![]() Rather, Groups in INWO use their actions – generally one per turn per Group – to aid other Groups’ attacks and defenses. ( Physical placement of cards is as crucial as logical placement.) And you still roll dice, adding the powers of attacking groups to overcome defenders’ resistance.īut Illuminati’s little yellow money chits no longer complicate things. ![]() You still take over groups – the Mafia, the Trekkies, the Fiendish Fluoridators – and fit these into an ever-growing Power Structure, a nefarious chain of masters and puppets. An Illuminati card remains at the center of the game, as “your character”. You’re still one of the Illuminati, those secret masters of everything – you know, the guys who made you buy D&D all those years ago, step into gaming, and blow all chances at future financial security. INWO carries on most of its predecessor’s basics, but with plenty of convoluted twists. Of course, the original Illuminati was an old SJ classic, so when the card boom rolled around, the company not only had a release half-made, but one with name-brand caché to boot. SJG calls the game the biggest release in its 15-year history. Steve Jackson Games’ Illuminati: New World Order (INWO) is big, jumping firmly on the trading card game bandwagon and selling like Car Wars and GURPS never quite did. Manipulated by that tag line, I too joined the ranks of the Illuminated. Good times… Illuminati: New World Order: An unearthed review ![]() While my memory of this article is hazy, I recall some great games with a good handful of mutually-backstabbing players. I wrote the review for a site or ‘zine, but it wasn’t published. I don’t even know when this dates back to I picked up the game some years after it was released in ’94. Hey, look what I found on an external drive! It’s an old review of Steve Jackson Games’ Illuminati: New World Order trading card game. ![]()
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