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THE GAME OF CONSPIRACY
Game Design by STEVE JACKSON
Basic Rules ..............2
Object of the Game ....................... 2
Beginning the Game ..................... 2
Sequence of Play........................... 2
The Groups.................................... 3
Alignment .................................. 3
Power ......................................... 3
Resistance .................................. 4
Income ....................................... 4
Special Abilities......................... 4
Actions .......................................... 4
Attacks .......................................... 4
Attack to Control ....................... 4
Attack to Neutralize .................. 6
Attack to Destroy ...................... 6
Interference ................................... 7
Calling Off an Attack .................... 7
Transferring Money ...................... 7
Moving a Group............................ 7
Free Actions .................................. 7
Gifts and Trades ............................ 7
Transferring Groups .................. 7
Throwing the Game................... 8
When is a Deal Binding? .......... 8
Threats and Negotiations .............. 8
Special Cards ................................ 8
Eliminating a Player...................... 8
Leaving the Game ..................... 8
Winning the Game ........................ 8
Advanced Rules ........9
Adjusting Game Length .................9
Hidden Goals..................................9
Hidden Illuminati ...........................9
Larger Games .................................9
Cheating .........................................9
Strategy ..................10
The Power Structure ....................10
Negotiations .................................10
Capturing Several Groups
at Once......................................10
About the Illuminati .....................11
Bibliography.................................15
Illuminati Rules Summary ..........16
With development by J. DAVID GEORGE | Cover DAVID MARTIN
Card illustrators JOHN GRIGNI, SHEA RYAN, DAN SMITH and
CLIFFORD VANMETER | With additional coloring by BYRON TAYLOR
Art director ALAIN H. DAWSON | Design and production by JACK ELMY
Print buyer MELISSA BRUNSON | Chief operations officer GENE SEABOLT
Acknowledgements
Special thanks go to David Martin (who first suggested doing a game about the Illuminati), Elisabeth Zakes
(for playtesting above and beyond the call of duty), and Draper and Susan Kauffman (for the play-by-mail ver-
sion that illuminated the Post Office). Others who playtested or commented include Mike Arms, Norman Banduch,
Lynn Bell, Brad Bentz, Kenneth R. Brown, Eric Carver, Martin de Castongrene, David and Kris Cobb,
James Crouchet, Pat Cuney, Kathleen Donelson, David Dunham, Jim Gould, Kelly Grimes, Beverly Hale,
Scott Haring, Tracy Harms, Tim Kask, Rob Kirk, David Ladyman, Creede and Sharleen Lambard, Mara Lee,
Robert Lovelace, William Christopher Seth Affleck Asch Lowe, Billy Moore, Ray Morgan, Robert Niles,
Jim Norman, Will Norris, Clay Phennicie, Jay Rudin, Dave Seagraves, Jerry and Vicki Self, Chris Smith,
Monica Stephens, Kirk Tate, Jim Tomlinson, Allen Varney and Chris Zakes.
Thanks also to Chaosium, Inc., which holds the gaming rights to H.P. Lovecraft’s “Cthulhu mythos” stories,
for permitting us to mention Cthulhu in this game.
Copyright © 1982, 1983, 1987, 1991, 1999 by Steve Jackson Games Incorporated. Illuminati and the All-Seeing
Pyramid are registered trademarks of Steve Jackson Games Incorporated. All rights reserved. Fnord.
Components
This game includes 8 Illuminati cards; 83 cards representing other Groups; 15
Special cards; 4 blank cards; 160 money tokens, representing megabucks (MB); two dice;
and this rulebook.
Number of Players
Illuminati is best for four to six players. You can play with three or even two, but this
limits the possibilities for diplomacy and negotiation. With seven or eight, some rule
changes will be needed to keep the game moving quickly (see p. 9).
Contents
This book has three sections: Basic Rules, Advanced Rules, and Strategy. You may
start by reading only the Basic Rules, leaving the rest until later. The Rules Summary on
the back page contains everything necessary to play.
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BASIC RULES
Object of the Game
The object of Illuminati is to take control of the world.
You start with a single Illuminati card, representing your
own secret conspiracy. During the game, you take over other
Groups (represented by cards). These Groups are added to
your Power Structure and do your bidding – unless a foe
takes them from you. You may win either by controlling
enough Groups, or by fulfilling the special goal of your own
Illuminati. See p. 8.
If it is a Special card, the player keeps it. He may place it
face-down or face-up (whichever he chooses) in front of
him. However, he must display the card; he can’t hide it in a
pocket. The other players do not have the right to know what
the card says, but they do have the right to know how many
Specials each player has.
3. Take two “actions,” as explained below.
4. Take any “free actions.” Free actions (also explained
below) do not count against the two actions a player is
allowed during each turn. Free actions may be taken before,
between, or after a player’s regular two actions.
5. Transfer money. Part or all of the contents of two trea-
suries may be moved to the treasuries of adjacent Groups.
See p. 7.
6. Take special-power actions. If the player is the
Gnomes of Zurich, this is the time when he may redistribute
his money between treasuries. If he is the Bermuda Triangle,
this is the time when he may reorganize his Power Structure.
Play continues counter-clockwise until a player (or
coalition of players) wins by achieving their Goals – see p.
16. As play develops, a game might look something like this:
Beginning the Game
Remove the eight Illuminati cards from the deck; they
have dark backs to make them easy to find. Place them face-
down on the table. Each player draws an Illuminati card,
places it face-up before him, and draws its indicated Income
from the bank, placing it on the card. Leftover Illuminati
cards are not used for the remainder of the game.
Shuffle the remaining cards (including Specials) and
place them face-down in the center of the table.
Turn four cards face-up and place them in the center of
the table. (If any Special cards are turned over, bury them in
the deck and turn over new Group cards to replace
them.) These four Groups are the original “uncon-
trolled Groups.”
Each player rolls two dice; the player with the
highest roll plays first. He follows the Sequence of
Play, below: he starts by collecting more income for
his Illuminati Group, turning over one card, and then
(probably) trying to take over an uncontrolled Group
with his Illuminati. And the race for world control is
on!
Sequence of Play
Play proceeds in turns. On his turn, a player does
the following:
1. Collect Income. For each Group that has an
Income, draw that income from the bank. Put the
money directly on that card (the Group treasury).
Hint: The game will go faster if players count up
their Income before their turn starts, and have it
ready beside each Group card. Money should not be
placed on the card until that player’s turn actually
begins.
A player may stack his money so only the top
one can be seen, or spread them out to flaunt his
wealth.
2. Draw a card. If the card is a Group, it is placed
face-up in the center of the table, with the other
uncontrolled Groups.
Figure 1. The game table. A – The deck of face-down
cards; B – Uncontrolled Groups; C –Pile of destroyed
Groups; D – Power Structures of the four players in the
game, each built around an Illuminati card; E – The bank.
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Figure 2. A typical Power Structure. The center of
any Power Structure is the Illuminati card. Each play-
er starts with one of the eight Illuminati cards; each is
different and has its own special abilities. In this
example, the Illuminati control three Groups directly:
the Democrats, the Congressional Wives, and the
South American Nazis. The South American Nazis
control two Groups: the KGB and the Cycle Gangs.
The Democrats control one Group: the Antiwar
Activists.
Alignment
There are ten possible political alignments. It is easier
for a Group to control or neutralize Groups with similar
alignments, and to destroy those of opposite alignments.
Some cards have one alignment, some have several, and a
few have none. Meanings of the alignments, for the purpos-
es of this game, are:
Government – An arm of the U.S. government; its opposite
is Communist.
Communist – Inspired by the Soviets or Chinese or
Albanians or somebody; its opposite is Government.
Liberal – Politically “left,” whatever that means; its opposite
is Conservative.
Conservative – Usually mad at the Liberals; its opposite is
Liberal.
Peaceful – Philosophically opposed to the use of force; its
opposite is Violent.
Violent – Armed and/or dangerous; not necessarily vicious;
its opposite is Peaceful.
Straight – Socially middle-of-the-road; Middle American;
its opposite is Weird.
Weird – Peculiar, offbeat, notably different from the neigh-
bors; its opposite is Straight.
Criminal – Extorting money from citizens through force or
threat, and/or breaking the law professionally; there is
no opposite.
Fanatic – Adhering to a limited system of beliefs in defiance
of all others; any two Fanatic Groups are considered
“opposite” to each other.
Illuminati card
The Groups
The basic elements of Illuminati are the Group cards,
ranging from the Illuminati themselves to the Yuppies and
the Boy Sprouts. (Any resemblance to real organizations is
purely satirical in nature.) Each Group has certain charac-
teristics. See Figure 3 below.
Power
The Power number shown on the card is a measure of its
ability to dominate other Groups. The higher the number, the
greater the Power. If a Group has two numbers (for example:
7/4), the first number is its regular Power and the second
represents the portion of that Power which can be used to
assist another Group in an attack (Transferable Power).
Figure 3. The Mafia card. Each card, except for Illuminati, has
an arrow pointing inward (1). When a card becomes part of a
Power Structure, this arrow is placed next to the Group which con-
trols it. There may also be one to three arrows pointing outward
(2). These arrows show the potential to control other Groups. The
Mafia, with three arrows pointing outward, is very powerful. If a
Group has no arrows pointing outward, it will have no Power at all.
The Group’s name (3) is at the top of the card. If it has any
special abilities, they will be listed just below (4). Its political
alignments will be shown at the lower right (5). Its characteristics
in terms of Power, Resistance, and Income are shown at the lower
left (6).
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A card with no Power cannot attack. A few Groups have
transferable power only (Power 0/1, for instance). This
means they cannot attack, but can help another Group
attack.
soon as you take over the Cycle Gangs, and is lost as soon
as you lose them. A Group may give a bonus on “any attempt
to control,” even if it has no outgoing arrows.
Other abilities apply only to the card itself. For instance,
the Mafia have a +3 to control any Criminal card. This
means you get a 3-point bonus when trying to take over a
Criminal Group with the Mafia. If you try to take over a
Criminal Group with another card, the fact that you hold the
Mafia makes no difference. Note, though, that a special
bonus like this is in addition to any regular bonus a Group
gets for alignment. The Mafia would also have a +4 bonus to
control other Criminal cards because its own alignment is
Criminal (see p. 5). Thus, it would have a total of +7 for con-
trol of other Criminal cards!
For oddball special abilities like that of the IRS, follow
the instructions on the card.
Resistance
This is a measure of a Group’s ability to resist domina-
tion. The lower its Resistance, the easier it is to take over . . .
and the harder it is to protect when you control it.
The Illuminati Groups have no Resistance number,
because they cannot be attacked directly.
Income
Money is measured in Megabucks (MB). At the begin-
ning of your turn, each Group you control collects the
amount listed on its card. This income is placed directly on
that card, becoming part of the Group’s treasury. If a card
has no Income, it gets no money. Uncontrolled Groups get
no Income.
Two cards have a special Income. The IRS gets its
Income by taxing each of the other players 2 MB on the
owning player’s turn. The Post Office costs 1 MB per turn to
control (paid by their master or their Illuminati).
Actions
There are three types of actions: an attack, a money
transfer, and moving a Group. Each action must be complet-
ed before beginning another. A player may elect to take no
actions (not even free actions, free money transfers or spe-
cial 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. In
an attack, a Group uses its Power, and probably its money,
in an attempt to either control , neutralize , or destroy another
Group.
Illuminati cards themselves can attack, but cannot be
attacked. No Group, except the UFOs, can attack more than
once per turn.
Special Abilities
All Illuminati, and some other Groups, have “special
abilities” shown on their cards. There are two kinds of spe-
cial abilities.
“Any attempt” abilities give an extra power to the hold-
er of the card. Any attempt by that player to do that thing,
regardless of which Group tries it, will receive the indicated
bonus. For instance, if you control the Cycle Gangs, any
attempt you make to destroy another Group with any of your
Groups will get a +2 bonus. This ability comes to you as
Attack to Control
This attack may be made against any other Group in
play except another Illuminati or a Group you already con-
trol. The attacking Group must have at least one outward-
pointing arrow free. If a Group has no open outward-point-
ing arrow (either because all are being used or some are
blocked), it cannot attempt to control another Group.
To attack, the player announces which Group is attack-
ing, which one is being attacked, and the type of attack.
(Example: “The KKK, assisted by the CIA, will attempt to
control the Yuppies.”)
The success of the attack is determined by rolling two
dice. To find the roll required for a successful attack, sub-
tract the defending Group’s Resistance from the attacking
Group’s Power. Example: If a Power of 6 attacks a
Resistance of 2, it can succeed only on a roll of 4 or less. If
a Power of 10 attacked that same Resistance of 2, it would
succeed on an 8 or less, giving it a much better chance.
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Automatic Failure. A roll of 11 or 12 results in automat-
ic failure of the attack, no matter how much Power was
involved.
Aiding Attacks. All Illuminati, and some other Groups,
have transferable power. If a Group has two Power numbers
separated by a slash (like 5/2), the second number is its
transferable power. If a Group does not attack during a turn,
it may use its transferable power to aid an attack made by
any other Group in its Power Structure.
Any number of Groups may aid one attack by adding
Transferable Power. However, any one Group may partici-
pate in only one attack per turn. (Exception: The Special
Ability of the UFOs lets them participate in two attacks per
turn.) Example: A Group with a power of 6, aided by anoth-
er Group with a transferable power of 4, is attacking a Group
with a resistance of 3. The attacker has a total power of 10
(6 plus 4), and will have to roll a 7 or less (10 minus 3) to
succeed.
When an attack is announced, all transferable power to
be used in that attack must be announced before any money
is spent (see below) to support the attack. No transferable
power may be added in the middle of the attack.
Alignment of the Group(s) transferring power does not
matter.
Power Structure Position. If a Group is already con-
trolled by an opponent, it may be harder to control. The clos-
er it is to the Illuminati who control it, the more of a bonus
it gets to Resistance (or to Power if someone tries to destroy
it). If it is adjacent, it gets a +10! If it is one Group away, it
gets a +5. If it is two Groups away, it gets a +2.
Special Powers. Some Groups’ special powers (shown
on the card) will help them attack or defend against certain
opponents.
Spending Money To Attack. The attacker may also
improve his chances by using some of his money in the
attack. Each MB spent (returned to the bank) adds one point
of Power to that attack. However, all Transferable Power to
be used must be added and announced before any money is
spent.
Attacking money may be spent from both the attacking
Group’s treasury and the Illuminati treasury. Other Groups
in the Power Structure cannot spend money to aid the attack.
Example: In the instance above, the attacker was afraid he
might not roll a 7 or less. So he spent 3 MB. Now he needs
to roll a 10 or less, which is much easier.
Once the roll needed to succeed has reached 10, addi-
tional spending will not improve the attacker’s odds; an 11
or 12 always fails. But additional money or power can still
be useful. For instance, if an attacker uses enough money
and power to exceed the target’s resistance by 20, the
defender would have to spend 20 MB to get the attacking
roll back down to zero again!
Spending Money To Defend. If the defending Group is
controlled by another player, the defender may counter an
attack by spending some of his own money. Resistance to
that attack will increase by two for each MB spent from the
defending Group’s treasury, and by one for each MB spent
from his Illuminati treasury. Other Groups cannot partici-
pate. All money spent goes immediately to the bank.
Example: In the instance above, the defender has 3 MB on
the defending Group. He spends it all. It counts double, so
instead of a 10, the attacker now needs to roll a 4. The
attacker may then commit more money to offset the defend-
er’s spending.
+2
+10
+10
+5
+2 0
+5
0
Figure 4. Resistance bonuses for loca-
tion in power structure. Note that Groups
more than 3 away from the Illuminati get
no bonus at all.
Alignments. The alignments of the attacking and defend-
ing Groups are also important. Identical alignments make
control easier; opposed alignments make it harder. If the
Groups have any identical alignments, add 4 to the attack-
er’s effective Power for each identical alignment. If they
have any opposite alignments, subtract 4 for each.
Example: A Weird, Communist Group is trying to control a
Straight, Government Group. Two sets of opposite align-
ments subtract 8 from the attacking power on this attack.
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