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Card Database

Browse the cards, what they do, and the real-world conspiracy lore they riff on.

AllIlluminatiGroupResourcePlacePersonalityPlotGoalSpecialOther

Blank · Illuminati (Base Game, current/canonical edition)

Blank cards (3)

Needs research.

Blank (Group) · Illuminati: Y2K (Expansion, 1999)

Blank cards (4)

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

CFL-AIO

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Chinese Campaign Donors

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Copy Shops

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Evil Geniuses For a Better Tomorrow

This group grants a strong bonus specifically toward controlling, neutralizing, or destroying the Orbital Mind Control Lasers group.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Federal Reserve

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

I.R.S.

Rather than collecting normal income, this group lets its controller tax each opponent for a set amount on their own turn, though a player with no money owes nothing.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Interference (2)

Represents the general rule letting any player spend money from their own Illuminati treasury to help or hinder an attack in progress, shifting the needed die roll by one point per unit spent -- unless the attacker has paid to make that attack immune to outside interference.

Non-card (rules insert) · Illuminati: Y2K (Expansion, 1999)

New rules card

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

Recyclers

Needs research.

Uncategorized · INWO: Assassins

Strange Bedfellows

Needs research.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Bavarian Illuminati

As the game's default/premier Illuminati, this card can spend 5 Megabucks once per turn to make one of its attacks “privileged,” shielding that attack from other players' interference.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Bermuda Triangle

On their turn, the player controlling this Illuminati may rearrange the internal layout of their own power structure.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Discordian Society

This Illuminati gets a strong bonus when trying to bring Weird-aligned groups under its control, and cannot be attacked by groups that are Conservative- or Straight-aligned.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Gnomes of Zurich

On their turn, the player controlling this Illuminati may freely shift money between the treasuries within their own power structure.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Network

At the start of each turn this Illuminati draws and reveals two cards from the deck instead of the usual one, giving its controller extra information and options.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Servants of Cthulhu

This Illuminati's unique victory condition centers on destroying groups; notably, if destroying their own last remaining group is what completes that condition, they win the game instead of being eliminated.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The Society of Assassins

This Illuminati is especially skilled at neutralizing (temporarily knocking loose) other players' groups, gaining a large bonus on any such attempt.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The UFOs

Unlike every other card in the game, the UFOs group can take part in two attacks in a single turn instead of just one.

Uncategorized · Illuminati (Base Game, current/canonical edition)

The United Nations

Needs research.