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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 partici-
pate 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
(6 plus 4), and will have to roll a 7 or less (10 minus 3) 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 con-
trolled by an opponent, it may be harder to control. The
closer it is to the Illuminati who control it, the more of a
bonus it gets to Resistance (or to Power if someone tries to
destroy it). If it is adjacent, it gets a +10! If it is one Group
away, it gets a +5. If it is two Groups away, it gets a +2.
Alignments. The alignments of the attacking and defend-
ing Groups are also important. Identical alignments make
control easier; opposed alignments make it harder. If the
Groups have any identical alignments, add 4 to the attack-
er’s effective Power for each identical alignment. If they
have any opposite alignments, subtract 4 for each.
Example: A Weird, Communist Group is trying to control a
Straight, Government Group. Two sets of opposite align-
ments subtract 8 from the attacking power on 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 (returned to the bank) 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 both the attacking
Group’s treasury and 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 has reached 10, addi-
tional 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
controlled by another player, 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 partici-
pate. All money spent goes 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.
Figure 4.
Resistance bonuses for
location in power structure. Note
that Groups more than 3 away from
the Illuminati get no bonus at all.
+10
+10
+1
0
+1
0
+2
+5
0
+5
+5
+2
0
Continued Spending. The
attacker and defender can each go
back and forth, putting in more
money, as long as they are able.
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 auto matic failure, no mat-
ter 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 suc-
cessful, the target Group is captured
and added to the attacking player’s
Power Structure. It is placed next to
its captor, with its inward-pointing
arrow next to an outward-pointing
arrow of the capturing Group,
which becomes its new “master.”
The controlled Group is now called a “puppet.” Puppets may
then capture puppets of their own, and so on!
It does not matter if a card is upside-down or sideways,
as long as the arrows line up properly.
If the captured Group already had puppets of its own,
they are also captured. When placed in the attacker’s Power
Structure, they should keep the same position, relative to
their own master, 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 captured 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 in a turn.
A newly-controlled Group may attack (or aid an attack,
or use its special ability) on the same turn in which it was
acquired.
Attack to Neutralize
This is identical to an “Attack to Control” except:
1. The target must be a Group that is already controlled
by another player.
2. The attacker gains an additional
+6 bonus.
3. The attacker does not need an
open control arrow.
4. If the attack succeeds, the target
Group and any subordinates are
placed in the uncontrolled area. All
their money is returned to the bank.
Attack to Destroy
This is identical to an “Attack to
Control” except:
1. Instead of rolling “Power minus
Resistance,” the attacker rolls “Power
minus Power.” In other words, the
defending Group defends with its
Power rather than its Resistance. (Its
closeness to its Illuminati, as shown
on p. 5, still counts for defense.)
A Group with no Power cannot be
destroyed except by the Special card
Whispering Campaign. The factors
which keep powerless Groups from organizing enough to
control other Groups also make them too diffuse to wipe out.
2. Groups with different philosophies destroy each other
more easily. An Attack to Destroy gets a +4 bonus for every
opposite alignment, and a -4 for every identical alignment.
3. A Group does not need an open control arrow in order
to attempt destruction.
4. If the attack succeeds, the target Group goes to the
“dead pile.” Its subordinate Groups are not destroyed, but
become uncontrolled. It can be revived only by the Special
card Media Campaign.
5. You may try to destroy a Group you already control.
In this case, the target’s closeness to its Illuminati does not
protect it. But no Group may attack itself, or aid an attempt
to destroy itself!
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