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a predetermined time and then expires, such as a change
player s second turn.
until the end of the turn ).
If two or more players both meet their Goals at the
Permanent changes always count for Goals. For
same time, they share the victory, dividing the world
instance, if you play a card that turns a Group
between them.
permanently Peaceful, it now counts as Peaceful for all
Exception: Players who are playing the same
Goals!
Illuminati (except Shangri-La using its Special Goal)
Temporary Power changes and Power bonuses limited
cannot share a victory. If they meet their Goals at the
to specific purposes (e.g. only to make attacks) do not
same time, neither wins. The game continues unless
count for Goals.
some other player also met his Goals at the same time (in
Temporary Alignment changes (such as the Orbital
which case that player wins).
Mind Control Lasers effect) do count for Goals. And if
You can meet your Goals three ways:
the change in Alignment causes a change in Power
" Basic Goal: This is the same for all players. Control
(because of a New World Order, for instance), that
a certain number of Groups, including your Illuminati.
change in Power also counts for Goals. But these
The standard Basic Goal is 12 Groups for a game with
changes only count while they re in effect! They are
two or three players, 11 Groups for a game with four
good only for a victory declared at the end of that turn.
players, or 10 Groups for a game with five or more
For instance, if the Orbital Mind Control Lasers make a
players. This number may be increased or decreased by
Group Liberal, it only counts as Liberal for that turn...
mutual agreement before beginning the game; the
even if it is destroyed while Liberal, it is does not count
higher the Basic Goal, the longer the game is likely to
that way after the turn is over (it won t be remembered
take.
as Liberal when the winners write the history books).
" Special Goal: This is different for each kind of
Illuminati. Some Special Goals modify the Basic Goal.
STRATEGY
Other Special Goals are self-contained.
Conspiring for a shared victory may seem easier than
" Goal Cards: These are a type of Plot card any
grabbing the whole pie. But be careful who you trust.
time a foe has even one hidden Plot, it might be a secret
When someone leaves the room, conspire against him.
Goal! As with Special Goals, some Goal cards modify
There is always a way to make your position a little bit
the Basic Goal, and others are self-contained.
better and his a little bit worse.
If a Goal card in your hand lets you declare victory at
Negotiate with everyone. Your foes are less likely to
the end of a turn, show the card. Your rivals cannot steal,
attack you if they think you might help them win.
cancel, or otherwise affect the Goal card during the
To avoid being attacked, you should look strong
victory attempt it is not played, just shown to prove
enough to defend yourself, but not so strong that you are
that you had it in your hand. If your victory attempt fails,
a threat.
the Goal card is returned to your hand, exposed.
Watch your rivals constantly; keep track of how close
Until you declare victory, a Goal card in your hand is
they are to their Goals. The more Plots they have, the
just like any other Plot card rivals may be able to look
more likely they are to play some fiendish trick and win
at it, steal it, expose it, or discard it. If it s exposed, you
in one turn. Don t count on others to warn you of
can still win with it... but your rivals know about it, and
danger... they may have made a private deal!
can target it with anything that affects exposed Plots.
16
" Neither player may attack the other until each has
The Perfect Deck
taken a full turn; Player 2 can t jump instantly on
Half the victory comes before the game starts when
Player 1.
you choose the cards for your deck, and decide how
" A player who takes an automatic takeover during
you ll use them. World domination should never be left
Phase 3 of his turn loses one of the Illuminati action
to chance.
tokens he would normally get during Phase 4 of that
Pick cards that work well together... to defend each
turn.
other, aid each other s strengths, work toward your own
goal and smash your foes.
META-RULES
A very aggressive deck works well in a two-player
These Meta-Rules take precedence even over what s
game. Multi-player games call for more defensive cards,
printed on the cards.
and a careful buildup of power if you grow too fast
" Keep track of which cards are your property. When
and overextend yourself, your rivals may form an
someone takes a card you own, make a note, so you can
alliance to bring you down. Either way, you want a few
get it back at the end of the game! Or put one of your
key high-Power Groups, some Groups and Resources
own tokens on the card. Or use a sticky-note.
with useful special abilities, and some Plot cards that
" Whenever someone steals a card from your hand,
work with them. Bring a variety of cards, so you can
deck, etc., you may look to see which card they are
choose the ones you need to frustrate your rivals plans.
taking.
The best decks have a theme. A deck can be built
" When you use a duplicate card to capture a Group
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