Illuminati, the card list! From: blowfish@carina.unm.edu (rON.) Date: Thu, 28 May 1992 10:20:49 +0000 American Autodeul Association (AADA) <none> P: 1 R: 5 I: 1 Violent/Weird In- W Out- E- Anti-Nuclear Activists (ANCA) +2 on any attempt to destroy Nuclear Power Companies P: 2 R: 5 I: 1 Liberal In- W Out- N- Antiwar Activists (ANWA) <none> P: 0 R: 3 I: 1 Peaceful/Liberal In- W Out- <none> Big Media (BIGM) <none> P: 4/3 R: 6 I: 3 Liberal/Straight In- E Out- N- S- W- Boy Sprouts (BOYS) <none> P: 0 R: 3 I: 1 Straight/Peaceful In- W Out- <none> California (CALI) <none> P: 5 R: 4 I: 5 Liberal/Weird/Government In- W Out- N- S- C.F.L.A.I.O. (CFLA) <none> P: 6 R: 5 I: 3 Liberal In- E Out- N- S- W- C.I.A. (CIA) <none> P: 6/4 R:5 I:0 Government/Violent In- E Out- N- S- W- Clone Arrangers (CLON) +3 on any attempt to destroy any group P: 6/2 R: 6 I: 1 Violent/Communist/Criminal In- W Out- E- S- Comic Books (COMC) <none> P: 1 R: 1 I: 2 Weird/Violent In- W Out- N- Congressional Wives (CONG) <none> P: 1 R: 4 I: 1 Conservative/Straight In- W Out- E- Convenience Stores (CONV) <none> P: 1 R: 4 I: 3 Straight In- W Out- S- Cycle Gangs (CYCL) +2 on any attempt to destroy any group P: 0 R: 4 I: 0 Violent/Weird In- W Out- <none> Democrats (DEMO) <none> P: 5 R: 4 I: 3 Liberal In- E Out- S- W- Eco-Guerrillas (ECOG) <none> P: 0 R: 6 I: 1 Liberal/Violent/Weird In- E Out- <none> Empty Vee (EMTV) <none> P: 3 R: 3 I: 4 <none> In- E Out- S- W- Evil Geniuses For A Better Tomorrow (EGBT) +4 for direct attacks on Orbital Mind Control Lasers P: 0/2 R:6 I:3 Violent/Weird In- E Out- <none> Fast Food Chains (FAST) <none> P: 2 R: 4 I: 3 Straight In- W Out- S- F.B.I. (FBI) <none> P: 4/2 R: 6 I: 0 Government/Straight In- E Out- N- S- Federal Reserve (FEDR) Can move money to any group P: 5/3 R: 7 I: 6 Government In- W Out- N- E- Feminists (FEMS) +3 on any attempt to control any Liberal group P: 2 R: 2 I: 1 Liberal In- W Out- S- Fiendish Fluoridators (FNFL) <none> P: 3 R: 5 I: 1 Communist/Fanatic In- W Out- N- E- Fifth International (FIFI) <none> P: 4 R: 7 I: 2 Communist/Conservative In- E Out- N- S- Flat Earthers (FLAT) <none> P: 1 R: 2 I: 1 Weird/Conservative In- E Out- W- Fnord Motor Company (FORD) <none> P: 2 R: 4 I: 2 Peaceful In- W Out- E- Fraternal Orders (FRAT) <none> P: 3 R: 5 I: 2 Conservative In- E Out- N- Girlie Magazines (GIRL) <none> P: 2 R: 2 I: 3 Liberal In- E Out- S- Goldfish Fanciers (GOLD) <none> P: 0 R: 4 I: 1 Peaceful/Fanatic In- W Out- <none> Gun Lobby (GUNL) Resistance vs. Liberal, Communist or Weird: 10 P: 1 R: 3 I: 1 Conservative/Violent In- E Controlling arrows: S- W- Hackers (HACK) <none> P: 1/1 R: 4 I: 2 Weird/Fanatic In- E Out- N- Health Food Stores (HEAL) +2 on any attempt to control Anti-Nuclear Activists P: 1 R: 3 I: 2 Liberal In- W Out- S- Hollywood (HLWD) <none> P:2 R:0 I:5 Liberal In- W Out- E - S - Intellectuals (INTL) <none> P: 0 R: 3 I: 1 Weird/Fanatic In- W Out- <none> International Cocaine Smugglers (INCS) +4 on any attempt to control Punk Rockers, Cycle Gangs or Hollywood P: 3 R: 5 I: 5 Criminal In- W Out- N- E- S- International Communist Conspiracy (INCC) +3 on any attempt to control any Communist group P: 7 R: 8 I: 6 Communist In- E Out- N- S- W- Iranian Moderates (IRAN) <none> P: 0 R: 2 I: 2 <none> In- W Out- <none> I.R.S. (IRS) Each player pays owner 2MB during income phase. Money can come from anywhere. No money, no taxes owed. P: 5/3 R: 5 I: See special Criminal/Government In- E Out- N- S- Junk Mail (JUNK) +4 on any attempt to control Post Office P: 1 R: 3 I: 2 Criminal In- E Out- N- KGB (KGB) +2 on any attempt to destroy any group P: 2/2 R: 6 I: 0 Communist/Violent In- E Out- S- KKK (KKK) <none> P: 2 R: 5 I: 1 Conservative/Violent In- E Out- S- L-4 Society (L4SO) +4 for direct attacks on Orbital Mind Control Lasers P: 1 R: 2 I: 0 Weird In- E Out- W- Libertarians (LIBR) <none> P: 1 R: 4 I: 1 Fanatic In- W Out- N- Loan Sharks (LOAN) <none> P: 5 R: 5 I: 6 Criminal/Violent In- W Out- E- S- Local Police Departments (LPOL) <none> P:0 R:4 I:1 Conservative/Straight/Violent In- W Out- <none> Madison Avenue (MADA) +5 on any attempt to control Big Media or Empty Vee P: 3/3 R: 3 I: 2 <none> In- E Out- S- W- The Mafia (MAFI) +3 for direct control of any Criminal group P: 7 R: 7 I: 6 Criminal/Violent In- E Out- N- S- W- The Men In Black (TMIB) <none> P: 0/2 R: 6 I: 1 Criminal/Weird In- W Out- <none> Moonies (MOON) <none> P: 2 R: 4 I: 3 Peaceful/Fanatic In- W Out- N- Moral Minority (MORL) <none> P: 2 R: 1 I: 2 Conservative/Straight/Fanatic In- E Out- S- Morticians (MORT) <none> P: 0 R: 4 I: 1 Straight/Peaceful In- E Out- <none> Multinational Oil Companies (MNOC) <none> P: 6 R: 4 I: 8 <none> In- W Out- N- E- S- Nephews Of God (NOFG) <none> P; 0 R: 4 I: 2 Conservative/Fanatic In- E Out- <none> New York (NYNY) <none> P: 7 R: 8 I: 3 Violent/Criminal/Government In- E Out- N- S- W- Nuclear Power Companies (NKPC) <none> P: 4 R: 4 I: 3 Conservative In- E Out- S- W- Orbital Mind Control Lasers (OMCL) Once pre turn, owner can add, remove or reverse an alignment on ANY card in play. Change lasts for that turn only. P: 4/2 R: 5 I: 0 Communist In- W Out- N- E- Parent/Teacher Agglomeration (PTAG) <none> P: 0 R: 5 I: 1 Peaceful/Conservative/Straight In- W Out- <none> Pentagon (PENT) <none> P: 6 R: 6 I: 2 Government/Violent/Straight In- E Out- N- S- W- The Phone Company (PHOC) <none> P: 5/2 R: 6 I: 3 <none> In- W Out- E- S- Phone Phreaks (PHPH) +3 on any attack on Phone Company P: 0/1 R: 1 I: 1 Criminal/Liberal In- W Out- <none> Post Office (POST) <none> P: 4/3 R: 3 I: -1 Government In- E Out- S- Professional Sports (PROS) <none> P: 2 R: 4 I: 3 Violent/Fanatic In- W Out- E- S- Psychiatrists (PSYC) <none> P: 0 R: 6 I: 2 Weird In- E Out- <none> Punk Rockers (PUNK) <none> P: 0 R: 4 I: 1 Weird In- W Out- <none> Republicans (REPB) <none> P: 4 R: 4 I: 4 Conservative In- W Out- E- S- Robot Sea Monsters (RBSM) <none> P: 0 R: 6 I: 2 Violent/Communist In- E Out- <none> Science Fiction Fans (SFFA) +2 on any attempt to contol any Weird group P: 0 R: 5 I: 1 Weird In- W Out- <none> Semiconscious Liberation Army (SCLA) +1 on any attempt to destroy any group P: 0 R: 8 I: 0 Criminal/Violent/Liberal/Weird/Communist In- W Out- <none> Secret Masters Of Fandom (SMOF) +5 for direct control of SF Fans, +2 for direct control of Trekkies P: 1 R: 1 I: 0 Weird In- E Out- N- S- Society for Creative Anarchism (SFCA) <none> P: 0 R: 4 I: 1 Violent/Weird In- E Out- <none> South American Nazis (SANZ) <none> P: 4 R: 6 I: 2 Conservative/Violent In- E Out- N- S- Survivalists (SURV) <none> P: 0 R: 3 I: 2 Conservative/Violent/Fanatic In- E Out- <none> Tabloids (TABL) +3 for direct control of Convience Stores P: 2 R: 3 I: 3 Weird In- E Out- N- Texas (TEXS) <none> P: 6 R: 6 I: 4 Violent/Conservative/Government In- W Out- N- E- Tobacco and Liquor Companies (TALC) <none> P: 4 R: 3 I: 3 Straight In- E Out- N- W- Trekkies (TREK) <none> P: 0 R: 4 I: 3 Weird/Fanatic In- E Out- <none> Triliberal Commission (TRIC) <none> P: 5 R: 6 I: 3 Liberal/Straight In- E Out- N- S- TV Preachers (TVPR) +3 for direct control of Moral Minority P: 3 R: 6 I: 4 Straight/Fanatic In- E Out- S- W- Underground Newspapers (UNDR) <none> P: 1/1 R: 5 I: 0 Communist/Liberal In- E Out- N- The United Nations (UNNA) <none> P: 1 R: 3 I: 3 Liberal In- W Out- S- Video Games (VIDS) +3 for direct control of Convenience Stores P: 2 R: 3 I: 7 <none> In- E Out- S- Yuppies (YUPP) <none> P: 1/1 R: 4 I: 5 Conservative In- E Out- S- Assassination: Holder of this card may play it immediately after any die roll (by any player) to destroy, control, or neutralize. That roll is immediately changed, retroactively, to a 2. Useable only once; does not count as an action. Bribery: Holder of this card bay turn it in during his turn to auotmatically take control of any one uncontrolled group. Useable only once; counts as an action. Computer Espionage: Holder of this card may examine the contents of any >one< treasury OR all of one player's special cards at >any< time. Useable only once; does not count as an action. Deep Agent: Holder of this card may play it after privilege has been invoked-- only once--to totally abolish that privilege. Does not count as an action. Interference: Holder of this card (only) my interfere with a privileged attack. No other players may interfere. Useable only once; does not count as an action. Interference: Holder of this card (only) my interfere with a privileged attack. No other players may interfere. Useable only once; does not count as an action. Market Manipulation: Holder of this card may turn it in during his income pahse and double all his groups' incomes--only once. Does not count as an action. Does not allow I.R.S. to collect twice or require Post Office to pay twice. Media Campaign: Holder of this card may paly it at any time and revive a group from the 'dead' pile. It becomes uncontrolled. (If the Servants of Cthulu destroyed the group, it still counts as a destroyed group for victory. If they destroy it again, it counts again!) Useable only once; does not count as an action. Murphy's Law: Holder of this card may play it immediately after any die roll (by any player) to destroy, control, or neutralize. That roll is immediately changed, retroactively, to a 12. Useable only once; does not count as an action. Secrets Man Was Not Meant To Know: Holder of this card may play it after any other special card has been played--for ANY purpose. That card is immediately neutralized; it has no effect. Both cards are lost. Useable only once; does not count as an action. Senate Investigating Committee: Holder of this card may play it at the beginning of any other player's turn, causing that player to miss his turn entirely. Useable only once; does not count as an action. Slush Fund: Holder of this card may exchange it, at any time, for 15MB to be placed in his Illuminati treasury. Useable only once; does not count as an action. Swiss Bank Account: Holder of this card may exchange it, at any time, for 25MB to be placed in his Illuminati treasury. Useable only once; does not count as an action. Whispering Campaign; Holder of this card may attempt to destroy a group with power 0. Roll attacking power vs. defending resistance, but a successful attack destroys the target group. Useable only once. Playing this card is not an action, but the attack itself >is< an action. White Collar Crime: Holder of this card may play it at any time and reorganize all his money freely--that is, any amount(s) may be moevd between any groups. He also gets an extra 5MB which may be placed anywhere. Useable only once; does not count as an action. Up