Object of the Game
The object of Illuminati is to take control of the world. You start with a single Illuminati card, representing your own secret conspiracy. During the game, you take over other groups (represented by cards). These groups are added to your Power Structure and do your bidding (unless a foe takes them from you). You may win either by controlling enough groups, or by fulfilling the special goal of your own Illuminati. Both of these "victory conditions" are detailed on the Rules Summary.
Beginning the Game
Remove the eight Illuminati cards from the deck; they have gray backs and red faces to make them easy to find. Place them face-down on the table. Each player draws an Illuminati card, places it face-up before him, and draws its indicated Income from the bank, placing it on the card. Leftover Illuminati cards are not used for the remainder of the game.
Shuffle the remaining cards (including Special Events) and place them face-down in the center of the table. If you leave them in the plastic box, players drawing cards from the deck may draw from either side of the box.
Turn four cards face-up and place them in the center of the table. (If any Special Event cards are turned over, bury them in the deck and turn over new group cards to replace them.) These four groups are the original "uncontrolled groups."
Each player rolls two dice; the player with the highest roll plays first. That player follows the Sequence of Play, below; he starts by collecting more income for his Illuminati group, turning over one card, and then (probably) trying to take over an uncontrolled group with his Illuminati. And the race for the world is on!
Sequence of Play
Play proceeds in turns. In his turn, a player does the following:
1. Collect Income. For each group that has an Income, draw that income from the bank. Put the money directly on that card (the group treasury). Hint: The game will go faster if players collect Income before their turn and have it ready beside each group card. Money should not be placed on the card until that player's turn actually begins. A player may stack his money so only the top one can be seen, or spread them out to flaunt his wealth.
2. Draw a card. If the card represents a group, it is placed face-up in the center of the table, with the other uncontrolled groups.
If it is a Special Event card, the player keeps it. He may place it face down or face-up (whichever he chooses) in front of him. However, he must display the card; he can't hide it in a pocket. The other players do not have the right to know what the card says, but they do have the right to know how many cards each player has.
3. Take two "actions," as explained below.
4. Take any "free actions." Free actions (also explained below) do not count against the two actions a player is allowed during each turn. Free actions may be taken before, between, or after a player's regular two actions.
5. Transfer money. Part of all of the contents of two treasuries may be moved to the treasuries of adjacent groups.
6. Take special-power actions. If the player is the Gnomes of Zurich, this is the time when he may redistribute his money between treasuries. If he is the Bermuda Triangle, this is the time when he may reorganize his Power Structure.
Play continues counter-clockwise until a player (or coalition of players) wins by achieving the victory conditions.
The Groups
The basic elements of Illuminati are the cards, or groups, ranging from the Illuminati themselves to the Yuppies and the Boy Sprouts. (Any resemblance of these groups to real organizations is purely satirical in nature.) Each group has certain characteristics, indicated on its card.
Each card, except for Illuminati, has an arrow pointing inward. When a group becomes a part of a Power Structure, this arrow is placed adjacent to the group which controls it. There may also be one to three arrows pointing outward. These arrows show the potential to control other groups. If a group has no arrows pointing outward, it will have no Power at all.
The group's name is at the top of the card. If it has any special abilities, they will be listed just below. The groups political alignments will be shown at the lower right. Its characteristics in terms of Power, Resistance, and Income are shown at the lower left.
Alignment
There are ten possible political alignments. It is easier for a group to control or neutralize groups with similar alignments, and to destroy those of opposite alignments. Some groups have one alignment, some have several, and a few have none. Meanings of the alignments, for the purposes of this game, are:
Power
The Power number shown on the card is a measure of the group's ability to dominate other groups. The higher the number, the greater the Power. If a group has two numbers (for example: 7/4), the first number is its regular Power and the second represents the portion of that Power which can be used to assist another group in an attack (Transferable Power).
A group with no Power cannot attack. A few groups have transferable power only (Power 0/1, for instance). This means they cannot attack but can help another group attack.
Resistance
This is a measure of a group's ability to resist domination. The lower the group's Resistance, the easier it is to take over ... and the harder it is to protect when you control it.
The Illuminati groups have no Resistance shown, because they cannot be attacked directly.
Income
This is in Megabucks (MB). At the beginning of your turn, each group you control collects the amount listed on its card. This income is placed directly on that card, becoming part of the group's treasury. If a group has no Income, it gets no money. Uncontrolled groups get no Income.
Two groups have a special Income. The IRS gets its Income by taxing each of the other players 2MB on the owning player's turn. The Post Office costs 1MB per turn to control (paid by their controlling group or their Illuminati).
Special Abilities
All Illuminati groups, and some other groups, have "special abilities" shown on their cards. There are two kinds of special abilities.
"Any attempt" abilities give an extra power to the holder of the card. Any attempt by that player to do that thing, regardless of which group tries it, will receive the indicated bonus. For instance, if you control the Cycle Gangs, any attempt you make to destroy another group with any of your groups will get a +2 bonus. This ability comes to you as soon as you take over the Cycle Gangs, and is lost as soon as you lose them.
Other abilities apply only to the group itself. For instance, the Mafia have a +3 to control any Criminal group. This means you get a 3-point bonus when trying to take over a Criminal group with that card. If you try to take over a Criminal group with another card, the fact that you hold the Mafia makes no difference. Note, though, that a special bonus like this is in addition to any regular bonus a group gets for alignment. The Mafia would also have a +4 bonus to control other Criminal groups because its own alignment is Criminal. Thus, it would have a total of +7 for control of other Criminal groups!
For oddball special abilities like that of the IRS, follow the instructions on the card.
Actions
There are three types of actions: an attack, a money transfer, and moving a group. Each action must be completed before beginning another. A player may elect to take no actions and collect 5 MB for his Illuminati treasury instead. Actions cannot be saved for later turns.
Attacks
The most important actions in Illuminati are attacks. In an attack, a group uses its Power, and probably its money, in an attempt to either control, neutralize, or destroy another group.
Illuminati groups themselves can attack, but cannot be attacked. No group, except the UFO's, can attack more than once per turn.
Attack to Control
This attack may be made against any other group in play except another Illuminati or a group you already control. The attacking group must have at least one outward-pointing arrow free. If a group has no outward-pointing arrow (either because all are being used or some are blocked), it cannot attempt to control another group.
To attack, the player announces which group is attacking, which one is being attacked, and for what purpose. (Example: "My Illuminati will try to control the IRS." Or, "The KKK, assisted by the CIA, will attempt to control the Yuppies.")
The success of the attack is determined by rolling two dice. To determine the roll required for a successful attack, subtract the defending group's Resistance from the attacking group's Power. (Example: If a Power of 6 attacks a Resistance of 2, it can succeed only on a roll of 4 or less. If a Power of 10 attacked that same Resistance of 2, it would succeed on an 8 or less, giving it a much better chance.)
Automatic failure. A roll of 11 or 12 results in automatic failure of the attack, no matter how much Power was involved.
Aiding Attacks. All Illuminati, and some other groups, have transferable power. If a group has two Power numbers separated by a slash (like 5/2), the second number is its transferable power. If a group does not attack during a turn, it may use its transferable power to aid an attack made by any other group in its Power Structure.
Any number of groups may aid one attack by adding Transferable Power. However, any one group may participate in only one attack per turn. (Exception: The Special Ability of the UFOs lets them participate in two attacks per turn.) (Example: A group with a power of 6, aided by another group with a transferable power of 4, is attacking a group with a resistance of 3. The attacker has a total power of 10, and will have to roll a 7 or less to succeed.)
When an attack is announced, all transferable power to be used in that attack must be announced before any money is spent (see below) to support the attack. No transferable power may be added in the middle of the attack.
Alignment of the group(s) transferring power does not matter.
Power Structure Position. If a group is already controlled by an opponent, it may be harder to take over. The closer it is to the Illuminati who control it, the more of a bonus it gets to Resistance. If it is adjacent, it gets a +10, if it is one group away, it gets a +5, if it is 2 groups away, it gets a +2, if it is 3 or more groups away it gets no bonus.
Alignments. The alignments of the two groups will also affect an attack. Identical alignments make control easier; opposed alignments make it harder. If the groups have any identical alignments, add 4 to the attacker's effective Power for each identical alignment. If they have any opposite alignments, add 4 to the defender's effective Resistance for each. (Example: A Weird, Communist group is trying to control a Straight, Government group. 2 sets of opposite alignments add 8 to the defender's resistance to this attack.)
Special Powers. Some groups' special powers (shown on the card) will help them attack or defend against certain opponents.
Spending Money To Attack. The attacker may also improve his chances by using some of his money in the attack. Each MB spent adds one point of Power to that attack. However, all Transferable Power to be used must be added and announced before any money is spent.
Attacking money may be spent from either the attacking group's treasury or the Illuminati treasury. Other groups in the Power Structure cannot spend money to aid the attack. (Example: In the instance above, the attacker was afraid he might not roll a 7 or less. So he spent 3 MB. Now he needs to roll a 10 or less, which is much easier.)
Once the roll needed to succeed had reached 10, additional spending will not improve the attacker's odds; an 11 or 12 always fails. But additional money or power can still be useful. For instance, if an attacker uses enough money and power to exceed the target's resistance by 20, the defender would have to spend 20 MB to get the attacking roll back down to zero again!
Spending Money to Defend. If the defending group is already controlled, the defender may counter an attack by spending some of his own money. Resistance to that attack will increase by two for each MB spent from the defending group's treasury, and by one for each MB spent from his Illuminati treasury. Other groups cannot participate. All money spent is transferred immediately to the bank. (Example: In the instance above, the defender has 3 MB on the defending group. He spends it all. It counts double, so instead of a 10, the attacker now needs to roll a 4.) The attacker may then commit more money to offset the defender's spending.
Continued Spending. The attacker and defender can each go back and forth, putting in more money, as long as they are able and willing. When no player is willing to spend more money to affect the attack, the dice are rolled to determine the result. Remember: a roll of 11 or 12 results in automatic failure, no matter how much power or money is used in the attack.
Results of the Attack. If the attack fails, the defending group remains where it was.
If an attack to Control is successful, the target group is captured and added to the attacking player's Power Structure. It is placed beside the group that captured it, with its inward-pointing arrow next to an outward-pointing arrow of the capturing group. It does not matter if a card is upside-down or sideways, as long as the arrows line up properly.
If the captured group controlled other groups, they are also captured. When placed in the attacker's Power Structure, they should keep the same position, relative to the controlling group, that they had originally. If that is not possible because of overlaps with cards the attacker already has, he may rearrange any new cards that overlap, as long as they are still controlled by the same group. New groups which still cannot fit are dropped and become uncontrolled.
Half of the money remaining in the groups' treasuries (round down) goes with them to the new owner; the rest is returned to the bank.
The group which attacked may immediately transfer any or all of its treasury to the group it just captured. This is not a separate action, but is considered part of the attack. Such a transfer is often a good idea, either to protect the new group from attack or to let it mount an attack of its own.
If a player's first action is an attack, and it fails, the player may attack the same group again as his second action. However, no individual group (except the UFOs) may attack twice.
A newly-controlled group may attack on the same turn in which it was acquired.
Attack to Neutralize
This is in all ways identical to an "Attack to Control" except:
Attack to Destroy
This is in all ways identical to an "Attack to Control" except:
A group with no Power cannot be destroyed except by a Whispering Campaign Special Event Card. The factors which keep powerless groups from organizing enough to control other groups also make them too diffuse to wipe out.
Interference
A player may interfere in an attack, either by helping the attacker or by opposing him. To do so, he announces who he will help, and then contributes money from his Illuminati treasury only. This money goes to the bank. It affects the needed die roll by one for each MB spent.
An attacker may prevent Interference by declaring an attack "Privileged." To do this, she must discard any one Special Event card. The card is permanently removed from play. The player must call "Privilege!" when first declaring the attack. No one can interfere either for or against a Privileged Attack.
The Bavarian Illuminati have the Special Ability to declare one attack per turn Privileged, at the cost of 5 MB payable from their Illuminati treasury. If that player wishes to use his Special Ability, he must declare the Privilege and pay the 5 MB when he first announces the attack.
Privilege may be abolished only by use of an Interference Special Even card. If the Privilege is abolished, it cannot be reinstated on that attack.
Calling Off An Attack
After a player announces an attack, he can change his mind and call it off -- until he puts some money down. Once he actually takes money from his treasury and puts it in the bank, the attack is committed. It must be played out, and it does count as an action.
If the attacker spends no money, the attack is committed when another player spends money (either for or against him) or when the attacker rolls the dice.
Transferring Money
A group may, as an action, transfer any of its money to an adjacent group -- either the group that controls it, or a group that it controls. A player may make two money transfers as part of her turn. But if necessary, she can also make a transfer as a regular action. By successive transfers, the same money may be moved two or more groups in one turn.
Moving a Group
A player may, as an action, reorganize his Power Structure by moving a group to a vacant outgoing control arrow. The new control arrow may be on the same group that originally controlled the group being moved, or it may be on any other group in his Power Structure. Any groups controlled by the group being moved, and those they control, and so on, are also moved.
Cards may not overlap. If moving a group would cause some of its subordinate groups (or their subordinates) to overlap, any of them may also be moved to different control arrows, as long as they are still controlled by the same group. Any subordinate group that cannot be prevented from overlapping is lost. It, and any groups that it controls, are returned to the uncontrolled area.
Free Actions
Some things may be done during the "action" part of a turn without counting as "actions." These include:
Gifts and Trades
Cash or Special Event Cards may be given away at any time (except when a privileged attack is under way.) Cash must come from an Illuminati group and go to another one. Other groups cannot be used to transfer money between players.
Giving Away Groups
A controlled group may be given away, but only during your turn. This counts as an action. Its subordinate groups, if any, must be transferred with it, as must their entire treasuries. You may not give a group to a player who doesn't want it.
The player receiving the group must immediately fit it and any subordinates into his control structure, exactly as for moved or captured groups (above). If overlaps cannot be avoided, any overlapping groups become uncontrolled.
Trades
Anything (groups, special cards, or money) can be sold or traded. This is considered an exchange of gifts (see above) and follows the rules for gifts. If two players agree to a trade, the deal is binding if they make the exchange immediately. A deal is not binding if it involves exchange of one thing now for something in the future. (Example: If you say "If you give me the Boy Sprouts now, I'll pay you 10 MB right now," and the other player gives you the Boy Sprouts, you must pay. But if you say "If you give me the Boy Sprouts now, I'll pay 10 MB next turn," and he gives you the card, you don't have to pay next turn unless you want to.)
Selling Groups
You may give a group to another player during his turn if he pays you for it -- in cash, special cards, or by trading another group or groups for it.
Threats and Negotiations
Any agreement between players, secret or otherwise, is permitted as long as it does not actually violate the rules of the game. For some suggestions see the Advanced Rules.
In particular, it is perfectly legal to try to change an opponent's mind, by promises or threats, about his planned action.
Special Event Cards
Each of these cards gives an advantage to the player who draws it. They may be kept face-down or shown, as the player wishes. But she must keep them spread so other players can see how many cards she has. Special cards may be traded, sold, or given away at any time; this is a free action.
Each Special Event card may be used only once; some may be used at any time, and others may be used only as part of a specified action. After a card is used, it is removed from play.
Any special card may also be used to make an attack "privileged" -- see above. But only the Deep Agent card can abolish privilege.
If two cards are played and one contradicts the other (for example, Assassination and Murphy's Law), the last card played is the one that governs.
Eliminating a Player
A player is eliminated if, at any time after his third turn, he controls no group except his Illuminati. His money goes to the bank. Exception: If the Servants of Cthulhu destroy their own last group, and in doing so, achieve their Special Victory Conditions (eight groups destroyed) they are not destroyed themselves they win!
Leaving the Game
If a player drops out, his groups go uncontrolled and their treasuries go to the bank. His Illuminati group is taken out of play.
Winning the Game
The game ends when, at the end of a turn (his own or someone else's) a player meets his victory conditions. If two or more players both meet their victory conditions at the same time, they share the victory, dividing the world between them.
The Basic Victory Conditions are the same for all players: to control a certain number of groups. This number depends on the number of players at the beginning of the game. If a player leaves or is eliminated, the number of groups required to win does not change.
The Special Victory Conditions is another way a player can win. This is different for each player, representing a specific goal or aim of that group of Illuminati. A player wins if he meets his Special Victory Condition at the end of any turn.
The Basic and Special victory conditions are listed on the rules summary for easy reference.