World Domination Handbook Version 1.1 -- March 1995
Game Design
by
Steve Jackson
Playtesters and Rules Readers: Lots of people, but especially
Mike Ford, Monica Stephens, Scott Haring, Jim McCoy, Jim Oldland, Lillian
Butler, ORC, and the Online Illuminati . . .
Copyright © 1982, 1983, 1987, 1991, 1994, 1995 by Steve Jackson Games
Incorporated. Illuminati and the all-seeing pyramid are registered
trademarks of Steve Jackson Games Incorporated. All rights reserved. The
Servants of Cthulhu appear by courtesy of those illuminated folks at
Chaosium, Inc., publishers of the Call of Cthulhu roleplaying game.
This is a work of political and social satire. Any resemblance to real
persons, places, events or organizations, living, dead or whatever, other
than with satirical intent, is coincidental.
Use of trademarks is not intended as a challenge to their ownership or
validity.
You've always known it. Secret conspiracies are everywhere. They're out to get you -- unless you get them first.
Now you are one of the Illuminati, the "secret masters" competing to take over the world. World leaders, multinational corporations, and entire nations are merely your pawns. The outcome is never certain until the final double-cross . . .
What's in the Mysterious Little Box?
This is a game for 2 to 6 players. The Illuminati: New World
Order (INWO) starter set includes this rulebook and two decks of 55
somewhat-randomly selected cards, from the 409 in the Unlimited Edition.
Some cards are much rarer than others! You can get Booster Packs to add to
your collection.
You'll need two 6-sided dice. Each player also needs around 15 "Action tokens" (glass pebbles are good) and a few pairs of distinctive markers for "links." And, of course, the drive and cunning to walk over your friends in your quest for world domination.
The World Is At Your Feet . . .
INWO can be played two ways:
Head-to-head, with two players. There's no negotiation . . . it's all in who builds the best deck, makes the best plan, and takes best advantage of circumstances. Go for the throat! A two-player game takes 30 minutes to an hour. See p. 19.
In a group, with three to six players. Diplomacy, negotiation and guile are vital. And be ready to defend against all your foes when you get close to winning. Length of the game depends on how much time you spend negotiating before you attack!