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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 1 for each MB spent.
An attacker may prevent Interference by declaring an
attack “Privileged.” To do this, he must discard any one
Special card and 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 by use of the Special card
Deep Agent, or by discarding two Special cards (see p. 8). 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 its master, or a puppet. A player
may make two money transfers as part of his turn (Sequence
of Play, p. 2). But if necessary, he 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 Group’s master,
or any other Group the player controls. If the moving Group
has any puppets, then they (and their own puppets, and so
on) are also moved.
Cards may not overlap. If moving a Group would cause
some of its puppets (or theirs) to overlap, any of them may
also be moved to different control arrows, as long as they
are still controlled by the same master. Any puppet that
cannot be prevented from overlapping is lost. It, and its own
puppets, 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:
Dropping Groups – removing a Group from your Power
Structure and returning it to the uncontrolled area. (Its
puppets must also become uncontrolled.)
Aiding an attack – using Transferable Power to assist
another Group. This counts as part of the attack being aided.
Giving away a Special card or money – this may be done
at any time, not just during your turn. Money may be
transferred only between Illuminati treasuries when it goes
to another player.
Using a Special card – follow the instructions on the
card. (Exception: Using the Bribery card is a regular action.)
Gifts and Trades
Groups, special cards, and money may be transferred
between players: traded, sold (that is, traded for money) or
given away. Cash or special cards may be transferred any
time (except when a privileged attack is under way). This
does not count as an action. When cash is transferred, it must
come from an Illuminati card and go to another one. Other
Groups cannot give their money to another player, or receive
money from another player.
Transferring Groups
Groups may only be transferred if it is the turn of one of
the players involved. On your turn, you may give a Group
away (even if you get nothing in return), sell or trade it, or
trade something (cash, cards or Groups) to get a Group or
Groups in return. Each Group exchanged counts as an action
for the player whose turn it is, whichever way the Group
moves. So if you trade a Group for a Group on your turn,
that counts as two actions – one to move the first Group, one
to move the second one!
You may only give a Group away with the permission of
the player who receives it!
When a Group is transferred to another player, its
puppets (if any) must go with it, along with all treasuries
involved. The player receiving the Group must immediately
fit it, and its puppets, into his power structure, exactly as
for moved or captured Groups – see above. If overlaps
cannot be avoided, the player must eliminate them by
choosing one or more overlapping card, new or old, to
become uncontrolled.
Throwing the Game
No player may simply “throw” the game to another by
giving them enough Groups, money, etc. to let them win. A
trade that lets both players win is perfectly legal. It is also
legal to trade with another player at the beginning of your
turn and then surprise everyone, including the person you
traded with, by revealing a special card or pulling off an
unexpected attack.
This prohibition requires a certain amount of interpreta-
tion and honor among players. The intent is just to keep any
one player from, for whatever reason, giving away the game
in one fell swoop. A losing player cannot necessarily just
decide who will win. (On the other hand, by attacking some-
one, they may very well decide who loses.)
When Is a Deal Binding?
When two players agree to a deal, it is binding if they
make the exchange immediately. A deal is not binding if it
involves an exchange of one thing now for something in the
future. Example: If you say “I’ll give you 10 MB for the Boy
Sprouts, right now,” and the other player gives you the Boy
Sprouts, you have to pay. But if you say “If you give me the
Boy Sprouts next turn, I’ll pay you 10 MB next turn,” and
he gives you the Group, you don’t have to pay next turn,
unless you want to!
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
section on the next page.
In particular, it is perfectly legal to try to change an oppo-
nent’s mind, by promises or threats, about his planned action.
Special Cards
Each of these cards gives an advantage to the player who
draws it. They may be kept face-down or shown, as the play-
er wishes – but he must keep them spread so other players
can see how many specials he has. Special cards may be
traded, sold, or given away at any time; this is a free action.
Each Special may be used only once. Some may be used
at any time; others have restrictions, stated on the card.
Playing a Special is not an action unless the card says it is.
After a card is used, it is discarded.
Any special card may also be discarded to make an
attack “privileged” – see p. 7. Any two special cards may be
discarded together, by the same person, to abolish someone
else’s privilege. If Secrets Man Was Not Meant To Know
is used to cancel one of those cards, the other one is lost
unless the player can replace it! (Remember that no one may
exchange or give away Specials after privilege has been
declared. And once an attack loses its privilege, it may not
get it back.)
If two specials 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 Groups 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 Goal (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 card is taken
out of play.
Winning theGame
The game ends when, at the end of a turn (his own or
someone else’s) a player meets one of his Goals. If two or
more players both meet their Goals at the same time, they
share the victory, dividing the world between them.
The Basic Goal is 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 (see p. 16) does not change.
The Special Goal is another way a player can win. This
is different for each player, representing a specific goal or
aim of that particular Illuminati. A player wins if he meets
his Special Goal at the end of any turn.
All the Goals are listed on the back page, for easy
reference.
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