rulespage4

rulespage4



A tarci willi ho Power cartnol attack. A few Groups have transferable power onJy (Power 0/1. for instance). This means ihey caunoi aitack, but can help another Group aitack.

ResisŁance

This is a measure of a Groiip’s ability to resist domina-liori. The lower iis Resistance. llie easier ii is lo mke over... and llie hartler it is to protect when you control it,

The Illuminati Groups have no Resistance number. becausc they cannoi be attacked directly.

Income

Money is measureU in Megahucks (MBi Al the beginni ng of your tum, each Group you control collects the umouni listed on ils card. This income is placcd directly on that card. becoming part of the Group’s treasury. If a card has no Income, it gets no money. Uncontrolled Groups gct no Income.

Two cards have a spccial Income. The IRS gets its Income by taxing each of the other players 2 MB on the owning player's tum. The Post Office costs I MB per turn to control (paitl by their master or their Illuminati).

Special Abilities

Ali Illuminati. and sonie other Groups, have “spccial abilities” shown on their cards. Tliere are iwo kinds of special abilities.

"\uy attempt” abilities give an extra power to the hold-er of the card. Any attempl by that player lo do that thing. rcgarclless of which Group tries it. will receive the indicated bonus. For instance. if you control the Cyele Gangs. any uttempt you make to destroy another Group willi any ofyour Groups will gct a +2 bonus. This ability comes to you as soon as you take over the Cyele Gangs, and is łosi as soon as you lose tliem. A Group may give a bonus on "any attempl to control." even if it bas no ouigoing arrows.

Other abilities apply only to the card itself. For instance. the Mafia huve a +3 to contro! any Criinina! card. This means you gct a 3-point bonus when trying to take ove-r a Criminal Group wilk the Mafia. If you try to take over a Criminal Group with another card, the fact that you hołd the Maila makes no difference. Notę, lhough, that a special bonus like this is in addition to any regular bonus a Group gets for alignmenl. The Mafia wotild also have a +4 bonus to control other Criminal cards because its own alignmenl is Criminal tsee p. 5). Thus, it would have a total of +7 for control of other Criminal cards!

For oddball special abilities like that of the IRS. follbw the instruetions on the card.

Actions

There are three types of actions: an aitack. a money transfer, and moving a Group. Each action musi be complet-ed before beginning another. A player may elect to take no aetions (not e\ee Irce actions, free money transfers or special actions) and collect 5 MB for his Illuminati treasury instead. Actions cannot be saved for later turns.

Attacks

The most important actions in Illuminati are attacks. \n an aitack. a Group uses its Power, and probably its money. in an attempt l.o either control, neutralize. or destroy another Group.

Illuminati cards thcmselves can aitack. but cannot be attacked. No Group, except the UFOs, can aitack morę than once per turn.

Attack to Control

This attack may be madę against any other Group in plav except another Illuminati or a Group you already control. The attacking Group musi have at least one outward-pointing arrow free. If a Group has no open outward-poinl-ing arrow (either because all are being used or sonie are bloeked), ii cannoi attempt to control another Group.

To attack. the player announces whicli Group is attack-ing. whicli one is being attacked. and the type of attack. (Example: “The KKK. assisted by the CIA. will attempl to control the Yuppies,”)

The suecess of the attack is deiermined by rolling two dice. To find the roli recjiiired for a successful attack. sub-tract the defending Group‘s Resistance from the attacking Group's Power. Es ample: If a Power of 6 attacks a Resistance of 2. it can succeed only on a roli of 4 or less. if a Power of 10 attacked that sanie Resistance of 2. it would succeed on an 8 or less, giving it a much better ehance.

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