Illuminati Rules Summary
Alignments
Government is the opposite of Communist.
Liberal is the opposite of Conservative.
Peaceful is the opposite of Violent.
Straight is the opposite of Weird.
Criminal has no opposite alignment.
Fanatic is the opposite of Fanatic.
Sequence of Play
Play goes counter-clockwise around the table.
- Collect Income.
- Draw a Card. If it is a Special Event card, the player keeps
it. If the card is a group, it is placed face-up in the uncontrolled
area.
- Take two "action." See list, below.
- Take any "free actions." These do not count against the two
actions allowed during each turn. They may be taken before, between, or
after the two regular actions. See below for list.
- Transfer money. Part or all of any group's money may be moved
to an adjacent group. Two money transfers are allowed per turn.
- Take special-power actions.
Actions
Regular Actions: Attack a group (to control, neutralize, or
destroy); Transfer Money; Move a Group; Give a Group Away.
Free Actions: Drop a Group; Give Away Money or Special Cards;
Check Your Own Treasury; Use a Special Event Card (Exception:
Bribery is a regular action.)
Passing: A player may choose not to take any actions of any
sort and collect 5MB instead.
Attacks
Attack to Control. Defending group's Resistance is subtracted
from attacking group's Power, including any Transferable Power from other
groups aiding in the attack. Only members of attacker's own Power
Structure can aid the attack.
Modify this number for attacker's or defender's special powers, for
money spent by both sides, and for other factors shown below.
Using two dice, attacker must roll this number or less. A roll of 11
or 12 is an automatic failure.
Same alignment(e.g. Weird vs. Weird) +4
Opposite alignment(e.g. Straight vs. Weird) -4
Each MegaBuck(MB) spent by Attacker +1
Each MB spent by Defending Group -2
Each MB spent by other players to Interfere -1
Each MB spent by other players to Assist +1
Defending Group is controlled directly by Illuminati -10
Defending Group is 1 Group away from Illuminati group -5
Defending Group is 2 Groups away from Illuminati group -2
Attack to Neutralize. Same as above, except that attacker
receives a +6 bonus.
Attack to Destroy. Same as above except:
- Roll "Power minus Power," instead of "Power minus Resistance."
- +4 for opposite alignment; -4 for identical.
- Attacking group does not need an open control arrow.
Basic Victory Conditions
Groups to be controlled, including Illuminati
2 or 3 players (not recommended)............... 13
4 players ..................................... 12
5 players ..................................... 10
6 players ..................................... 9
7 or 8 players ................................ 8
Special Victory Conditions
Bavarian Illuminati. Control groups with a total power of 35
or more (including their own power of 10).
Bermuda Triangle. Control at least one group of each
alignment. A group with more than one alignment counts for each of its
alignments.
Discordian Society. Control 5 Weird groups.
Gnomes of Zurich Collect 150 MegaBucks (in the whole Power
Structure's treasuries).
The Network. Control groups with a total Transferable Power of 20
(including their own 7).
Servants of Cthulhu. Destroy 8 groups.
Society of Assassins. Control six Violent groups.
UFOs. At the beginning of the game, after players choose their
Illuminati, the UFO player picks one of the seven special victory
conditions listed above. He writes it down, keeping it a secret from the
other players.