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Author: Steve Jackson Publisher: Steve Jackson Games 1994 Awards: none |
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"Illuminati - New World Order" (INWO) is a cardgame for 2 to 4 players. Even at first sight, a
player will be intrigued by the large variety of existing cards and the hillarious humor showing
on the cards illustrations or comments. In the game each player takes up the role of a so-called "Illuminati". These are top secret
organizations which try to grasp the rule of the world. To do so, the Illuminati use their Power
to get influence over many different groups, organizations or personalities of modern society
(USA, Germany, Manta-Fahrer, CIA etc.) After succeeding a takeover of such a group, the
group is added to the power-structure of the sucessful illuminati and will now add its own
special powers to the power of the illuminati, aiding him to win. A player wins if he eliminates
all others from play, or if he gets control over a special number of groups.
Being decisive as a victory-condition and as valuable allies, the game itself and the action of
the players is centered around the groups. The more groups an illuminati gets, the more the
power structure of this illuminati expands. The illuminati may control 4 groups directly, which
are placed around it. Being that near to the illuminati, these groups gain a high defense
bonus which is needed to fend off takeovers by others players. Thus an illuminati always
must take care to have defense resources, since other players may try to steal groups from
an existing power structure. The 4 groups directly controlled by the illuminati may control
groups of their own (and so on...), but the more distant the chain to the illuminati is, the more
vulnerable the group is to attacks. So if a player has nearly enough groups to win, he
naturally will have some more vulnerable groups and the other players automatically will try
to get any of these in order to prevent the leading player from winning the game. The heart of the game is the takeover-procedure needed to add or destroy a group. First, the
groups have different allignments (democratic, criminal, violent etc.), which make it easier to
take over a group of the same allingment or to destroy a group of the opposite allignment.
Another thing are the power values of the groups. Many groups have only direct power, but
some of the groups can use their power as global power, which means that they may use
their power to add strenght to an attacker or defender. And most important, each group has
one or more special abilities, allowing special procedures to gain a bonus in a takeover or to
have any other influence on gameplay.
The game profits from a clever gameplay based on turns, during which each player may try
to take over as many groups as he wants to. During a turn, a player first initiates an
"automatic takeover" which allows him to bring a group from his hand-cards to his power-
structure. Then each of the groups of the player gets a token on it, which means that the
group may act this turn. Using these action tokens, the groups may try to take over other
groups from the players hand or from an other playerīs power structure. But in most times itīs
very important not to use these tokens during the playerīs turn but during an other playerīs
turn. So a group which still has its action-token may defend at a higher rate, or it may still use
its special abilities. After having figured out the rules, the game is easy to play since there arenīt too many rules
to learn. The fun in the game raises with the number of groups on the table, since many of
their special abilities allow to twist the rules in some way (So the "Nuclear Power Plants" may
use their action to cancel the action of any other group, but there also exists a politician
called "Joschka Fischer" who may cancel the action of the "Nuclear Power Plants" in turn.
But he may only do so if he is not assasinated before he can act.....). Another feature of the
game are the so-called plot-cards. These are event cards of all kinds, in turn having much
influence on gameplay. The game is played best with 3 or 4 players participating. In this case there will be many
groups on the table which is a guarantee for much action between the players. Personally, I
really like the concept of the game and the very high degree of humor displayed on the
cards. The game authors took many social groups or personalities and gave them as fitting
attributes as possible, and the result of this was hillarious indeed. The game itself was
originally designed as a trading card game, since it has 400+ cards and these cards are
divided into the categories of common, uncommon and rare. Thus the cards can be bought in
starter sets of 110 cards or in boosters of 15 cards each and normally each player uses his
own deck of cards. The publishers in Germany went a step forward and published the game
as a nice boxed set, containing 240 random cards, 40 glass-pieces used as action-tokens, 16
wooden pyramides to mark connections between groups and 2 illuminati dices. This set may
be used as the start of a collection, but it may also be used for a game with more players
using one "big" deck of cards for all of them. A last remarkable fact is that the german and
the english version of the game has some differences concerning the cards. So the german
edition contains many characters from german politics, whereas the english edition contains
american politicians. But as far as I can guess from having seen just a few english cards, the
versions are fully compatible. It was even reported to me that the english editions contains a
card which could not be published here in Germany without rousing a major discussion: Itīs
called "Hitlerīs Brain"..... |
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Copyright © 2006 Frank Schulte-Kulkmann, Essen, Germany |