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Tips & Strategies (3)
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The original edition of the game from 1982 included several blank cards – four for non-Illuminati groups & two Illuminati groups – which you can use to make your own from.
Here is one of the groups which my friends and I came up with:
Name: Swiss Banks
Special Ability: The owning player does NOT pay the IRS (another group)
Power: 3/4
Resistance: 6
Income: 8
Alignments: none (they are Swiss, after all…)
This group had one incoming control arrow (it has to, after all), and two outgoing control arrows. We placed the incoming arrow on the left side and the outgoing arrows on the right and bottom sides of the card.
Notes: This group is very useful for the Gnomes of Zurich to acquire, so don’t let them. Alternatively, if the Gnomes get their claws into the IRS, you really want to get this group.
Here’s another group which my friends and I came up with:
Name: The DEA (Drug Enforcement Agency)
Special Ability: +4 on any attempt to Neutralize of Destroy the Cocaine Smugglers (another group)
Power: 4/2
Resistance: 4
Income: 2
Alignments: Government, Violent
This group had one incoming control arrow, and two outgoing control arrows, we placed the incoming arrow on the left side and the outgoing arrows on the right and bottom sides of the card.
Notes: Not a lot to say about this group; it’s pretty straight-forward. Its main usefulness is to help take out (one way or another) the Cocaine Smugglers. At the time we created the group, the Smugglers were the only drug related group in the game, if you have more (or SJG made more) feel free to expand the DEA’s Special Ability to cover them as well.
Come to think of it, with the legalization of pot around the country, I see the need for a “Pot Clubs” group…
Our house rule for Illuminati is “maybe next week” LOL too much micro managing of money.