Aug 02, 2012 In 1995 games designer Steve Jackson created a role-playing card game called Illuminati: The Game of Conspiracy. When playing, you take on the role of the shadowy puppet masters who supposedly make.
Designer(s) | Steve Jackson |
---|---|
Publisher(s) | Steve Jackson Games |
Players | 2-6 |
Playing time | Approx 2 hours |
Random chance | Some |
Skill(s) required | Card playing Arithmetic Basic Reading Ability |
Illuminati: New World Order (INWO) is an out-of-print collectible card game (CCG) that was released in 1994[1] by Steve Jackson Games, based on their original boxed game Illuminati, which in turn was inspired by the 1975 book The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea.[2][3]INWO won the Origins Award for Best Card Game in 1997. An OMNI sealed-deck league patterned after the Atlas Games model was also developed.[4]
Goal of the game[edit]
Players attempt to achieve World Domination by utilizing the powers of their chosen Illuminati (the Adepts of Hermes, the Bavarian Illuminati, the Bermuda Triangle, the Discordian Society, the Gnomes of Zürich, The Network, the Servants of Cthulhu, Shangri-La, and the UFOs).[5] The first player to control a predetermined number of Organizations (usually twelve in a standard game) has achieved the Basic Goal and can claim victory.[6]
Controllable Organizations include: groups such as the Men in Black, the CIA, and the Boy Sprouts; Personalities such as Diana, Princess of Wales, Saddam Hussein, Ross Perot or Björne (the purple dinosaur); and Places like Japan, California, Canada, and the Moonbase. Many Organization names are spoofs of real organizations, presumably altered to avoid lawsuits.
Illuminati Game Cards In Order
Other ways to achieve victory include: destroying your rival Illuminati by capturing or destroying the last Organization in their Power Structure; and/or fulfilling a Special Goal before your opponent(s) can.
Card types[edit]
Cards come in three main types: Illuminati cards, Plot cards, and Group cards. Illuminati and Plot cards both feature an illustration of a puppeteer's hand in a blue color scheme on the rear side, whereas Group cards feature a puppet on a string in a red color scheme.
Each Illuminati card represents a different Illuminated organization at the center of each player's Power Structure. They have Power, a Special Goal, and an appropriate Special Ability. Their power flows outwards into the Groups they control via Control Arrows.
Plot cards provide the bulk of the game's narrative structure, allowing players to go beyond - or even break - the rules of the game as described in the World Domination Handbook. Plot cards are identified by their overall blue color scheme (border, and/or title color). Included among the general Plots are several special types, including Assassinations and Disasters (for delivering insults to the various Personalities and Places in play), GOAL (special goals that can lead to surprise victories), and New World Order cards (a set of conditions that affect all players, typically overridden when replacement New World Order cards are brought into play).
Group cards represent the power elite in charge of the named organization. There are two main types of Group: Organizations and Resources.
Organizations are identified by their overall red color scheme (border and/or title). There are three main types of Organization: regular Organizations, People, and Places. They all feature Power, Resistance, Special Abilities, Alignments, Attributes, and Control Arrows (an inward arrow, and 0-3 outward arrows). Just like their Illuminati masters, Organizations can launch and defend against a variety of attacks. Provided that the attacking Organization has a free, outward-pointing Control Arrow, players can increase the size of their Power Structure via successful Attacks to Control, a mathematically determined method employed whenever a player wants to capture an Organization from their own hand, or from a rival player's Power Structure. Unless the attack is Privileged (only the target and attacker can be involved), all players can aid or undermine the attack. Attacks to Destroy follow a similar game mechanic, but result in the Organization's removal from the Power Structure, after which they are immediately discarded. The outcome of all Attacks are determined by a dice roll. Other ways to introduce Organizations to the Power Structure involve Plots, or spending Action Tokens to bring Groups into play, or by using free moves, each at appropriate times during the play cycle.
Resources represent the custodians of a variety of objects, ranging from gadgets to artefacts (such as The Shroud of Turin, Flying Saucers, and ELIZA). They are identified by their overall purple color scheme (border and/or title). Resources are introduced into play by spending Action Tokens, or by using free moves during appropriate moments in the play cycle. They go alongside the Power Structure of the player's Illuminati, and bestow a useful Special Ability or similar.
Reception[edit]
In the June 1995 edition of Dragon (Issue 218), Rick Swan warned that it was a complex game: 'Owing to the unconventional mechanics, even experienced gamers may have trouble at first.' But he gave the game a perfect rating of 6 out of 6, saying, 'Resolute players who scrutinize the rules and grind their way through a few practice rounds will discover why Illuminati has been so durable. Not only is it an inspired concept, it’s an enlightening treatise on the fine art of backstabbing. What more could you ask from a deck of cards?'[7]
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In the September 1996 edition of Arcane (Issue 4), Steve Faragher rated the Assassins expansion set 9 out of 10 overall, saying, 'With the introduction of Assassins, it now appears to have [..] a little more game balance for tournament play. A good thing indeed.'.[8]
General References[edit]
The INWO Book (1995) Steve Jackson Games Incorporated.[9]
Illuminati: New World Order, Official Website.[10]
References[edit]
- ^BoardGameGeek (2009). 'Illuminati: New World Order'. BoardGameGeek, LLC. Retrieved 2009-09-11.
- ^Miller, John Jackson (2003), Scrye Collectible Card Game Checklist & Price Guide, Second Edition, pp. 235–239.
- ^Owens, Thomas S.; Helmer, Diana Star (1996), Inside Collectible Card Games, p. 74.
- ^Varney, Allen (May 1996), 'Reports on Trading Card Games', The Duelist (#10), p. 9
- ^'The 10 Most Forgotten Collectible Card Games'. therobotsvoice.com. Retrieved 2017-12-28.
- ^Kaufeld, John; Smith, Jeremy (2006). Trading Card Games For Dummies. For Dummies. John Wiley & Sons. ISBN0470044071.
- ^Swan, Rick (June 1995). 'Roleplaying Reviews'. Dragon. TSR, Inc. (218): 86.
- ^Faragher, Steve (March 1996). 'Games Reviews'. Arcane. Future Publishing (4): 80.
- ^Jackson, Steve (1995). The INWO Book. Steve Jackson Games Incorporated. ISBN1-55634-306-X.
- ^'Illuminati: New World Order'. Steve Jackson Games Incorporated. Retrieved 8 November 2017.
External links[edit]
- Official INWO site (includes rules)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Illuminati:_New_World_Order&oldid=919188835'
Stuff
Steve Jackson created a card game called 'Illuminati: The Game of Conspiracy.' Many conspiracy theorists are certain that the Illuminati truly exists, and that Steve had insider information on their heinous plot to implement the New World Order.
In 1995 games designer Steve Jackson created a role-playing card game called Illuminati: The Game of Conspiracy. When playing, you take on the role of the shadowy puppet masters who supposedly make up the ruling elite of the Illuminati. Your mission is to launch black-ops false flag attacks on your own people, and generally conspire to act out evil plans to elevate your own wealth and, more importantly, to strengthen your ironfisted grip on world domination.
With the cards dealt, you can launch terrorist nukes into tall buildings, bomb the Pentagon, spread an artificially created disease, and even rewrite the history books to aid your reign of behind-the-scenes terror. The most remarkable thing about this game, however, is the illustrations on each card, some of which bear an uncanny resemblance to real life disasters like 9/11 and the Deepwater Horizon oil leak. Many conspiracy theorists are certain that the Illuminati truly exists, and that Steve Jackson had insider information on their heinous plot to implement the New World Order—an all singing, all dancing boot of tyranny put in place to stamp repeatedly on our faces in the near future.
They believe Jackson and his team of art directors, illustrators, and graphic designers, made these cards to subliminally warn us of the impending doom that would approach in the following 20 or so years. It seems far-fetched, but after digging around for a while, I began to wonder if there could actually be some truth to this bizarre theory.
There are 330 cards in total. Each was drawn by hand in the early 90s by a team of five illustrators who were given guidelines by art director Alain Dawson and editor Steve Jackson. SJ Games (Jackson’s company) was a small outfit at the time, headed by a college dropout. Where could they have gotten top-secret information from the highest echelons of a shadowy, world-controlling organization? It could’ve been from hackers who worked for them.
In 1990, the offices of SJ Games were raided by the American Secret Service, who took documents and hard drives, some of which contained information on the Illuminati game. Those who believe in this conspiracy will tell you that the secret services struck because they knew Steve Jackson and his crew were going to slyly reveal the Illuminati’s plan of action through this card game. While this does tie in nicely with the cloak and dagger aspects of the theory, the offices were actually raided because SJ Games was employing a hacker named Loyd Blankenship, better known as “The Mentor.”
Illuminati The Card Game
Blankenship was the system operator for a hacking Bulletin Board System (BBS) known as “The Phoenix Project,” which published a stolen set of files that detailed how the 911 emergency response systems worked (the E911 documents). He was also the system operator for SJ Games’ Illuminati bulletin board. I managed to speak with Blankenship about the raid.
“SJ Games got raided because they knew I was a sysop [system operator] there,” he says. “And the Secret Services couldn’t believe that I wasn’t using the SJ Games BBS as a hacker board as well. The Secret Services assumed they’d swoop in with a weak warrant and find so much incriminating evidence that I’d be forced to accept a plea bargain. Unfortunately for them, I had nothing incriminating at SJ Games.”
All of Blankenship’s hacking related information sat at home (which was also raided) on his hard drive for his hacking forum. At work at the SJ Games offices he managed the Illuminati bulletin board like he was supposed to—as a place for customer support, games testing, and eventually a forum for people interested in conspiracy, sci-fi, and all things out of the ordinary.
Speaking on Steve Jackson, Blankenship says: “Steve is a huge fan of conspiracy theories. Not that he believes in them—as far as I could tell in five years of working with him—rather, he is immensely entertained by them. As for the 'predictions' from the cards, it's pretty much like any psychic—say that a Middle Eastern leader will be killed next year and you have a decent chance of getting it right.”
Looking at the playing cards, it’s not hard to see why those with an eye for conspiracy and a lingering sense of paranoia interpret them as being prophesies for world disasters. The detailed images of exploding twin towers, earthquakes, and brutal martial law enforcement don’t need to be folded in half or studied upside down to see what the supposed message is. The illustrations are stark—albeit by probable coincidence—enough to send shivers down the spines of even the most hardened cynics and sceptics.
I got in touch with Dan Smith, the main card illustrator, who told me, “Unknown to most, and I say this with a degree of apprehension, speaking out now that the events are in the past, Steve dabbled in reprehensible, unclean practices to obtain his card ideas. I wouldn't say a Golden Dawn level of occult mastery, but there were times I would get messages from people who I didn't know.. Steve often kidded that he was Nostradamus' second cousin's grand-nephew. Now I wonder..”
I was pretty sure Smith was bullshitting me, so I spoke to John Grigni, another one of the illustrators who lent his skills to around 20 of the cards.
Pennsylvania drivers license center allentown. He spoke about the “Twin Towers card,” which shows two skyscrapers standing next to each other, with a fiery explosion at about the same place where the first plane hit the World Trade Center in 2001.
“The Twin Towers card is actually titled Terrorist Nuke, which I recall from that time was a concern relating to the collapse of the Soviet Union,” says Grigni. “Terrorism was heating up as a 'headline seller' without the ever-present threat of nuclear annihilation, but we were still looking at Hamas and Palestine as likely culprits for such acts. Art direction-wise, frankly a nuke wouldn't just blow up one building, even a 'tactical' nuke would do damage on a much larger scale. It does seem oddly prescient, given the 'twin towers’ shown.”
To be clear, I don’t think Illuminati: The Game of Conspiracy is a destructive master plan hidden in a card game, but I have to admit the similarities between the cards and some of the biggest catastrophes in the last two decades, coupled with the Secret Service raid and the company’s relationship to hackers, is a bit unsettling.
Perhaps the most ominous card for our current moment is the one above, featuring what looks like London’s Big Ben clock tower being blown up with five men running from it—each one dressed in colors suspiciously close to those of the Olympic rings. Spooky.
Want more Illuminati? Check these out:
Steve Jackson Games Illuminati Cards
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