INWO Variant: NWO Madness
Before play starts, set aside a pile of random New World Orders. One of each will probably do. Before the first player starts his turn, turn over the top NWO and bring it straight into play. That NWO is treated exactly as if it has just been played by one of the players - it can only be removed by a plot card or if another NWO of the same colour is played.
Then, just before that same player takes his next turn, bring the next NWO into play. This then continues for the rest of the game. In the unlikely event that you run out of NWOs, reshuffle the discards and continue.
Players may still play NWOs as normal. [Steve Hatherley]