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Requires Magic ActionĪngel’s Feather This item must be linked to a Peaceful group. The destroyed group is gone forever – no card or special ability can revive it.
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It requires an action from a Magic group. Power: 1 Resistance: 5 Violent, WeirdĪnd STAY Dead! Play this card immediately after any Group has been destroyed or discarded by any player. It can also aid any such attack, with a +4 bonus. If used for defense, the bonus lasts until the end of the current turn and does not count toward Goals.Īlternate Goals You may possess two Goal card, and win with either one! You cannot combine the goals from the two cards in any way.Īmerican Autoduel Association The AADA gets a +4 bonus (instead of a penalty) for any attack to destroy a Violent group. If used with an action, it must be played when that action is first declared, and counts only for that action. Power: 1 / 1 Resistance: 4 Liberal, Government | Computer, GreenĪlbino Alligators Play this card at any time to give +10 Power or Resistance (your choice) to any Weird group you control. Requires Magic Action or DiscardĪl Gore Personality Has +8 for direct control of any Green group. Alternatively, you may “sacrifice” the top Plot card from your deck, to power this card. Playing this card is an action for a Magic group. The Power of the Place is tripled for this one defense. You may look at all his hidden Plot cards, and pick one for him to discard! Requires ActionĪir Magic Play this card to help protect a Place against any Disaster, except Earthquake or Volcano. This card requires an action by one group with a Power 4 or more. Power: 7 / 7 | SPECIAL GOAL Each Magic Resource you control counts as one group toward the Basic Goal.Īgent in Place Play this card at any time. The Adepts of Hermes have a +6 on any attempt to control or destroy a Magic group. Power: 3 Resistance: 4 Peaceful, Conservative | ScienceĪdepts of Hermes If you fail an Attack to Control against a Group from your own hand, you do not lose the group…just return the card to your hand.
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It gets a +5 bonus to control, destroy or protect a Science group. can act to protect any Science group, or to help attack it, regardless of alignments. Requires Discards and All Illuminati ActionsĪ.M.A. Instead, add it to your own hand! You must spend all the Action tokens now on your Illuminati (minimum 1!), and discard the top undrawn card from both your Plot and Groups decks. Unlimited Edition: ġ8½-Minute Gap Play this card immediately after someone else plays a Plot card. There are 409 cards in the first release. These cards are part of the Limited Edition of Illuminati: New World Order. This box holds one deck of 55 Illuminati: New World Order trading cards, more than enough to begin your struggle for world domination. The more groups, the longer the game: Quick game – 10 groups Average game – 11 groups Long, vicious game – 12 groups Fnord This line does not exist. Criminal has no opposite.īasic Goals At the beginning of the game, decide how many groups will be required to win. Cheat Sheet Alignments Conservative opposes Liberal. Laugh evilly and rap the table to alert the next player that you’re through. Anyone who plays a duplicate must try again.
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Choose a Group as a puppet and reveal it.
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