These optional mles will provide you with many new ways ol play ing llluminati. Add them one ai a limę or in any eombination you like. The ganię may becóme as intricate and complicated as you please. The choice is yours. Use your power wisely ...
A gamę usually lasis from l!/> to 3 hours. For a longer ganię, increase the numherof Groups reąuired for the Basic Goal.
For a very long gamę, ignore bot li ihe Basie and the Special Goals and play umil tliere are no eards leli imeon-trollcd. Then add up the total Power of each players Groups. plus I for each Group controlled. The winner is the player willi tiie highest score.
Each llluminati Group hąs its nomial special power. bul no Group (except the UFOs) has its nornial Special Goal. Instcad, each player chooses one possible Goal froin the lisi and writes i( down, just as the UFOs nonnally do. Increase ihc UFOs' Power by I to make up for the loss of one of thcir adyantages.
Each player keeps his llluminati Group upside-down! Onlv the player knows which llluminati lie Controls. A player can only use the Power. Ineonie, and special power of his
own Group but he is never required to use all of his Power or Iricome, or reveal his special power. (Anyone cuught cheating i.s out of the gamę!)
During the action phasc of bis turn, a player may make an accusation against another player (for example. "1 think yoirre CthuJhu”). This eounts as one ol the player’s two actions, bin does not count agaiast any specific Group. An incorrecf accusation bas no effect; a correct identification forces the identified llluminati to play face-up.
The advantage to being unidenLilied. of course. is that your Special Goal is unknown to the other players. However, once the UFOs are idemilled. they are played face-up, hut their true Goal remains unknown!
Al temat i ve Kitle: An unidentified llluminati may legally "overstate“ his Power and/or Ineome by I, umil lie is identified.
Nonnally, no morę than six should play al once. But tliere are eight llluminati eards. Lf you use them all. expect the gamę to last at least tliree or four hours. For a seven-play-er gamę. the ineome of each llluminati card sliouhl be inereased by 3 MB per turn. In an eiglil-player gamę. increase llluminati incomeś by 5 MB per turn.
Sonie fiendish people think llluminati is even morę fun wlien nolhing - not even the bank - is sacred. In this variant of the gamę. most lorms of cheating are permitted. Exception$:
J. You may not tip over the tubie or disurrange opposing Power Structurcs.
2. You may not bring in cotinterfeit moncy. or money lroni other sets.
3. You may not clieat on the amounl of money drawn from ihe bank during setup or the Ineome phase. (This would slow thirigs down tao much.)
Anything else goes. Anyone cauglit in Lhe aet musi undo that cheat. Tliere is no other penalty.
Suggesiśd'methods for cheating include:
1. Accidcnlally misread the dice.
2. Steal from the bank (other than during the Ineome phase).
3. Lie about the aniount of Power or Resistance your Groups have.
4. Sutek the deck. or peek ahead.
5. II anyone leaves the labie, anything goes!
We recommend you play the Cheating Gamę only with rety good friends. or with people you will nevcr see again.
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