13
the Gnomes’ income gets to the 25-MB range, Zurich is
probably close to a victory. Attack! A coalition is probably
your only chance; attack either to control or to neutralize,
even if the attacks are hopeless, to bleed the Gnomes’ trea-
sury. Attack puppets that don’t have much money in their
own treasuries, to make it more expensive to defend them.
Whenever they try to make a deal, demand that they give
you more money “because they are so rich.”
The longer the game runs, the richer the Gnomes get. To
stop them, play aggressively.
The Network
Some say the Network is a conspiracy of the world’s
computer programmers; others believe that the programmers
are merely the pawns, and the computers themselves have
taken over. Either way, they are rich and powerful, and they
are probably watching you right now. The Network knows
everything, and it knows it first.
Power and Goals: The Network player draws two cards
every turn. The Network can win by collecting 25 points
worth of transferable power,
including its own 7 points.
Playing The Network: Your
special ability is a very good one.
It increases your chance of getting
good cards of all kinds. Try to
keep at least one Special card in
your hand; these cards can provide
excellent bargaining leverage.
However, your Special Goal is
tough, since few Groups have a
high Transferable Power, and such
Groups are valuable to everyone.
Often your best bet is a regular
victory, unless the right Groups come up, but this is easier
for you than for some of your foes.
Opposing The Network: Don’t destroy Groups with
Transferable Power (unless you’re Cthulhu); take them
over, protect them, and use them. Maybe you can sell one
to the Network for more than it’s worth. If he gets several
Special cards in his hand, you can make the other players
paranoid about them and put together a coalition.
Otherwise, try to play him off against Bavaria, who will be
after many of the same targets.
The Network has an extra advantage in a game with
inexperienced players, who are less likely to go after the
Groups with transferable power.
The Servants of Cthulhu
These are the students of those things man was not
meant to know. They seek to master arcane powers and inhu-
man forces, though they risk their own lives and souls.
Power and Goals: The Servants of Cthulhu seek to
destroy, and they are good at it; this player gets an extra +2
on any attempt to destroy any Group! Their objective in the
game is to destroy eight other Groups. If they knock another
Illuminati out of the game by taking away its last Group, the
destroyed Illuminati counts toward their total, too.
Playing Cthulhu: Start destroying Groups early, or
you’ll never get your goal of eight – but don’t overdo it.
Whenever the other players want a Group destroyed (espe-
cially early in the game, when your Goal is far away and
you don’t look dangerous), offer to do their dirty work for
them. If they will help pay for the destruction, so much the
better! And, if you have a chance to eliminate another
player entirely, the rest of the Illuminati will probably help
you, even though the destruction counts toward your own
Goal. After all, knocking someone out of the game helps
everyone else.
After you destroy six or seven Groups, the other players
may get so paranoid about your Special Goal that they will
lose track of the number of Groups you control – letting you
win an easy regular victory.
Take over a couple of low-power Groups instead of
destroying them; you can use their income during the game,
and later, when you need more victims, there they are!
To make your job of destruction easier, you need Groups
with money and power. Also useful are those Groups that
give their possessor a bonus to destroy (like the Cycle Gangs
and the Semiconscious Liberation Army). But don’t go out
of your way to take one – they’re not that much better than
a Transferable Power Group, and they make you look dan-
gerous. Remember that if you knock a foe out of the game,
by capturing, neutralizing, or destroying his last Group, the
destroyed Illuminati counts as a kill!
Opposing Cthulhu: Start while he’s small; when he gets
powerful, it will be too late for anything but luck to help
you. There are two strategies you can use.
The first is to take away his prey . . . a Group cannot be
destroyed if it’s already gone! When a low-power Group
comes up, grab it and protect it if it is useful; if the Group is
not useful, destroy it yourself before Cthulhu can get to it.
Alternatively, you can conspire with the other players to
deliberately leave low-power Groups vulnerable. If Cthulhu
spends his first few turns gleefully killing small fry, he won’t
be controlling very much . . . and he can be eliminated
completely by a concerted attack on the fourth or fifth turn,
just when he thinks victory is within his tentacles.
The Society of Assassins
Arising in the Middle East, the Assassins were a secret
order of the Ismailite sect of Muslims. They attained the
height of their power during the Middle Ages but continue
even today. Often they do not need to act . . . the mere hint
of their displeasure is enough to intimidate a foe. The
ancient warning of the Assassins,
the dagger left on a rival’s pillow,
has made kings tremble.
Power and Goals: They win if
they control six Violent Groups.
Their special ability is an extra +4
on any attempt to neutralize an
enemy-controlled Group.
Playing the Assassins: Your
special ability is purely an offensive
weapon. Use it sparingly; it is a
powerful threat. Others are likely to
support you in an attempt to neutral-
ize, since you don’t benefit directly.
(Of course, you can neutralize a
Group, and then attempt to control
it!) Your foes may even be willing to
bribe you to leave them alone.
To win, you need Violent cards. Build up a reserve of
cash to increase your chances of getting good Violent
Groups when they come along, and of keeping them after
you get them. Your very best cards are those that, like Texas
and the Mafia, are both powerful and Violent.
Opposing the Assassins: Whatever you do, don’t let the
Assassins single you out as a foe! With their ability to neu-
tral ize, they are a very dangerous enemy. Offer to help them
in an attempt to neutralize someone else’s Groups; that way,
the Assassins don’t benefit directly, injure someone else, and
make enemies elsewhere.
A subtle and powerful Group, the Assassins are best
opposed with guile and indirection. You may be tempted to
destroy Violent cards – but be careful; this a very obvious
ploy. Watch their Power Structure. Once they get five
Violent Groups, it is time to abandon subtlety and attack.
TheUFOs
Are they creatures from outer space, or human super-
scientists? No one knows. These are the most elusive of all
the Illuminati. Their aims are shrouded in secrecy and
change constantly.
Power and Goals: The UFOs’ advantage is speed; this
Illuminati Group may attack (or aid an attack) twice per turn.
No other Group may do this. Their Special Goal is chosen by
the UFO player himself, at the beginning of the game. He
picks any of the other seven Goals
and writes it on a piece of paper,
secretly. He may reveal it at any time,
but will usually not do so until he has
achieved it!
Playing the UFOs: Your biggest
advantage is that your opponents
don’t know what you’re trying to do.
Keep them guessing! Destroy a
Group or two to make them wonder
if you’re really Cthulhu (and to keep
the real Cthulhu from getting them).
Money is always useful, and a big
pile of it will make them wonder if
you’re Zurich. Take over a couple of
Weird Groups, and you’ve made
Discordia’s life miserable. And so on.
If you need an extra negotiating tool, you can offer to
tell what your Special Goal really is. You might even tell the
truth!
Your special ability to act twice can be very powerful if
used properly. Rather than acting directly, you may want to
let the UFOs aid twice a turn, adding their power to that of
other powerful Groups in your control, for devastating
attacks that don’t cost much money.
Opposing the UFOs: First, you have to figure out what
they are doing. Watch carefully! Then proceed as indicated
for that particular Goal. If you see that the UFOs are very
close to any Goal, start worrying. In the meantime, try to
keep them away from Groups with especially high Power or
Income, just on general principles.
14
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, Scott Haring, 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, Allen Varney, and Chris Zakes.
onspiracy is an ancient pastime; so is the study of
conspiracy. Secrecy in itself is harmless, but it
always attracts attention. And many “known”
secret groups are powerful indeed! Try to envision
the criminal world without the Mafia, the American civil
rights movement without the Ku Klux Klan, or an American
college campus without Greek-letter societies. An estimated
15 million Americans are involved in secret (or at
least secretive) groups of one kind or another.
A number of excellent sources are avail-
able for those wishing more information
about (a) the Illuminati; (b) people who
believe in them; and (c) people who
enjoy leaving false trails to confuse
people who believe in the Illuminati.
Any good encyclopedia will include
articles on the historical Society of
Assassins, Bavarian Illuminati, and
Freemasonry, and the connections, known
and speculative, between them.
The Illuminatus! trilogy, by Robert Shea
and Robert Anton Wilson, is required reading for
any conspiracy buff. Wilson is this century’s foremost pub-
lic authority on the Illuminati, though his books conceal
their information within great masses of humor, lies, and
philosophical speculation. His Schrödinger’s Cat trilogy is
entertaining but relatively uninformative. Cosmic Trigger
(Final Secret of the Illuminati) is scientific/philosophical
commentary, laced with discussion of conspiracy and
Strange Coincidence. Masks of the Illuminati is fictionalized
history (or historicized fiction).
More recently, Umberto Eco’s Foucault’s Pendulum
illustrates the folly of looking too deeply into any con spiracy
. . . or into your own mind.
A History of Secret Societies, by “Arkon Daraul,” is an
interesting primer, discussing many Illuminated, pseudo-
Illuminated, and totally unconnected Groups. It should not
be taken as gospel, but makes a good research guide.
The Crying of Lot 49, by Thomas Pynchon, is a classic
study of alienation (and a lot of fun!). If one accepts the
Illuminati, can the sinister minions of Tristero be far behind?
What Pynchon does not say here is far more important than
what he does.
Principia Discordia, by “Malaclypse the Younger,” is
the bible of Discordianism. More entertaining than most
holy books, it also contains a number of interesting truths,
not all of which were intended by the authors. SJ Games
publishes an edition of the Principia, and will gleefully sell
you a copy!
The Illuminoids, by Neal Wilgus, is an examination, not
of the Illuminati themselves, but of the men and women who
study and believe in the various conspiracy theories.
Holy Blood, Holy Grail, by Michael Baigent, Richard
Leigh, and Henry Lincoln, argues that an unrevealed con-
spiracy has, in fact, been working among us for 2,000 years.
The recent thriller The Da Vinci Code recycled the idea for
the mass market, with more explosions.
Alan Moore’s brilliant graphic novel Watchmen
mingles superheroics with conspiracy. Power can indeed
corrupt, no matter what its nature.
World Revolution, by Nesta H. Webster, is
a turgid text by a woman who was chasing
Illuminati long before most of us were
born. She takes the Bavarian Illuminati
very seriously, citing them as the guid-
ing force behind Communism, the
French Revolution, and so on. A bigoted
and alarmist book, which strongly
warns of “the danger now threatening
civilization.” Rare, but available in some
large libraries.
Also from the 1920s, Charles Fort’s The
Book of the Damned and Lo! cite numerous
cases of the strange and inexplicable: showers of
frogs, vanishing men, impossible coincidences. His favorite
theme: factual reports suppressed by “authority” because
they cannot be explained. A typical conjecture: “I think
we’re property.”
Another early piece of conspiracy literature is the
Protocols of the Elders of Zion. This is an anti-Semitic hoax
first propounded early in this century; it purports to be the
minutes of the meetings of a Zionist conspiracy to (what
else?) take over the world. Oddly, many “conspiracy buffs”
still take the Protocols at face value.
Martin Gardner’s Fads and Fallacies in the Name of
Science contains detailed, if unsympathetic, treatments of
a number of “fringe” cults, pseudosciences, and peculiar
phenom ena. It could well inspire a reader to invent groups
stranger than anything in the game.
Finally, the writings of the survivalist/financial author
Howard Ruff contain many references to (or debunkings of)
modern theories of economic conspiracy. What really hap-
pened to silver prices in 1981-82? Why did the stock market
crash in 1987, and why doesn’t it crash now? Why does
inflation keep on inflating, and who benefits most?
Those who remain interested in the mystery of the
Illuminati will no doubt go on to more serious research
involving the works of Aleister Crowley, Abd al-Azrad,
Tirion Palantir, “Bob” Dobbs, O.K. Ravenhurst, Kilgore
Trout, and so on. Please don’t write to tell me what you
learn. I don’t want to know. And don’t blame me if you van-
ish on some foggy night, never to be seen again. After all,
it’s just a game . . . isn’t it? Fnord.
– Steve Jackson
BIBLIOGRAPHY
C
15
ALIGNMENTS
Government
is the opposite of Communist.
Liberal
is the opposite of Conservative.
Peaceful
is the opposite of Violent.
Straight
is the opposite of Weird.
Criminal
has no opposite alignment.
Fanatic
– Any two Fanatic Groups are considered “opposite”
to each other.
SEQUENCE OF PLAY
Play goes counter-clockwise around the table.
1. Collect income on all cards that have an Income
number.
2. Draw a card.
If it is a Special card, the player keeps
it. If the card is a Group, it is placed face-up in the
uncontrolled area.
3. Take two “actions.”
See list, below.
4. Take any “free actions.”
These do not count against
the two actions allowed during each turn. They may
be taken before, between, or after the two regular
actions. See below for list.
5. Transfer money.
Part or all of any Group’s money
may be moved to an adjacent Group. Two money
transfers are allowed per turn.
6. Take special-power actions.
7. Add targets.
Draw cards until there are two uncon-
trolled Groups. Discard any Specials drawn.
ACTIONS
Regular Actions: Attack a Group (to control, neutralize, or
destroy); Transfer money; Move a Group; Give a Group
away.
Free Actions: Drop a Group; Give away money or Specials;
Use a Special (Exception: Bribery is a regular action.)
Passing: A player may choose not to take any actions of any
sort and collect 5MB instead.
ATTACKS
Attack to Control.
Defending Group’s Resistance is subtracted
from attacking Group’s Power, including any Transferable
Power from other Groups aiding in the attack. Only members
of attacker’s own Power Structure can aid the attack.
Modify this number for attacker’s or defender’s special
powers, for money spent by both sides, and for other factors
shown below.
Using two dice, attacker must roll this number or less. A
roll of 11 or 12 is an automatic failure.
Same alignment (e.g., Weird vs. Weird) . . . . . . . . . . . . . +4
Opposite alignment (e.g., Straight vs. Weird) . . . . . . . . . -4
Each Megabuck (MB) spent by attacker . . . . . . . . . . . . +1
Each MB spent by defending Group . . . . . . . . . . . . . . . . -2
Each MB spent by defender’s Illuminati. . . . . . . . . . . . . -1
Each MB spent by other players to Interfere. . . . . . . . . . -1
Each MB spent by other players to Assist . . . . . . . . . . . +1
Defending Group is controlled directly by Illuminati . . -10
Defending Group is 1 Group away from Illuminati . . . . -5
Defending Group is 2 Groups away from Illuminati . . . -2
Attack to Neutralize.
As above, except that attacker
receives a +6 bonus.
Attack to Destroy.
As above except:
1. Roll “Power minus Power,” instead of “Power minus
Resistance.”
2. +4 for opposite alignment; -4 for identical.
3. Attacking Group does not need an open control arrow.
BASIC GOALS
Groups to be controlled, including Illuminati
2 or 3 players (not recommended) . . . . . . . . . . . . . . . . . 13
4 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
5 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
6 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
7 or 8 players (not recommended) . . . . . . . . . . . . . . . . . . 8
SPECIAL GOALS
Bavarian Illuminati. Control Groups with a total power of
35 or more (including their own Power of 10).
Bermuda Triangle. Control at least one Group of each align-
ment. A Group with more than one alignment counts for
each of its alignments.
Discordian Society. Control five Weird Groups.
Gnomes of Zurich. Collect 150 megabucks (in the whole
Power Structure’s treasuries).
The Network. Control Groups with a total Transferable
Power of 25 (including their own 7).
Servants of Cthulhu. Destroy eight Groups.
Society of Assassins. Control six Violent Groups.
UFOs. At the beginning of the game, after players choose
their Illuminati, the UFO player picks the Special Goal
of any other Illuminati group. He writes it down,
keeping it secret from the other players.
16
ILLUMINATI RULES SUMMARY
Dostları ilə paylaş: |