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Illuminati: New World Order

Illuminati: New World Order (INWO) is an out-of-print collectible card game (CCG) that was released in 1994[1] by Steve Jackson Games, based on their original boxed game Illuminati, which in turn was inspired by the 1975 book The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea.[3][4] An OMNI sealed-deck league patterned after the Atlas Games model was also developed.[5]

Illuminati: New World Order
Cardback to the Illuminati: New World Order CCG
DesignersSteve Jackson
PublishersSteve Jackson Games
Years active1994[1]–1995[2]
Players2–6
Playing timeApprox 2 hours
ChanceSome
Age range12+
Skills

Goal of the game

Players attempt to achieve world domination by utilizing the powers of their chosen Illuminati (the Adepts of Hermes, the Bavarian Illuminati, the Bermuda Triangle, the Discordian Society, the Gnomes of Zürich, the Network, Servants of Cthulhu, Shangri-La, the UFOs, the Society of Assassins (added in the Assassins expansion), and the Church of the SubGenius (added in the Subgenius expansion).[6] The first player to control a predetermined number of organizations (usually twelve in a standard game) has achieved the basic goal and can claim victory.[7]

Controllable organizations include: groups such as the Men in Black, the CIA, and the Boy Sprouts; personalities such as Diana, Princess of Wales, Saddam Hussein, Ross Perot, or Björne (a parody of Barney the Dinosaur); and places like Japan, California, Canada, and the Moonbase. Many organization names are spoofs of real organizations, presumably altered to avoid lawsuits.

Other ways to achieve victory include: destroying rival Illuminati by capturing or destroying the last organization in their power structure; and/or fulfilling a special goal before your opponent(s) can.

Card types

 
Cards and tokens from the game

Cards come in three main types: Illuminati cards, Plot cards, and Group cards. Illuminati and Plot cards both feature an illustration of a puppeteer's hand in a blue color scheme on the rear side, whereas Group cards feature a puppet on a string in a red color scheme.

Each Illuminati card represents a different Illuminated organization at the center of each player's Power Structure. They have Power, a Special Goal, and an appropriate Special Ability. Their power flows outwards into the Groups they control via Control Arrows.

Plot cards provide the bulk of the game's narrative structure, allowing players to go beyond – or even break – the rules of the game as described in the World Domination Handbook. Plot cards are identified by their overall blue color scheme (border, and/or title color). Included among the general Plots are several special types, including Assassinations and Disasters (for delivering insults to the various Personalities and Places in play), GOAL (special goals that can lead to surprise victories), and New World Order cards (a set of conditions that affect all players, typically overridden when replacement New World Order cards are brought into play).

Group cards represent the power elite in charge of the named organization. There are two main types of Group: Organizations and Resources.

Organizations are identified by their overall red color scheme (border and/or title). There are three main types of Organization: regular Organizations, People, and Places. They all feature Power, Resistance, Special Abilities, Alignments, Attributes, and Control Arrows (an inward arrow, and 0–3 outward arrows). Just like their Illuminati masters, Organizations can launch and defend against a variety of attacks. Provided that the attacking Organization has a free, outward-pointing Control Arrow, players can increase the size of their Power Structure via successful Attacks to Control, a mathematically determined method employed whenever a player wants to capture an Organization from their own hand, or from a rival player's Power Structure. Unless the attack is Privileged (only the target and attacker can be involved), all players can aid or undermine the attack. Attacks to Destroy follow a similar game mechanic, but result in the Organization's removal from the Power Structure, after which they are immediately discarded. The outcome of all Attacks are determined by a dice roll. Other ways to introduce Organizations to the Power Structure involve Plots, or spending Action Tokens to bring Groups into play, or by using free moves, each at appropriate times during the play cycle.

Resources represent the custodians of a variety of objects, ranging from gadgets to artefacts (such as The Shroud of Turin, Flying Saucers, and ELIZA). They are identified by their overall purple color scheme (border and/or title). Resources are introduced into play by spending Action Tokens, or by using free moves during appropriate moments in the play cycle. They go alongside the Power Structure of the player's Illuminati, and bestow a useful Special Ability or similar.

Reception

In the February 1995 edition of Shadis (issue #17.5), Matthew Lee and Jim Pinto liked the durable cards printed on thicker card stock than the original game (although the cards were easier to crease during shuffling). They also liked that one starter pack was enough for two players to get started, and that the rulebook was very detailed. However, they disliked that cards were swapped between players – unusual for a CCG – which meant that the players had to figure out whose cards were whose at the end of the game. They also found that "the large rulebook can be dautning, and a large number of rules must be memorized to play".[8]

In the June 1995 edition of Dragon (issue 218), Rick Swan warned that it was a complex game: "Owing to the unconventional mechanics, even experienced gamers may have trouble at first." But he gave the game a perfect rating of 6 out of 6, saying, "Resolute players who scrutinize the rules and grind their way through a few practice rounds will discover why Illuminati has been so durable. Not only is it an inspired concept, it’s an enlightening treatise on the fine art of backstabbing. What more could you ask from a deck of cards?"[9] Ten months later, in the April 1996 edition of Dragon (Issue 229), Swan, tongue in cheek, called a set of blank cards produced for INWO "tastefully understated".[10]

In the September 1996 edition of Arcane (issue 4), Steve Faragher rated the Assassins expansion set 9 out of 10 overall, saying, "With the introduction of Assassins, it now appears to have ... a little more game balance for tournament play. A good thing indeed."[11]

Reviews

  • Magia i Miecz (issue 40, April 1997) (Polish)[12]
  • Dragão Brasil (issue 6, September 1995) (Portuguese)[13]
  • Rollespilsmagasinet Fønix (Danish) (issue 7, March/April 1995)[14]

Awards

At the 1995 Origins Awards, INWO won Best Card Game of 1994.[15]

General references

  • Jackson, Steve (1995). The INWO Book. Steve Jackson Games Incorporated. ISBN 1-55634-306-X.
  • "Illuminati: New World Order". Steve Jackson Games (official website). Retrieved 8 November 2017.

References

  1. ^ a b BoardGameGeek (2009). "Illuminati: New World Order". BoardGameGeek, LLC. Retrieved 2009-09-11. 1994 Origins Awards Best Card Game Winner
  2. ^ "Illuminati Card". INWOcard.com. Steve Jackson release the Illuminati: New World Order card game in 1995, and after his accounts and offices were raided in the same year, which subsequently went out of print after a brief release.
  3. ^ Miller, John Jackson (2003), Scrye Collectible Card Game Checklist & Price Guide, Second Edition, pp. 235–239.
  4. ^ Owens, Thomas S.; Helmer, Diana Star (1996), Inside Collectible Card Games, p. 74.
  5. ^ Varney, Allen (May 1996), "Reports on Trading Card Games", The Duelist, no. #10, p. 9
  6. ^ "The 10 Most Forgotten Collectible Card Games". therobotsvoice.com. Retrieved 2017-12-28.
  7. ^ Kaufeld, John; Smith, Jeremy (2006). Trading Card Games For Dummies. For Dummies. John Wiley & Sons. ISBN 0470044071.
  8. ^ Lee, Matthew; Pinto, Jim (February 1995). "Head to Head". Shadis. Vol. 17, no. 5. Alderac Entertainment Group. pp. 32–33.
  9. ^ Swan, Rick (June 1995). "Roleplaying Reviews". Dragon. TSR, Inc. (218): 86.
  10. ^ Swan, Rick (April 1996). "Roleplaying Reviews". Dragon. No. 229. TSR, Inc. p. 115.
  11. ^ Faragher, Steve (March 1996). "Games Reviews". Arcane. Future (4): 80.
  12. ^ "Magia I Miecz 1997 04". April 1997.
  13. ^ "Baralhos - Illuminati: New World Order | Article | RPGGeek".
  14. ^ "Anmeldelser | Article | RPGGeek".
  15. ^ . Academy of Adventure Gaming Arts & Design. Archived from the original on 2007-08-30. Retrieved 2007-09-18.

Further reading

  • Black, Eric (June 1995). "If today is Tuesday, this must be Area 51". Inquest. No. 2. p. 26-30.

External links

  • Official INWO site (includes rules)

illuminati, world, order, this, article, require, copy, editing, grammar, style, cohesion, tone, spelling, assist, editing, august, 2022, learn, when, remove, this, template, message, this, article, possibly, contains, original, research, please, improve, veri. This article may require copy editing for grammar style cohesion tone or spelling You can assist by editing it August 2022 Learn how and when to remove this template message This article possibly contains original research Please improve it by verifying the claims made and adding inline citations Statements consisting only of original research should be removed January 2015 Learn how and when to remove this template message Illuminati New World Order INWO is an out of print collectible card game CCG that was released in 1994 1 by Steve Jackson Games based on their original boxed game Illuminati which in turn was inspired by the 1975 book The Illuminatus Trilogy by Robert Anton Wilson and Robert Shea 3 4 An OMNI sealed deck league patterned after the Atlas Games model was also developed 5 Illuminati New World OrderCardback to the Illuminati New World Order CCGDesignersSteve JacksonPublishersSteve Jackson GamesYears active1994 1 1995 2 Players2 6Playing timeApprox 2 hoursChanceSomeAge range12 SkillsCard playingArithmeticBasic reading ability Contents 1 Goal of the game 2 Card types 3 Reception 4 Reviews 5 Awards 6 General references 7 References 8 Further reading 9 External linksGoal of the game EditPlayers attempt to achieve world domination by utilizing the powers of their chosen Illuminati the Adepts of Hermes the Bavarian Illuminati the Bermuda Triangle the Discordian Society the Gnomes of Zurich the Network Servants of Cthulhu Shangri La the UFOs the Society of Assassins added in the Assassins expansion and the Church of the SubGenius added in the Subgenius expansion 6 The first player to control a predetermined number of organizations usually twelve in a standard game has achieved the basic goal and can claim victory 7 Controllable organizations include groups such as the Men in Black the CIA and the Boy Sprouts personalities such as Diana Princess of Wales Saddam Hussein Ross Perot or Bjorne a parody of Barney the Dinosaur and places like Japan California Canada and the Moonbase Many organization names are spoofs of real organizations presumably altered to avoid lawsuits Other ways to achieve victory include destroying rival Illuminati by capturing or destroying the last organization in their power structure and or fulfilling a special goal before your opponent s can Card types Edit Cards and tokens from the game Cards come in three main types Illuminati cards Plot cards and Group cards Illuminati and Plot cards both feature an illustration of a puppeteer s hand in a blue color scheme on the rear side whereas Group cards feature a puppet on a string in a red color scheme Each Illuminati card represents a different Illuminated organization at the center of each player s Power Structure They have Power a Special Goal and an appropriate Special Ability Their power flows outwards into the Groups they control via Control Arrows Plot cards provide the bulk of the game s narrative structure allowing players to go beyond or even break the rules of the game as described in the World Domination Handbook Plot cards are identified by their overall blue color scheme border and or title color Included among the general Plots are several special types including Assassinations and Disasters for delivering insults to the various Personalities and Places in play GOAL special goals that can lead to surprise victories and New World Order cards a set of conditions that affect all players typically overridden when replacement New World Order cards are brought into play Group cards represent the power elite in charge of the named organization There are two main types of Group Organizations and Resources Organizations are identified by their overall red color scheme border and or title There are three main types of Organization regular Organizations People and Places They all feature Power Resistance Special Abilities Alignments Attributes and Control Arrows an inward arrow and 0 3 outward arrows Just like their Illuminati masters Organizations can launch and defend against a variety of attacks Provided that the attacking Organization has a free outward pointing Control Arrow players can increase the size of their Power Structure via successful Attacks to Control a mathematically determined method employed whenever a player wants to capture an Organization from their own hand or from a rival player s Power Structure Unless the attack is Privileged only the target and attacker can be involved all players can aid or undermine the attack Attacks to Destroy follow a similar game mechanic but result in the Organization s removal from the Power Structure after which they are immediately discarded The outcome of all Attacks are determined by a dice roll Other ways to introduce Organizations to the Power Structure involve Plots or spending Action Tokens to bring Groups into play or by using free moves each at appropriate times during the play cycle Resources represent the custodians of a variety of objects ranging from gadgets to artefacts such as The Shroud of Turin Flying Saucers and ELIZA They are identified by their overall purple color scheme border and or title Resources are introduced into play by spending Action Tokens or by using free moves during appropriate moments in the play cycle They go alongside the Power Structure of the player s Illuminati and bestow a useful Special Ability or similar Reception EditIn the February 1995 edition of Shadis issue 17 5 Matthew Lee and Jim Pinto liked the durable cards printed on thicker card stock than the original game although the cards were easier to crease during shuffling They also liked that one starter pack was enough for two players to get started and that the rulebook was very detailed However they disliked that cards were swapped between players unusual for a CCG which meant that the players had to figure out whose cards were whose at the end of the game They also found that the large rulebook can be dautning and a large number of rules must be memorized to play 8 In the June 1995 edition of Dragon issue 218 Rick Swan warned that it was a complex game Owing to the unconventional mechanics even experienced gamers may have trouble at first But he gave the game a perfect rating of 6 out of 6 saying Resolute players who scrutinize the rules and grind their way through a few practice rounds will discover why Illuminati has been so durable Not only is it an inspired concept it s an enlightening treatise on the fine art of backstabbing What more could you ask from a deck of cards 9 Ten months later in the April 1996 edition of Dragon Issue 229 Swan tongue in cheek called a set of blank cards produced for INWO tastefully understated 10 In the September 1996 edition of Arcane issue 4 Steve Faragher rated the Assassins expansion set 9 out of 10 overall saying With the introduction of Assassins it now appears to have a little more game balance for tournament play A good thing indeed 11 Reviews EditMagia i Miecz issue 40 April 1997 Polish 12 Dragao Brasil issue 6 September 1995 Portuguese 13 Rollespilsmagasinet Fonix Danish issue 7 March April 1995 14 Awards EditAt the 1995 Origins Awards INWO won Best Card Game of 1994 15 General references EditJackson Steve 1995 The INWO Book Steve Jackson Games Incorporated ISBN 1 55634 306 X Illuminati New World Order Steve Jackson Games official website Retrieved 8 November 2017 References Edit a b BoardGameGeek 2009 Illuminati New World Order BoardGameGeek LLC Retrieved 2009 09 11 1994 Origins Awards Best Card Game Winner Illuminati Card INWOcard com Steve Jackson release the Illuminati New World Order card game in 1995 and after his accounts and offices were raided in the same year which subsequently went out of print after a brief release Miller John Jackson 2003 Scrye Collectible Card Game Checklist amp Price Guide Second Edition pp 235 239 Owens Thomas S Helmer Diana Star 1996 Inside Collectible Card Games p 74 Varney Allen May 1996 Reports on Trading Card Games The Duelist no 10 p 9 The 10 Most Forgotten Collectible Card Games therobotsvoice com Retrieved 2017 12 28 Kaufeld John Smith Jeremy 2006 Trading Card Games For Dummies For Dummies John Wiley amp Sons ISBN 0470044071 Lee Matthew Pinto Jim February 1995 Head to Head Shadis Vol 17 no 5 Alderac Entertainment Group pp 32 33 Swan Rick June 1995 Roleplaying Reviews Dragon TSR Inc 218 86 Swan Rick April 1996 Roleplaying Reviews Dragon No 229 TSR Inc p 115 Faragher Steve March 1996 Games Reviews Arcane Future 4 80 Magia I Miecz 1997 04 April 1997 Baralhos Illuminati New World Order Article RPGGeek Anmeldelser Article RPGGeek Origins Award Winners 1994 Academy of Adventure Gaming Arts amp Design Archived from the original on 2007 08 30 Retrieved 2007 09 18 Further reading EditBlack Eric June 1995 If today is Tuesday this must be Area 51 Inquest No 2 p 26 30 External links EditOfficial INWO site includes rules Retrieved from https en wikipedia org w index php title Illuminati New World Order amp oldid 1141247810, wikipedia, wiki, book, books, library,

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