Overview
Illuminati is a card game of conspiracy and world domination. Each player starts with a secret Illuminati society and builds a Power Structure by taking control of various Groups. Players win by controlling enough Groups or fulfilling their Illuminati’s Special Goal. Negotiation, bribery, and backstabbing are central to gameplay.
Components
- 8 Illuminati cards (dark-backed)
- 85 Group cards
- 17 Special cards
- 160 Money tokens (representing megabucks/MB)
- 2 Dice
- 8 Reference sheets/dossiers
Setup
- Remove the 8 Illuminati cards (dark backs). Place face-down; each player draws one and places it face-up.
- Each player draws their Illuminati’s indicated Income from the bank, placing it on the card.
- Shuffle remaining cards (Groups + Specials). Place face-down in center.
- Turn 4 cards face-up as uncontrolled Groups. If Specials appear, bury them and draw new ones.
- Highest roller of 2 dice plays first. Play proceeds counter-clockwise.
Turn Structure
- Collect Income: Each Group collects its listed Income from the bank onto its card.
- Draw a Card: Group cards go face-up as uncontrolled Groups. Special cards are kept (face-up or face-down, player’s choice).
- Take 2 Actions: Attack, transfer money, or move a Group.
- Take Free Actions: Do not count against the 2-action limit.
- Transfer Money: Move money between adjacent Group treasuries.
- Use Illuminati Ability: Special abilities (e.g., Gnomes of Zurich redistribute money; Bermuda Triangle reorganizes Power Structure).
- Add Targets: If fewer than 3 uncontrolled Groups remain, draw until there are 3. Discard any Specials drawn.
Alternative: Skip all actions and free actions to collect 5 MB for your Illuminati treasury.
Actions
Attack to Control
- Target: Any Group except another Illuminati or one you already control.
- Attacking Group must have a free outward-pointing arrow.
- Roll 2 dice: succeed if roll <= (attacker’s Power - target’s Resistance).
- Alignment modifiers: +4 per identical alignment, -4 per opposite alignment.
- Position bonus: Target gets +10 Resistance if adjacent to its Illuminati, +5 if one away, +2 if two away.
- Money: Attacker spends from attacking Group and Illuminati treasuries (+1 Power per MB). Defender spends from defending Group treasury (+2 Resistance per MB) or Illuminati treasury (+1 per MB).
- 11 or 12 always fails.
- Success: Target joins attacker’s Power Structure. Half its treasury transfers; rest goes to bank.
Attack to Neutralize
- Same as Attack to Control, but:
- Target must be controlled by another player.
- Attacker gets +6 bonus.
- No open control arrow needed.
- Success: Target and subordinates become uncontrolled. All money returned to bank.
Attack to Destroy
- Same as Attack to Control, but:
- Roll against Power - Power (not Resistance).
- Alignment bonuses/penalties reversed (+4 for opposite, -4 for identical).
- No open control arrow needed.
- Success: Target goes to dead pile. Subordinates become uncontrolled.
- May destroy your own Groups (closeness bonus does not apply).
- Groups with no Power cannot be destroyed (except by Whispering Campaign).
Interference
- Any player may spend MB from their Illuminati treasury to help or oppose any attack (+/- 1 per MB).
- Privileged Attacks: Discard any Special card to prevent interference. Costs 5 MB for Bavarian Illuminati’s special ability.
Other Actions
- Transfer Money: Move money between adjacent Groups (2 free transfers per turn; additional as regular actions).
- Move a Group: Reorganize your Power Structure by moving a Group to a different vacant control arrow.
Free Actions
- Dropping a Group (returning to uncontrolled area)
- Aiding an attack with transferable power
- Giving away Special cards or money
- Using Special cards (except Bribery)
Scoring / Victory Conditions
Basic Goal (same for all players)
Control a certain number of Groups (varies by player count – see reference card). Illuminati card does not count.
Special Goal (unique per Illuminati)
Each Illuminati has a specific objective. Win by meeting it at the end of any turn.
Shared Victory
If two or more players meet their Goals simultaneously, they share the victory.
Elimination
A player is eliminated if, after their third turn, they control no Groups except their Illuminati. Exception: Servants of Cthulhu destroying their last Group to achieve their Special Goal still win.
Special Rules & Edge Cases
- Power Structure arrows: Inward arrow connects to master’s outward arrow. Groups with no outward arrows cannot control others.
- Transferable Power: Second number (e.g., 5/2). Can aid attacks by Groups in same Power Structure. No Group may participate in more than one attack per turn (except UFOs).
- Cards may not overlap in Power Structure. If overlaps occur when capturing, rearrange or drop excess Groups.
- Deals: Groups, Specials, and money can be traded/gifted. Cash transfers only between Illuminati treasuries. Immediate exchanges are binding; future promises are not.
- No throwing the game: Cannot simply give enough Groups for another player to win.
- Special cards: Single-use. Can be discarded to make an attack Privileged. Two Specials can be discarded to abolish Privilege.
- Fanatic alignment: Opposite to all other Fanatics. Criminal has no opposite. Media gets +4 to control or destroy other Media.
- IRS special: Owner taxes each opponent 2 MB on their income phase.
- Post Office special: Costs 1 MB per turn to control.
Player Reference
9 Alignments
| Alignment | Opposite |
|———–|———-|
| Liberal | Conservative |
| Conservative | Liberal |
| Peaceful | Violent |
| Violent | Peaceful |
| Straight | Weird |
| Weird | Straight |
| Criminal | None |
| Fanatic | All other Fanatics |
| Media | None |
Attack Modifiers Summary
| Factor | To Control | To Destroy |
|——–|———–|————|
| Identical alignment | +4 each | -4 each |
| Opposite alignment | -4 each | +4 each |
| Adjacent to Illuminati | Target +10 Resistance | Target +10 Power |
| 1 Group away | Target +5 | Target +5 |
| 2 Groups away | Target +2 | Target +2 |
| Each MB (attacker) | +1 Power | +1 Power |
| Each MB (defender from Group) | +2 Resistance | +2 Power |
| Each MB (defender from Illuminati) | +1 Resistance | +1 Power |
| Neutralize bonus | +6 | N/A |
| Roll of 11-12 | Auto-fail | Auto-fail |