Rules Update



Based on gamer feedback on the Limited Edition of INWO, we made a number of changes to improve clarity and balance . . . check the actual rulebook and cards for exact wording. The significant ones include:

Cards

Eliza: no group may have more than one.

China: explicitly gets its +20 against Disasters.

Clipper Chip: no player may have more than one.

Combined Disasters: both disasters must be eligible to strike the affected Place!

Orbit One can be affected by a Nuclear Disaster, but not an Earthquake.

Oregon Crud now has a Power of 24, and destroys on a roll that succeeds by 10 or more.

Political Correctness affects Conservative groups with a Power of 0 or 1.

Reload type cards (giving extra tokens to groups of a specific alignment or attribute) now require an Illuminati action and reload only 5 Power's worth of tokens, or any one group of any Power. The rules now make it explicit that you cannot "reload" a group on the turn it is captured.

Seize the Time requires an Illuminati action, and cannot be used on your first turn. It does not give the Illuminati new action tokens, and you cannot draw cards or play any Plots.

Shangri-La explicitly gets its +5 to defend against Instant attacks.

Upheaval! requires an Illuminati action, and cannot be used on your first turn.

Video Games gives a bonus to all your other Computer groups.

Volcano now has a power of 18, and destroys on a roll that succeeds by 2 or more.

Voodoo Economics requires an Illuminati action, and can be used only once per player per game.

Weather Satellite now gives a +10 (not a +8), to Tornado, Hurricane, and Rain of Frogs (not Tidal Wave).

Zurich no longer has a +4 to control Corporate groups.

Rules

Automatic takeover: is now explicitly optional. 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. Also, the "lead" puppet rule is expanded (p. 2).

Cancellation of actions is clarified (p. 15).

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).

Goals: No more than three groups may ever count double for victory.

Goal cards can't be cancelled after you claim a win (p. 13); if you are caught with more than one in your hand, you lose (p. 13).

Immunity is defined at greater length (p. 18).

Links: Clarification on moving links and on linking personalities (p. 15).

Memory of Cards: new rules section (p. 16).

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

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

Relief requires 3 times printed Power (p. 11).

Secret group rules reworded for clarity (p. 10).

Timing: More rules added (p. 11).

Two-player rules: p. 19.

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

Attack and Defense Modifiers

Attack to Control

Roll attacker's Power minus defender's Resistance.

Each identical alignment of attacker and target: +4
Each opposed alignment of attacker and target: -4

Attack to Destroy

Roll attacker's Power minus defender's Power.

Each opposed alignment of attacker and target: +4
Each identical alignment of attacker and target: -4
Attacker is Cthulhu: +4
Defender is Devastated: Power is halved (round down)

Bonuses to Resistance and Defense

Defender is Shangri-La: +5
Target is puppet of Illuminati: +10
Target's master is puppet of Illuminati: +5
For each alignment that the target shares with its master: +4


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