Errata

Changes and Corrections for Illuminati: New World Order and Supplements
October 1, 2000. Maintained by John Fiala, Master of Steam

Errata for INWO Assassins are also listed in their own file.

Also peruse the Rules FAQ and Card FAQ files, for answers to many Frequently Asked Questions that don't represent errata.

For a list of changes between the Limited and Unlimited edition of the rules check out our Unlimited Edition Changes Listing.

Copyright © 1995 by Steve Jackson Games Incorporated. Illuminati and INWO are trademarks of Steve Jackson Games Incorporated.

Everyone makes mistakes, including us, but we do our best to fix our errors. This errata sheet has been prepared by Steve Jackson Games for the convenience of its customers. Permission is granted to photocopy this errata listing for non-commercial use, or to post it on privately-operated Bulletin Board Systems or USENET.

If you find an error which is not listed on this sheet, please write and tell us! We will also do our best to answer questions about our games, provided that they are phrased in a manner which will allow for a yes-or-no reply or other brief answer. Questions cannot be answered unless a SASE is included! We cannot answer game questions by telephone.

Thanks for buying our games!



INWO Unlimited Edition

Page 3, Turn Sequence should read:

"Each turn has the following steps:

Beginning of your Turn
  1. Draw the top card from your Plot deck, if you wish. At the same time, if you have action tokens on any of your Groups, you may spend them for extra Plots.
  2. Draw the top card from your Groups deck, if you wish. There is no limit to the number of Groups in your hand.
  3. Make one automatic takeover, if you wish. Choose any Group or Resource from your hand. You take it over automatically -- no die roll is required.

    A red card with Control Arrows is a Group. Put it on any outgoing arrow of your Power Structure. You may not make an automatic takeover of a Group that duplicates a card already in play.

    A purple card, with no Control Arrows, is a Resource . . . put it beside your Power Structure. (But you may not duplicate a Unique Resource already in play. See p. 14.)

  4. Place an Action token on each of your groups that doesn't have one. You can use anything you want -- we like glass stones -- but they should all be the same. No group can ever have more than one token unless its special ability, or a Plot card, specifically gives it an extra action.
Main Phase
  1. Attempt attacks or other actions, as explained below. Each Action token allows one action -- you can attack, or use a special ability, or draw more Plot cards. Plot cards, in turn, may give you extra attacks or other actions. Groups that don't act during your turn can use special abilities or Plot cards to act during the other players' turns! When a group acts, remove the Action token from its card.

    You cannot take actions before phase 5 of your turn, except for those actions specifically allowed by the card. Exception: If someone else does something during phases 1 to 4 of your turn, you are free to respond to that action or attack in any way you can.

    You may also take any "free moves" you want. Free moves (see p. 6) don't count as actions. You may take free moves before, between, or after your actions.

End of your turn
  1. Has anyone won? At this point, if you have achieved one of your Goals, you must say so, to give other players a last chance to stop you by spending their actions or playing Plot cards. Other players may also announce a victory in this phase.

    If the victory can't be stopped, the game now ends. Otherwise . . .

  2. Knock. Discard all plots whose effects lasted till the end of the turn, do any other 'end of the turn' moves and rap on the table to alert the next player that you're finished. An evil laugh is appropriate here."

Page 4, second paragraph (parenthical section) should read: "(You cannot use them for actions before phase 5 of your turn, with a few exceptions (see Turn Sequence, page 3); in most cases you might as well spend them for Plots. However, you may be vulnerable to certain attacks between the time you spend your tokens and the time you replace them . . .)

Page 5, Group Cards - Power: replace "It cannot act until its Power is increased" to "It cannot act until its Power is increased, and it does not receive tokens during the Token Placement phase."

Page 7, Attack to Control: Replace last sentence of second paragraph: "If a group has no outgoing arrow (either because all are being used or some are blocked), it cannot try to control another group, unless the target group has a special ability allowing it to be placed on a side of its master's card that has no control arrow."

Page 8, Resistance to Control, Controlling Alignment: Replace the second sentence with: "When calculating an attack, a group gets a +4 bonus to its Resistance for every alignment that is the same as that of its master."

Page 9, Defense, first paragraph, second and third sentences, should read: "If the target of the attack spends a token in its own defense, it gets a defense bonus equal to its *permanent* power. And if the target happens to have more than one token, it can spend all of them, and get this defense bonus for each token."

Page 9, Results of an Attack to Control: In the paragraph before Attacks to Destroy, replace "newly-controlled" with "newly-captured".

Page 10, Attacks to Destroy: Add "8. You cannot make an attack to destroy of any sort on a group that you cannot destroy. If you are prevented from making an attack to destroy on a particular group or type of groups you may still *aid* an attack to destroy that group."

Page 13, Gifts and Trades: Add to first paragraph "Exposed Plots remain exposed."

On page 15, Moving Links, last sentence reworded: "If a link provides a bonus Action token, card, etc., it may not be moved (or the card given away) after it gives its benefit that turn."

Page 16, Canceled Actions, Alignment Changes and Other Surprises: In the last example replace "Gay Activists strike again" with "Orbital Mind Control Lasers strike" because the Activists cannot act during an attack.

Page 17, Last Meta-rule, the first sentence should read: "Illuminati groups never have alignments nor attributes."

On page 20 of the rulebook (version 1.1), under Attack and Defense Modifiers, in the ''Attack to Control'' section, remove the word ''Power'' from the end of the first line, so it reads "Roll attacker's Power minus defender's Resistance."

Glossary

Any Time: First sentence should read: "You may do this during another player's turn and during your own turn on phases 5 through 7."

Discard: Second sentence should start: "A Plot is discarded if played..."

In Play: A Group or Resource is in play when it is controlled. A Plot is in play while it remains on the table to mark its effect.

Just played from hand: A group that is in the process of being attacked to control from hand. This card is not in play.

Owner: A group's owner is the player currently controlling that group, not the card's real-life owner.

Permanent Power: Printed Power, modified by any permanent changes.

Printed Power: The Power actually printed on the card.

Special Ability: Anything in the text box that is generally beneficial. All other text is flavor text (usually italicized) or other features of the card, usually limiting its usefulness and instructions concerning Power or Resistance with a * and variable alignments or attributes. Under certain circumstances, usually when a player is attacking his own Power Structure, some special abilities are not beneficial and some limiting features become beneficial. This does not change their definitions.

One With Everything

We know that the box says OMNI when turned around. This was not on purpose! It really is a coincidence. Really.

Unlimited Edition Card Errata

+10 cards Change the second paragraph to read: "If used with an action, it must be played when that action is first declared, and only counts for the power of that action, not for other effects. If used for defense the bonus lasts until the end of the current turn, is good only for the strength of the defence(s), not for other effects, and does not count toward Goals. This card may count once in any given action or defense."

Adepts of Hermes In a SubGenius game, which has an uncontrolled area instead of a groups hand, the Adepts' special ability is considered to be "Once per turn, you may reroll a failed Attack to Control a group from the uncontrolled area.  The second roll counts."

Alien Abduction The second half of this card is errataed from:
"Alternatively, play this card on a Personality in your hand (or in play but uncontrolled) to take control of them automatically."
to:
"Alternatively, you may spend an action from the UFOs or a Space Group to automatically take control of a Personality from your hand (or the uncontrolled area), at any time except during an attack."

Alternate Goals The card now reads:
"You may possess an extra Goal card, and win with any Goal in your hand! You still may not combine multiple Goal cards in any way.
"Keep this card in your hand. Alternatively, you may play this card as a Plot which stays in front of you for the rest of the game."

A.M.A. Add "May aid or oppose any attack made by, or against, any Science group."

Antitrust Legislation The card now reads:
"When this card is played, each player may move his Groups before it goes into effect, at the cost of discarding one Plot card for each move or three Plot cards for a complete reorganization. These discards may come from hand or deck.
"While this NWO is in effect, Corporate Groups which control or are controlled by other Corporate Groups lose their Action tokens and cannot get new ones or use their special abilities.
"This card replaces any Yellow NWO card in play."

Backlash should have the text added, "...due to a linked Plot card."

Blinded by Science The card now reads:
"Control at least 6 Science Groups having a total Power of 30 or more."

Brazil and Hawaii should both specify ''each turn.''

The Bronze Head In a SubGenius game, which has an uncontrolled area instead of a groups hand, the Bronze Head's special ability is considered to be "Once per turn, you may reroll a failed Attack to Control a group from the uncontrolled area.  The second roll counts."

COMET HAIL-"BOB"
The card now reads:
"Play this card immediately after a rival takes control of a Group from his hand or the uncontrolled area.  That Group went a little overboard in their newfound adoration for "Bob", and... well, they're no longer with us. They are destroyed, but this destruction does not count toward any Goal.
"This requires an action from your Illuminati or two Church Groups.
   "No player may use this card more than once in a game."

FLESH-EATING BACTERIA The card now reads:
"Disaster! This is an Attack to Destroy any Place.  It does not require an action. Its Power is 20.
   "This is not an Instant attack.  Any Science Group can aid the target Place. The Center for Disease Control has triple Power to aid the target Place.
"If the attack succeeds, the target is Devastated.  If the die roll succeeds by more than 8, the target is destroyed, and the fiend who played this card may spend a Science action to return it to his hand."

GO FISH The card now reads:
"Ask any rival for a specific Plot. He must show you all his hidden Plots, give you all instances of the Plot you named, and discard two undrawn Plots for each one -- but if he has none of the Plot you named, all your Plots are exposed.
"Anyone who has received a Plot card from a rival or been forced to show a rival any non-exposed Plot in his hand or deck is immune to Go Fish until the end of his next turn."

OIL SPILL This card now reads:
"Disaster! This is an Instant Attack to Destroy any Coastal Place. It does not require an action. Its Power is 14 against a Huge Place, 18 against any other. If the attack succeeds, the target is Devastated. If the die roll succeeds by more than 6, the target is destroyed.
"You may place an extra Action token on every Green Group in play immediately after this attack succeeds.  No player may do this more than once per game.
"Alternatively, this card may be played to add +10 to any attack against OPEC or the Multinational Oil Companies.

OPEC OPEC's text should read: "As oil prices vary, OPEC's power also varies. When this card is first controlled, and again at the start of your turns, roll 2 dice and subtract 2 from the total to set OPEC's power. (This is considered its printed Power until the beginning of its owner's next turn.) If you also control either Texas or the Multinational Oil Companies, OPEC gets +1 permanent power for each."

SMOF -- should say ''Gives +2 to any attempt . . .'', not ''Has +2 . . .''.

Upheaval Change "These cards do not count as 'destroyed' for anyone's victory conditions," to "These cards do not count as 'destroyed' for any reason. The controlling Illuminati merely lost control."

World Cup Victory should have been reworded for clarity, as for "Albino Alligators," above. We missed it, but we'll make the change in a later printing.

The INWO Book

P. 32: The percentage of scoring system, Rule 3, should state that the separate parts of a goal are averaged together, not multiplied! So, for instance, if Bermuda (which needs 10 alignments and 35 Power) had all 10 alignments but only 33 power, its percentage would be the average of 100% and 94.3%.

P. 38: Blood, Toil, Tears and Sweat does *not* require a Magic action!

P. 40: Under the "Hate Me, Hate Me" deck description, Secrets Man Was Not Meant To Know cannot keep the Suicide Squad alive.

P. 146: The Bibliography neglects to credit Jonathan Tweet, who was the primary writer for the Over the Edge RPG and co-writer of On the Edge. Our apologies!


INWO Limited Edition

(We specify ''limited edition,'' because as far as we know, all these errors were corrected in the Unlimited Edition or the Factory Set, except for some trivia noted below.)

Actual Card Mistakes in the Limited Edition

We know of three; all are corrected in the Unlimited Edition and Factory Set.

March On Washington requires a discard (as correctly stated in the text) -- but it should also have the large type at the bottom to say Requires Discard.

Orbit One -- should not be vulnerable to Earthquakes, but should be vulnerable to Nuclear Disasters.

New World Order: Political Correctness -- the third sentence should read "All Conservative groups with a Power of 0 or 1 become Criminal as well."

Graphics Changes in the Unlimited Edition

''Resource'' cards, which have a purple frame, are so dark in the Limited Edition that they can be mistaken for blue Plots. However, the text box is light purple on Resources and light blue on Plots, making them easy to distinguish for most people. In the Unlimited Edition the Resources are a brighter purple and are in italic. When in doubt, look at the back. Resources have a puppet design, while Plots have a hand.

Rule Changes and Clarifications

Based on gamer feedback on the Limited Edition of INWO, we made a number of changes to improve clarity and balance . . . check the Unlimited Edition rules (available in game stores, of course, but also on our Web site) for exact wording. Again, all these things apply only to the Limited Edition rulebook. They have been dealt with in rulebook versions after the very first.

They are organized alphabetically by subject rather than by page number, since page numbers are quite different in the two editions of the rules! When a page reference is given, it is to the Unlimited rulebook.

Automatic takeover is now explicitly optional. Note also that an Illuminati action can be used for an automatic Resource takeover (p. 6).

Beginning the game: is clarified as regards attacking players who haven't had their first turn. You can't do it! Also, the "lead" puppet rule is expanded (p. 2).

Cancellation of actions is clarified (p. 15).

Dead pile: We changed the term to ''destroyed pile'' to avoid confusion. ''Dead'' only applies to a Personality who has been assassinated. A dead Personality is destroyed, but a destroyed group is not necessarily ''dead.''

Die rolls changed by cards are modified to the closest legal number (p. 17).

Discards are always face up (p. 4).

Dropping groups from your power structure is no longer allowed.

Elimination happens only after the third turn (p. 12). You cannot eliminate a rival before his third turn is over.

Goals: No more than three groups may ever count double for victory, whether the doubling comes from Goal cards or special Illuminati goals.

Goal cards can't be canceled after you claim a win (p. 13); if you are caught with more than one in your hand, you lose (p. 13). So if you draw a second Goal, discard one immediately!

Immunity is defined at greater length in the new rules (p. 18).

Links: The new rules include clarification on moving links and on linking personalities (p. 15).

Memory of Cards: A new rules section is added (p. 16). Essentially, groups which leave your Power Structure keep their links unless something happens to make those links illegal, even if the group returns to your hand! Cards ''remember'' any changes in their status unless something explicitly changes them back, or unless they are destroyed.

NWO cards take effect in the order they were played (p. 14).

Permanent and Temporary changes are explicitly defined (p. 18).

Relief requires three times printed Power (p. 11).

Secret groups: A Secret group's master and puppets may aid it, even though it is Secret, if they were otherwise qualified to do so.

Timing: More rules are added (p. 11).

Two-player rules are added (p. 19).

Winning: You can't win during the first round.

Card Changes Between Limited and Later Editions

This is a complete list of card changes (except trivial art touch-ups) between the Limited Edition of INWO and the first printing of the Unlimited Edition (and the Factory Set, which was created at almost the same time). It was prepared by actual reference to the printed cards . . . just to make sure that it is a record of what we did, and not just what we intended to do!

Note that for tournament purposes, the new card text is the text that rules. For instance, if you have a ''Reload'' card from the Limited Edition, then -- for tournament purposes -- its text is considered to be the text below, and not what the card actually says! We hope you like this solution better than just banning the old cards . . . we do.

Executive Summary Of The Most Important Card Changes

(but look at the listings below to get the whole story!)

Zurich has lost its bonus to control Corporate groups.

Shangri-La now explicitly gets its +5 defense against Instant attacks.

"Reload" cards are now weaker and require an Illuminati action to use. The "Reloads" are: "Reload" (Violent); "Flower Power" (Peaceful); "Dollars for Decency" (Straight); "Freaking the Mundanes" (Weird); "New Federal Budget" (Government); "Tax Breaks" (Conservative); "Pledge Drive" (Liberal); "Red Scare" (Conservative); "Full Moon" (Fanatic); "Gang War" (Criminal); and "Bank Merger" (Banks).

"Upheaval," "Voodoo Economics" and "Seize the Time" has been changed significantly, limiting their use.

A meaning-changing error was fixed on "Orbit One."

"Eliza" and "Clipper Chip" have new minor limitations.

Disasters: "The Oregon Crud" and "Volcano" are now better. "Combined Disasters" has been clarified. The effects of the "Weather Satellite" have changed slightly.

Generic Fixes

The term "free action" has been changed to "free move" on all cards.

Special Cards

The three Limited Edition special cards, "The Great Pyramid," "Pyramid Marketing Schemes" and "Trading Card Games," are not in the Unlimited Edition.

Specific Changes

18 1/2 Minute Gap
Reworded for clarity. Change the second paragraph to read: "That card is canceled, but not discarded. Instead, add it to your own hand!"
A.M.A.
Reworded for clarity. The entire card now reads: "The A.M.A. has +5 for a direct attack on any Science group, or gives a +5 bonus when it uses its Power to aid any Science group against an attempt to control or destroy." Unfortunately, the "clear" rewording needs one more sentence; it should also say "May aid or oppose any attack made by, or against, any Science group."
Air Magic
New art by Dan Smith, colored by Jeff Koke.
Albino Alligators
Reworded for clarity, along with all other "+10 bonus" cards. The last sentence now reads: "If used for defense, the bonus lasts until the end of the current turn, is good for defense only, and does not count toward Goals."
Anti-Nuclear Activists
Corrected to refer to the "Nuclear Power Companies," not "Plants."
Assertiveness Training
Reworded for clarity, like all other similar alignment-changing cards. The reference to the Illuminati is removed from the second sentence. A new second paragraph is added -- a single line reading, "Alternatively, one Illuminati action will do the job." We hope this will eliminate a very Frequently Asked Question.
Bank Merger
Changed for better game balance, along with all similar "Reload" type Plots (but note that "Full Moon" has a different change). "Bank Merger" now reads:
"Place an Action token on any one Bank group, or on two or more Bank groups whose current Power adds up to 5 or less. This card may not benefit a group that already has any tokens, or a group which is suffering from any effect that prevents it from getting Action tokens.
"This card may be played at any time. It requires an action from your Illuminati.
"Requires Illuminati Action"
Benefit Concert
Reworded for clarity, as for "Albino Alligators," above.
The Big Score
Reworded for clarity, as for "Albino Alligators," above.
Book of Kells
Reworded for clarity. The card now reads:
"This powerful grimoire increases the regular and Global Power of the owning Illuminati by 1. Or, if linked to a Magic group, it gives that group an extra Action token each turn. The group can make no Attack to Destroy on any turn it gets an extra token!"
Center for Weird Studies
Reworded for clarity. Now reads " . . . you may discard any Plot card from your hand . . . "
China
Clarification. Last sentence now reads "Any attempt to destroy it, even a Disaster, has a penalty of -20."
Clipper Chip
Changed for better game balance. A sentence is added to the end: "No player may have more than one Clipper Chip in play at a time."
Clone Arrangers
Clarification. A sentence is added to the end: "The original Personality no longer counts as 'destroyed' for the goals of whoever killed it."
Cold Fusion
Reworded for clarity, as for "Albino Alligators," above.
Combined Disasters
Clarification. The first two sentences now read: "You may combine two Disasters on the same Place, as long as both are eligible to be used on it. Play both of the Disaster cards, as well."
Dollars for Decency
Changed for better game balance, as per "Bank Merger," above -- but for Straight groups instead of Banks.
Druids
Clarification: The first sentence now reads "The Druids may aid or oppose any attack made by, or against, any Magic group, even if it is Secret."
Early Warning
Reworded for clarity, to "Play this card, as a free move, after any Disaster is played. It gives the target +10 to defend against that one Disaster."
Eliza
Change for game balance: Add "No group may have more than one Eliza."
Flower Power
Changed for better game balance, as per "Bank Merger," above -- but for Peaceful groups instead of Banks.
Flying Saucer
Reworded for clarity. The last paragraph now reads: "Left unlinked, as property of the Illuminati, the Flying Saucer lets you make one extra automatic takeover each turn. This may only be used for a Resource. If you make this extra takeover, you must discard your top undrawn Plot card in exchange."
Freaking the Mundanes
Changed for better game balance, as per "Bank Merger," above -- but for Weird groups instead of Banks.
Full Moon
Changed for better game balance, to require an Illuminati action. (But note that, alone among the "Reload" type cards, "Full Moon" still benefits any number of cards. This is because it helps only Fanatics, and an all-Fanatic deck is not likely to be abusive.)
Fundie Money
Reworded for clarity, as per "Assertiveness Training," above.
Gang War
Changed for better game balance, as per "Bank Merger," above -- but for Criminal groups instead of Banks.
Gnomes of Zurich
No longer has a +4 to control Corporate groups!
Goal: Criminal Overlords
Added an Anatole France quote.
Good Polls
New art by Dan Smith, colored by Derek Pearcy.
Harmonica Virgins
Reworded for clarity, as for "Albino Alligators," above.
Hawaii
Reworded for clarity: it gives its master one extra action token each turn.
Hoax
Reworded for clarity. The second sentence now says "That card is canceled."
I Lied
Art blown up so that the hands break the frame.
I.R.S.
New art by Dan Smith, colored by Derek Pearcy.
Immortality Serum
Art re-sized so the text box doesn't go off the bottom of the card!
Infobahn
Reworded for clarity, as for "Albino Alligators," above.
Israel
New art by Dan Smith, colored by Jeff Koke. Reworded for clarity. The last sentence now reads "The privilege is negated."
Italy
Reworded for clarity. The last sentence now reads "Italy's Power can be used to defend any Weird group you control, as a free move . . . no Action token required."
Jake Day
Reworded for clarity, as per "Assertiveness Training," above.
Jihad
Reworded for clarity, as for "Albino Alligators," above. There is no truth to the rumor that we are changing the name of this card fnord.
Just Say No
Reworded for clarity, as for "Albino Alligators," above.
Kinder and Gentler
Reworded for clarity, as per "Assertiveness Training," above.
L-4 Society
New art by Dan Smith, colored by Derek Pearcy.
Lawyers
Reworded for clarity. The card now reads:
"Any group in your Power Structure gets a +4 defense bonus against any attack made or aided by a Government or Corporate group.
"You do not have to pay taxes to the IRS."
Liberal Agenda
Reworded for clarity, as per "Assertiveness Training," above.
March On Washington
The words "Requires Discard" are added at the bottom. Note that the card text already stated that a discard was required.
Martial Law
Reworded for clarity, as for "Albino Alligators," above.
Martyrs
Reworded for clarity, as for "Albino Alligators," above.
Mutual Background
New background added by Jeff Koke.
Nationalization
Reworded for clarity, as per "Assertiveness Training," above.
Nephews of God
Reworded for clarity. The second and third sentences of the second paragraph now reads: "Each turn, roll 2 dice before you draw any cards. If you roll a 6 or less, you may draw one extra card from either of your decks."

New Federal Budget
Changed for better game balance, as per "Bank Merger," above -- but for Government groups instead of Banks.
New World Order cards:
For those players who have difficulty distinguishing colors, each NWO card has a line added to the bottom which both indicates its color and restates the way the card is used. For example, each Blue NWO now ends with: "This card replaces any Blue NWO now in play."
New World Order: A Thousand Points of Light
Reworded for clarity. The second sentence of the second paragraph now reads: "Opposed alignments no longer give the standard +4 bonus to destroy or the +4 penalty to control."
New World Order: Fear and Loathing
Reworded for clarity. The second sentence now reads: "Identical alignments now give +8 or any attempt to control, and -8 on any attempt to destroy."
New World Order: Military-Industrial Complex
Massively reworded for clarity. This card now reads:
"Government and corporate interests have become nearly identical. The Corporate alignment no longer exists for any purposes except Goals.
"All Corporate groups are now considered Government for all purposes except Goals. Cards and special abilities which specifically affect or require Corporate groups are now useless . . .
"This card replaces any Yellow NWO card in play."
New World Order: Political Correctness
An error was corrected; the third sentence now reads "All Conservative groups with a Power of 0 or 1 become Criminal as well."
New World Order: Tax Reform
Reworded for clarity. The increased "taxing" power of the IRS is now stated as: "The IRS can now tax one Plot card from each player, at the beginning of its own turn, taking the top card from their decks."
OPEC
Reworded for clarity. The second sentence now reads: "When the card is first controlled, and again each time your turn begins, roll 2 dice, subtracting 2 from the total, to set its Power for that turn."
Orbit One
An error in the original card was corrected. The last sentence now reads "Orbit One is not affected by any Disaster cards except Nuclear Accident and Meteor."
The Oregon Crud
Changed for game balance. The Oregon Crud now has a Power of 24, and destroys its target if the die roll succeeds by more than 10.
Pledge Drive
Re-colored by Derek Pearcy. Changed for better game balance, as per "Bank Merger," above -- but for Liberal groups instead of Banks.
Power Corrupts
Reworded for clarity, as per "Assertiveness Training," above.
Privatization
Reworded for clarity, as per "Assertiveness Training," above.
Pulitzer Prize
Reworded for clarity, as for "Albino Alligators," above.
Red Scare
Changed for better game balance, as per "Bank Merger," above -- but for Conservative groups instead of Banks.
Reload
Changed for better game balance, as per "Bank Merger," above - but for Violent groups instead of Banks.
S.M.O.F.
One word added for clarity: the second sentence now begins "Has an extra +4 . . . "
Save the Whales
Reworded for clarity, as for "Albino Alligators," above.
Seize the Time!
Changed for game balance. The first paragraph is unchanged. The rest of the card now reads:
"During your special turn, all your groups except your Illuminati get Action tokens, but you may not draw any cards for any reason, or play any Plot card.
"You must spend your Illuminati action to use this card. No player may use this card more than once in a game! This card may not be used until each player has finished his first turn.
"Requires Illuminati Action"
Slush Fund
Reworded for clarity, as for "Albino Alligators," above.
Spear of Longinus
Reworded for clarity, in the Factory Set only: The first sentence now reads: "This artifact, both sacred and cursed, can be used once per attack, whenever you wish!"
Stock Split
Reworded for clarity, as for "Albino Alligators," above.
Stonehenge
Reworded for clarity. Now reads: " . . . immune to all Magic groups, Magic Plots or Magic Resources."
Straighten Up
Reworded for clarity, as per "Assertiveness Training," above.
Tax Breaks
Partially recolored by Derek Pearcy. Changed for better game balance, as per "Bank Merger," above -- but for Corporate groups instead of Banks.
Templars
Partially recolored (for historical accuracy) by Derek Pearcy.
Terrorist Nuke
Reworded for clarity, as for "Albino Alligators," above.
Texas
New art by Dan Smith, colored by Derek Pearcy.
Upheaval!
Added for clarity: "This card may be played at any time, but only after all players have completed their first turns."
Video Games
Reworded for clarity. Last sentence says: "Gives +1 Power to all your other Computer groups!"
Volcano
Changed for game balance. The Volcano now has a Power of 18, and destroys its target if the die roll succeeds by more than 2.
Volunteer Aid
Reworded for clarity, to "free move" instead of "free action."
Voodoo Economics
Changed for game balance. The entire card text is now:
"Play this card during your own turn, just after you place Action tokens. You must spend your Illuminati action. Discard up to ten Plot cards from the top of your deck, removing them permanently from play. For each one you discard, you may place one extra Action token on one of your own Groups, except your Illuminati. No Group may get more than one extra Action token from this card.
"No player may use this card more than once in a game.
"Requires Illuminati Action and Discard"
Wall Street
Reworded for clarity. The first paragraph now reads:
"Wall Street always has the option to treat any Corporate group as though it were Government, or vice versa, when Wall Street makes or aids an attack. This does not affect other groups' participation in the attack."
Warehouse 23
Reworded for clarity. The card now reads:
"When you first play this card, you may look through your hand or deck and choose one Artifact or Gadget Resource, as a free automatic takeover.
"Whenever you take over a new Resource, you may choose to hide it under this card. You can't use hidden Resources until you expose them, and once exposed they must stay exposed, but you can expose one at any time and (if its powers allow it) use it immediately. Your rivals cannot look at or affect the cards inside Warehouse 23 except by capturing or destroying it. If it is captured or destroyed, its cards go with it."
Weather Satellite
Changed for game balance. The first sentence of the second paragraph is now "You may increase by 10, or decrease by 4, the power of any Hurricane, Rain of Frogs, or Tornado."
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