbeat, notably different from the neighbors; its opposite is Straight. Congressional Resistance:

Activists Criminal – Extorting money from citizens through Conservative Antiwar Resistance: Income: Power: Wives Income: Peaceful Straight Liberal force or threat, and/or breaking the law as a profession; 1 4 1 1 3 there is no opposite. Figure 2. A typical Power Structure. The center Fanatic – Adhering to a limited system of beliefs of any Power Structure is the Illuminati card. in defiance of all others; any two Fanatic Groups are Each player starts with one of the eight Illuminati considered “opposite” to each other. cards; each has its own special abilities. In this Media – Politically significant groups in the business example, the Illuminati control three Groups of selling news, entertainment, opinion, and lies. Media directly: the Democrats, the Congressional Wives, groups have no “opposite,” not even each other. and the CIA. The CIA controls two Groups: the Airlines and the Cycle Gangs. The Democrats Power control one Group: the Antiwar Activists. The Power number is a measure of the Group’s ability to dominate other Groups. The higher the number, the greater the Power. If a Group has two numbers (for The Groups example: 7/4), the first number is its regular Power The basic elements of Illuminati are the Group cards, and the second represents the portion of that Power ranging from the Illuminati themselves to the Flat which can be used to assist another Group in an attack Earthers and the Boy Sprouts. (Any resemblance to real (transferable power). organizations is purely satirical in nature.) Each Group A card with no Power cannot attack. A few Groups has certain characteristics. See Figure 3 below. have transferable power only (Power 0/1, for instance). This means they cannot attack, but can help another Alignment Group attack. There are nine different political alignments. It is generally easier for a Group to control or neutralize Resistance Groups with similar alignments, and to destroy those of This is a measure of a Group’s ability to resist opposite alignments. Some cards have one alignment, domination. The lower its Resistance, the easier it is to some have several, and a few have none. Meanings of take over . . . and the harder it is to protect when you the alignments, for the purposes of this game, are: control it. The Illuminati Groups have no Resistance number, because they cannot be attacked directly.

Figure 3. The Mafia card. Each card, except for Illuminati, has an arrow pointing inward (1). When a card becomes part of a Power Structure, this arrow 2 is placed next to an outgoing arrow of the Group The Mafia 3 that controls it. A group may also have one to three +3 on any attempt to control any arrows pointing outward (2). These arrows show Criminal group. 4 the potential to control other Groups. The Mafia, +6 for direct control. with three arrows pointing outward, is a very useful Power: 7 1 Resistance: group. If a Group has no arrows pointing outward, it 7 will have no Power at all. Income: 6 6 Violent The Group’s name (3) is at the top of the card. If Criminal 5 it has a special ability, it will be shown just below (4). Its political alignments are at the lower right (5). Its characteristics – Power, Resistance, and Income – are shown in red (6). 3 Income Giving away a Special card or money – this may be done at any time, not just during your turn. Money may Money is measured in Megabucks (MB). At the be transferred only between Illuminati treasuries when beginning of your turn, each Group you control collects it goes to another player. the amount listed on its card. This income is placed directly on that card, becoming part of the Group’s Using a Special card – follow the instructions on the treasury. If a card has no Income, it gets no money. card. (Exception: Using the Bribery card is a regular Uncontrolled Groups never get Income. action.) Two cards have a special Income. The IRS gets its Each action must be completed before beginning Income by taxing each of the other players 2 MB on the another. A player may elect to take no actions (not even owning player’s turn. The Post Office costs 1 MB per free actions, free money transfers, or Illuminati abilities) turn to control (paid by their master or their Illuminati). and collect 5 MB for their Illuminati treasury instead. Actions cannot be saved for later turns. Special Abilities All Illuminati, and some other Groups, have “special Attacks abilities” shown on their cards. The most important actions in Illuminati are attacks. “Any attempt” abilities give an extra power to the In an attack, a Group uses its Power, and probably its holder of the card. Any attempt by that player to do that money, in an attempt to either control, neutralize, or thing, regardless of which Group tries it, will receive the destroy another Group. indicated bonus. For instance, if you control the Cycle Illuminati cards themselves can attack, but cannot be Gangs, any attempt you make to destroy another Group attacked. No Group, except the UFOs, can attack more with any of your Groups will get a +2 bonus. This ability than once per turn. comes to you as soon as you take over the Cycle Gangs, and is lost as soon as you lose them. A Group may give Attack to Control a bonus on “any attempt to control,” even if it has no This attack may be made against any other Group in outgoing arrows. play except another Illuminati or a Group you already For other special abilities like that of the IRS, follow control. The attacking Group must have at least one the instructions on the card. outward-pointing arrow free. If a Group has no open outward-pointing arrow (either because all are being used or some are blocked), it cannot attempt to control another Group. To attack, the player announces which Group is attacking, which one is being attacked, and the type of attack. (Example: “The International Drug Smugglers, assisted by the CIA, will attempt to control the Boy Sprouts.”) The success of the attack is determined by rolling two dice. For a successful attack, subtract the defending Group’s Resistance from the attacking Group’s Power. Example: If a Power of 6 attacks a Resistance of 2, it can succeed only on a roll of 4 or less. If a Power of 10 attacked that same Resistance of 2, it would succeed on an 8 or less, giving it a much better chance. Automatic Failure. A roll of 11 or 12 results in automatic failure of the attack, no matter how much Power was involved. Actions and Free Actions Aiding Attacks. All Illuminati, and some other Groups, There are three types of regular actions: an attack, a have transferable power. If a Group has two Power money transfer, and moving a Group. A player gets two numbers separated by a slash (like 5/2), the second regular actions per turn. number is its transferable power. If a Group does not Some things may be done during the “action” part of attack during a turn, it may use its transferable power a turn without counting as actions. These free actions to aid an attack made by any other Group in its Power include: Structure. Dropping a Group – removing a Group from your Any number of Groups may aid one attack by adding Power Structure and returning it to the uncontrolled transferable power. However, no Group may participate area. (Its puppets must also become uncontrolled.) in more than one attack per turn. (Exception: The Aiding an attack – using transferable power to assist Special Ability of the UFOs lets them participate in two another Group. This counts as part of the attack being attacks per turn.) Example: A Group with a power of 6, aided. aided by another Group with a transferable power of 4, 4 is attacking a Group with a resistance of 3. The attacker Attacking money may be spent from both the attacking has a total power of 10 (6 plus 4), and will have to roll a Group’s treasury and the Illuminati treasury. Other 7 or less (10 minus 3) to succeed. Groups in the Power Structure cannot spend money When an attack is announced, all transferable power to aid the attack. Example: In the instance above, the to be used in that attack must be announced before any attacker was afraid he might not roll a 7 or less. So he money is spent (see below) to support the attack. No spent 3 MB. Now he needs to roll a 10 or less, which is transferable power may be added in the middle of the much easier. attack. Once the roll needed to succeed has reached 10, Alignment of the Group(s) transferring power does additional spending will not improve the attacker’s not matter. odds; an 11 or 12 always fails. But additional money Power Structure Position. If a Group is already or power can still be useful. For instance, if an attacker controlled by an opponent, it may be harder to control. uses enough money and power to exceed the target’s The closer it is to the Illuminati who control it, the more Resistance by 20, the defender would have to spend 20 of a bonus it gets to Resistance (or to Power if someone MB to get the attacking roll back down to zero again! tries to destroy it). If it is adjacent, it gets a +10! If it is Spending Money to Defend. If the defending Group one Group away, it gets a +5. If it is two Groups away, is controlled by another player, the defender may it gets a +2. counter an attack by spending some of his own money. Resistance to that attack will increase by two for each MB spent from the defending Group’s treasury, and by one for each MB spent from his Illuminati treasury. +2 Other Groups cannot participate. All money spent goes immediately to the bank. Example: In the instance +10 above, the defender has 3 MB on the defending Group. The Bavarian Illuminati May make one privileged attack each turn at a cost of 5 MB. He spends it all. It counts double, so instead of a 10, the

+10 POWER INCOME +10 +5 +2 0 10/10 9 attacker now needs to roll a 4. The attacker may then

+10 commit more money to offset the defender’s spending. 0 Continued Spending. The attacker and defender can +5 each go back and forth, putting in more money, as long as they are able. When no player is willing to spend

+5 more money to affect the attack, the dice are rolled to determine the result. Remember: a roll of 11 or 12 results in automatic failure, no matter how much power Figure 4. Resistance bonuses for location in or money is used in the attack. power structure. Note that Groups more than Results of the Attack. If the attack fails, the defending 3 away from the Illuminati get no bonus at all. Group remains where it was. If an Attack to Control is successful, the target Group is captured and added to the attacking player’s Power Alignments. The alignments of the attacking and Structure. It is placed next to its captor, with its inward- defending Groups are also important. Identical pointing arrow next to an outward-pointing arrow of alignments make control easier; opposed alignments the capturing Group, which becomes its new “master.” make it harder. If the Groups have any identical The controlled Group is now called a “puppet.” Puppets alignments, add 4 to the attacker’s effective Power for may then capture puppets of their own, and so on! each identical alignment. If they have any opposite It does not matter if a card is upside-down or sideways, alignments, subtract 4 for each. Example: A Weird, as long as the arrows line up properly. Liberal Group is trying to control a Straight, Conservative If the captured Group already had puppets of its own, Group. Two sets of opposite alignments subtract 8 they are also captured. When placed in the attacker’s from the attacking power on this attack. (Exceptions: A Power Structure, they should keep the same position, Fanatic group is opposite to all other Fanatics. Criminal relative to their own master, that they had originally. has no opposite. Media has no opposite, and Media gets If that is not possible because of overlaps with cards a +4 either to control OR to destroy other Media.) the attacker already has, he may rearrange any new Special Powers. Some Groups’ special powers (shown cards that overlap, as long as they are still controlled on the card) will help them attack or defend against by the same Group. New Groups that still cannot fit are certain opponents. dropped and become uncontrolled. Spending Money to Attack. The attacker may also Half of the money remaining in the captured Groups’ improve his chances by using some of his money in the treasuries (round down) goes with them to the new attack. Each MB spent (returned to the bank) adds one owner; the rest is returned to the bank. point of Power to that attack. However, all transferable power to be used must be added and announced before any money is spent. 5 The Group that attacked may immediately transfer any or all of its treasury to the Group it just captured. Interference This is not a separate action, but is considered part of A player may interfere in an attack, either by helping the attack. Such a transfer is often a good idea, either to the attacker or by opposing him. To do so, he announces protect the new Group from attack or to let it mount an who he will help, and then contributes money from his attack of its own. Illuminati treasury only. This money goes to the bank. It If a player’s first action is an attack, and it fails, the affects the needed die roll by 1 for each MB spent. player may attack the same Group again as their second An attacker may prevent Interference by declaring action. However, no individual Group (except the UFOs) an attack “Privileged.” To do this, the attacker must may attack twice in a turn. discard any one Special card and call “Privilege!” when A newly controlled Group may attack (or aid an first declaring the attack. No one can interfere either for attack, or use its special ability) on the same turn in or against a Privileged Attack. which it was acquired. The Bavarian Illuminati has the Special Ability to declare one attack per turn Privileged, at the cost of 5 Attack to Neutralize MB payable from their Illuminati treasury. If that player This is identical to an “Attack to Control” except: wishes to use their Special Ability, they must declare the 1. The target must be a Group that is already controlled Privilege and pay the 5 MB when they first announce by another player. the attack. 2. The attacker gains an additional +6 bonus. Privilege may be abolished by use of the Special card 3. The attacker does not need an open control arrow. Deep Agent, or by discarding any two Special cards (see 4. If the attack succeeds, the target Group and any p. 7). If the Privilege is abolished, it cannot be reinstated subordinates are placed in the uncontrolled area. All on that attack. their money is returned to the bank. Calling Off an Attack Attack to Destroy After a player announces an attack, they can change This is identical to an “Attack to Control” except: their mind and call it off – until they put some money 1. Instead of rolling “Power minus Resistance,” the down. Once the attacker actually takes money from the attacker rolls “Power minus Power.” In other words, the treasury and puts it in the bank, the attack is committed. defending Group defends with its Power rather than its It must be played out, and it does count as an action. Resistance. (Its closeness to its Illuminati, as shown on If the attacker spends no money, the attack is p. 5, still counts for defense.) committed when another player spends money (either A Group with no Power cannot be destroyed except for or against the attack) or when the attacker rolls the by the Special card Whispering Campaign. The factors dice. that keep powerless Groups from organizing enough to control other Groups also make them too diffuse to wipe out. Transferring Money 2. Groups with different philosophies destroy each A Group may, as an action, transfer any of its money to other more easily. An Attack to Destroy gets a +4 bonus an adjacent Group – either its master or a puppet. Each for every opposite alignment, and a -4 for every identical player may make two money transfers as part of their alignment. (Exceptions: A Fanatic group is opposite to turn (Sequence of Play, p. 2). But if necessary, he can all other Fanatics. Media has no opposite, and Media also make a transfer as a regular action. By successive gets a +4 either to control OR to destroy other Media.) transfers, the same money may be moved two or more Groups in one turn. 3. A Group does not need an open control arrow in order to attempt destruction. 4. If the attack succeeds, the target Group goes to the Moving a Group “dead pile.” Its subordinate Groups are not destroyed, A player may, as an action, reorganize their Power but become uncontrolled. It can be revived only by the Structure by moving a Group to a vacant outgoing Special card Media Blitz. control arrow. The new control arrow may be on the 5. You may try to destroy a Group Group’s master, or any other Group the player controls. you already control. If the moving Group has any puppets, then they (and In this case, the their own puppets, and so on) are also moved. target’s closeness Cards may not overlap. If moving a Group would to its Illuminati cause some of its puppets (or theirs) to overlap, any of does not protect it. them may also be moved to different control arrows, But no Group may as long as they are still controlled by the same master. attack itself, or Any puppet that cannot be prevented from overlapping aid an attempt is lost. It, and its own puppets, are returned to the to destroy itself! uncontrolled area. 6 Gifts and Trades Threats and Groups, special cards, and money may be transferred between players: traded, sold (that is, traded for Negotiations money), or given away. Cash or special cards may be Any agreement between transferred any time (except when a privileged attack players, secret or otherwise, is under way). This does not count as an action. When is permitted as long as it cash is transferred, it must come from an Illuminati does not actually card and go to another one. Other Groups cannot give violate the rules of their money to another player, or receive money from the game. For some another player. suggestions, see the Strategy section on Transferring Groups the next page. Groups may only be transferred if it is the turn of one In particular, it is of the players involved. On your turn, you may give a perfectly legal to try Group away (even if you get nothing in return), sell or to change an opponent’s trade it, or trade something (cash, cards, or Groups) mind, by promises or threats, to get a Group or Groups in return. Each Group about a planned action. exchanged counts as an action for the player whose turn it is, whichever way the Group moves. So if you trade Special Cards a Group for a Group on your turn, that counts as two Each of these cards gives an advantage to the player actions – one to move the first Group, one to move the who draws it. They may be kept face-down or shown, second one! as the player wishes – but he must keep them spread so You may only give a Group away with the permission other players can see how many specials he has. Special of the player who receives it! cards may be traded, sold, or given away at any time; When a Group is transferred to another player, this is a free action. its puppets (if any) must go with it, along with all Each Special may be used only once. Some may be treasuries involved. The player receiving the Group used at any time; others have restrictions, stated on the must immediately fit it, and its puppets, into their power card. Playing a Special is not an action unless the card structure, exactly as for moved or captured Groups – see says it is. After a card is used, it is discarded. above. If overlaps cannot be avoided, the player must Any special card may also be discarded to make an eliminate them by choosing one or more overlapping attack “privileged” – see p. 6. Any two special cards may card, new or old, to become uncontrolled. be discarded together, by the same person, to abolish Throwing the Game someone else’s privilege. If Secrets Man Was Not Meant To Know is used to cancel one of those cards, the other No player may simply “throw” the game to another by one is lost unless the player can replace it! (Remember giving them enough Groups, money, etc., to let them win. that no one may exchange or give away Specials after A trade that lets both players win is perfectly legal. It is privilege has been declared. And once an attack loses its also legal to trade with another player at the beginning privilege, it may not get it back.) of your turn and then surprise everyone, including the If two specials are played and one contradicts the person you traded with, by revealing a special card or other (for example, Assassination and Murphy’s Law), pulling off an unexpected attack. the last card played is the one that governs. This prohibition requires a certain amount of interpretation and honor among players. The intent is just to keep any one player from, for whatever reason, Eliminating a Player giving away the game in one fell swoop. A losing player A player is eliminated if, at any time after his third cannot necessarily just decide who will win. (On the turn, he controls no Groups except his Illuminati. His other hand, by attacking someone, they may very well money goes to the bank. Exception: If the Servants of decide who loses.) destroy their own last Group, and in doing so, achieve their Special Goal (eight Groups destroyed), When Is a Deal Binding? they are not destroyed themselves . . . they win! When two players agree to a deal, it is binding if they make the exchange immediately. A deal is not binding if Leaving the Game it involves an exchange of one thing now for something If a player drops out, his in the future. Example: If you say “I’ll give you 10 MB Groups go uncontrolled and for the Boy Sprouts, right now,” and the other player their treasuries go to the gives you the Boy Sprouts, you have to pay. But if you bank. His Illuminati card is say “If you give me the Boy Sprouts, I’ll pay you 10 MB taken out of play. next turn,” and they give you the Group, you don’t have to pay next turn, unless you feel like it! 7 Winning the Game Negotiations The game ends when, at the end of a turn (their own Deals can be made either openly or secretly. Some or someone else’s), a player meets one of their Goals. If examples: two or more players both meet their Goals at the same 1. The player who controls the IRS agrees to forego time, they share the victory, dividing the world between another’s taxes in exchange for a promise not to attack them. him. The Basic Goal is the same for all players: to control 2. One player sees that another will achieve her Goal a certain number of Groups. This number depends on at the end of the turn if he does not interfere. He might the number of players at the beginning of the game. If agree not to interfere in exchange for a gift that will a player leaves or is eliminated, the number of Groups satisfy his own Goals, thereby sharing the victory. required to win (see reference card) does not change. 3. A player threatens to destroy one of your Groups. The Special Goal is different for each player, You think he can. You might try bribing him (in this representing a specific objective of that particular case, bribery is treated as a gift) to get him to attack Illuminati. You win if you have met your Special Goal someone else instead. at the end of any turn. 4. Two players agree to cooperate throughout the All the Goals are listed on the reference cards. game so that they both achieve their Goals at the same time – of course, one may stab the other in the back! 5. A player offers to pay anybody who will attack his particular foe. STRATEGY 6. Two or more players form a coalition to bring down Conspiring for a shared victory may seem easier than a rival who is getting close to victory. grabbing the whole pie. But be careful who you trust. The possibilities are limited only by your own duplicity. When someone leaves the room, plot against him. Remember, though, that money may be exchanged only There is almost always a way you can make your between Illuminati treasuries. positions a little bit better and his a little bit worse. Negotiate with everyone. Your foes are less likely to attack you if they think you might make a deal that will Capturing Several Groups help them win. To avoid being attacked, you should look strong at Once Protecting those Groups that control many puppets enough to defend yourself, but not so strong that you is vitally important – you stand to lose greatly if one are a threat. is taken from you. Equally true: A game can be won Watch the other players constantly; keep track of how by a well-timed strike at a Group that controls several close they are to their Goals. If they have Special cards, puppets and fits well into your power structure. they are more likely to be able to win in a single turn. Don’t count on other players to warn you of danger; 4 0 to Weird they may have made a private deal! Violent Income: Resistance: any attempt destroy any group. Cycle Gangs +2 on The Power Structure There are many ways to assemble a Power Structure from the Groups you control. The example given earlier 3 1

in the rules (Figure 2, p. 3) is good because it leaves Liberal Peaceful Income: Resistance: Democrats Antiwar several control arrows open. Figure 5, to the right, The Bavarian Illuminati Activists An extra +2 on any May make one privileged attack each turn attempt to control a at a cost of 5 MB. shows another legal Power Structure, using exactly the Liberal group. Power: 5 Resistance: 4 same Groups. This one, however, is a bad one – or at Income: 3

Liberal POWER INCOME least, less desirable. The Groups get in each other’s way! 10/10 9 Although the Illuminati have one unused control 6/4 5 1

CIA

Violent Fanatic

arrow, that arrow is blocked – the Antiwar Activists are Conservative

Conservative Straight Power: Straight

in the way. The Congressional Wives have one open Income:

Resistance:

2

1 Income:

Income:

1

4 Resistance:

Resistance: held by any one player.

2

1 Power: control arrow and can take over another Group. The Power: to look at all Special cards

On your turn, you may pay 5 MB from the CIA in order

Minority Wives

Moral Moral Democrats have two open arrows, but only the end Congressional one can be used – the one on the side is blocked by the Congressional Wives! Also, take care that your Power Structure is balanced. Figure 5. The player in this example will need If all your Groups branch from a single Illuminati arrow, to reorganize his Power Structure – possibly you are in great danger of being eliminated in a single wasting valuable time – before long. The player in attack after the third turn. Figure 2 (p. 3) is free to expand. Careful attention is necessary when adding or moving groups. 8