Illuminati 2nd Edition
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Description
Secret conspiracies are everywhere. Now this classic game has been updated for the 21st century with new cards, alignments, and art. Build your wealth and power, control groups ranging from the Goldfish Fanciers to the CIA, and take over the world!
Contents:
8 Illuminati Cards
85 Cards Representing Other Groups
17 Special Cards
160 Money Tokens
2 Dice
8 Reference Sheets & Dossiers
Rulebook
Illuminati was my introduction to Steve Jackson Games. A game set on global domination full of deception, elation and betrayal throughout with alliances constantly changing.
A Rules Overview
A game for as little as 2 players or up to 6 people. But the recommendations are at least 4 people and I would completely agree with that.
Everyone draws (at random if you want) a starting Illuminati which will be at the heart of every action you do going forward. The Illuminati are unique in their abilities and the goals they are trying to achieve to win the game. 4 group cards are drawn and placed in the middle for all to see. Groups are required by players to expand their empire (for want of a better phrase) and branch off the Illuminati, then all players receive their Illuminati’s starting income.
From there, the first player draws a card, a special event card goes into the players hand, a group card is placed in the middle of the table with the 4 already placed. The player draws income for all their cards able to, then they can make up to 2 actions. Actions being an attempt to control a group available on the table top, or a group currently being controlled by another player, an attempt to neutralise a group being controlled by another player, or destroy a group either in the middle of the table or being controlled. Then there are actions to rearrange your groups around your Illuminati, move income as well as other actions, some of which can be unique. Play then passes on to the next player
The winner is the player who controls X amount of groups (including the Illuminati). I use X because X changes based on the amount of starting players. More players mean less groups needed to win. As I also noted, every Illuminati has their own unique victory condition as well. So keep a close eye on what players are doing.
What Is He Going On About?
At this point you could easily be forgiven for thinking what is going here and these actions make little sense and I get that. When you get into the how of making the actions come through it does go crazy. There is a lot that goes into it and this is where player interaction can go ballistic, which I love (but when I am getting ganged up on, hate!).
See my example below. I am controlling the Bavarian Illuminati and I want to attack to control the Nuclear Power Companies. To do this I take my power of 10 with Bavaria and take the resistance of the Nuclear Power Companies resistance of 4 away leaving 6. 6 or less is what I would need on 2 d6 to successfully control this group. I can better my odds and pay some of my income to increase this 6 to make it easier. 1 “mega buck” would equal plus 1. A critical note here is 11 and 12 always fail, no matter how much money you pay. So, I could add 4 mega bucks and give myself the best chance at 10 or less (I wouldn’t want to reduce my chance, or would I?). It’s at this point when money starts entering play that other players can decide how they want to play their own Illuminati money. They may decide they want to play money to push my number down and make it harder for me to control the Nuclear Power Companies. This can always be a touch upsetting, but never unexpected, especially when strong groups are available for control. Equally in larger games of players, players will often support players to control a group, which may seem mad but could be of strategical interest overall. Be prepared to count here as pending how much income is in the game, these money battles can go into 3 figures which is epic fun and highly emotive. Emotive because when money is played, it’s spent and there is no changing your mind.
This money process takes place in every attempt to control, neutralise of destroy. Note that bonuses can be added for strategic alliances on the group cards. Neutralising (group goes back to the middle uncontrolled if successful) always gets a plus 6 on a dice roll. There’s a lot to take in. What I love about the second edition is every player can have a handy help card, not available in previous editions, so this is very cool and means you don’t quite need to remember everything. Once you have played a few hands of the game it very quickly makes sense as far as gameplay goes.
Why Illuminati
This game is a firm favourite when you have a slightly bigger group of players. It’s gathered dust on my shelf for too long due to the pandemic, etc, when larger groups are not ok for meets. It doesn’t work as a 2 player for me, some people may like it but there is little chance of turning it around when one player is gaining a lead, they become too powerful. In a 5 player though, 4 people very quickly knock someone down if they are getting a touch too powerful and that can be very tricky to prevent. Which usually provides plenty of laughter and jeering towards that person who got taken down a peg or two. This is where alliances and player negotiating becomes vital for achieving victory, or just trying to keep your head down and hope no one notices you quietly trying to achieve your unique victory condition (that is rare). You quickly discover who your friends and enemies are in this game (if you didn’t already know).
For those that love strategy this game is brilliant and you can spend a little time contemplating how you might succeed. Play in the beginning of the game can be very fast because you are climbing to get a foothold, a few groups and a bit of power in the game. Then the strategizing comes in as the game develops and powerful empires are constructed. Is the strategy to continue growing, target your unique victory or team up with a player to take another down. What are opponents doing along the way? There is plenty to keep your eyes on in this one and I for one have been caught out in the past in not realising how close an opponent was to victory until it was too late.
It brings forward some sensational game artwork. Every card in the game is unique (no duplicates) an individual in ability with some hilarious cartoon comedy running throughout the imagery. As a result, have led to some long-standing innuendos within my gaming circles as well that just haven’t gone away over time.
There is no easy ride in this one for anybody. I know when I’ve taught new players other games that you may take it a little easier because they are not threatening, such is the nature of the game. New players just do not get away with that here which is definitely no bad thing. If a strong group becomes available on their turn, other players just won’t let them have it, it’s not in their interests. Or as soon as the new player bids money against someone, that’s it, all bets are off and they become as much a threat as any other player. This makes it great, having the quick reference support cards for players really doesn’t allow for excuses either.
Special Event Cards
I referenced these earlier and have come back to them because they make an already intense and emotive game that much crazier. Again, like groups these are all unique but kept secret when drawn. Players can choose to play what’s on the card (and usually at anytime in the game) which is normally always a good thing to the player playing the card. Most other players will find the card upsetting to their game. Or the card can be played to make a privileged attack where they can make their attack without interference of another players money. This can be so sweet if close to victory. There is the possibility to break privilege, 2 special event cards will do it, or if that is what the special event card is for. The special event cards do add another exciting dynamic to this game.
Don’t Cheat
In the rules for my deluxe edition of this there was a set of cheat rules added in at the end. They basically say anything goes. Which might be helping yourself to has much income as you like, stealing a card to put in your hand, poaching other players money, whatever you can think of. I don’t know why Steve Jackson added these rules in to the rulebook. For me, the game is brilliant as it is and didn’t need this. Talking it through with other gamers, we could only see it ending in a fight of some description, ruining a great game and possibly a friendship group, it just didn’t make sense. I’ve heard tales of other players all having to take a toilet break at the same time playing this way, because they didn’t trust leaving anyone by the game board. Try if you like but I just cannot recommend that side of the game, it makes a mockery of a great gaming format.
Final Thoughts
Illuminati is an extremely fun and social game, creating plenty of conversation and discussion throughout. Especially when it is a new card drawn which is a strong group and you everybody’s eyes light up to the prospect of a powerful addition to their game. Or the roars of laughter when a double 6 is rolled (which is normally a great roll in most games) but is an absolute failure in this one and not just because a load of money has also been wasted. The mechanics are straight forward and easy to pick up, but the strategy complex in how you achieve victory. It is a game that will challenge anyone every time it is played. I highly recommend it.