Card Name # Type Notes
Balseraph (The Liars) 2 D Activate: Negate target Block
Djinn (Stalkers) 2 D Atk + 2
Calabim (Destroyers) 2 D Force + 1
Habbalah (Punishers) 2 D Activate: Target gets Force – 1
Lilim (The Tempters) 2 D Activate: Recruit 1 Persona
Shedim (Corruptors) 2 D Activate: Opponent discards 1 card
Impudites (The Takers) 2 D Activate: Draw 1 card from the deck
Humans 9 H
Andrealphus (Lust) 1 P Control Target Human
Asmodeus (The Game) 1 P Look at next 3 cards in both decks
Baal (War) 1 P All Personas get Atk + 1
Beleth (Nightmares) 1 P Target cannot Attack or Block
Belial (Fire) 1 P Atk + 3
Haagenti (Gluttony) 1 P Target cannot Attack or Block
Kobal (Dark Humor) 1 P Target cannot Attack or Block
Kronos (Fate) 1 P Look at next 7 cards in target deck
Malphas (Factions) 1 P Negate all attacks this turn
Nybbas (Media) 1 P Put 1 Prophecy token on target Human
Saminga (Death) 1 P Target Human becomes Undead (Force + 1)
Valefor (Theft) 1 P Take control of target Artifact
Vapula (Technology) 1 P Force + 1
Soldier of Hell 1 M Human gets Force + 1
Dissonance 1 M Force –1 (Attach to angel)
Diabolical 1 M Force + 1
Geas 1 M Atk + 1
Stigmata 1 M Force –1
Blindness 1 M Force –1
Talisman 1 A Atk + 1
Unholy Shotgun 1 A Force + 1
Imbroglio 1 E All personas have Def –1
Summon Demon 1 E Put Demon in discard into your hand
Numinous Corpus 1 E Force + 1
Imps & Gremlins 1 E Opponent must discard 2 cards from hand
Road to Hell 1 E Put 1 Prophecy token on target Human
Outcast 1 E Shuffle target angel back into his deck
Corporeal Forces 1 E Atk + 2
Corruption 1 E Remove 2 Prophecy tokens from Human
Kiss of Death 1 E Atk + 3
Discord 1 E Opponent must discard 2 cards from hand
Fallen Angel 1 E Control target Angel
Deal with the Devil 1 E Put 1 Prophecy token on target Human
Infernal Rite 1 E Draw 2 cards
Demonic Tutor 1 E Take 1 card from deck & put it in your hand
Song of Charm 1 S Recruit any number of Personas this turn
Song of Dreams 1 S Look at next 5 cards in target deck
Song of Entropy 1 S Target cannot be Blocked
Song of Form 1 S Target gets Force + 1
Song of Motion 1 S Target cannot be blocked
Song of Possession 1 S Take control of Target for 1 Turn
Song of Projection 1 S Target cannot Attack or Block
Song of Tongues 1 S Draw 2 cards
LINKS
Official Page
ILLUMINATI NEW WORLD ORDER CCG by Steve Jackson Solitaire Rules INTRODUCTION
For those who like the power structure building aspect of the INWO CCG.
THE DECK
The deck should contain 1 of each of the Group cards.
Plot cards are not used.
(Hopefully you bought one of the 450 card factory sets.)
No dice or counters are needed.
SETUP
Pick any one Illuminati card.
Play it to the table.
Use a large table.
VICTORY
If your power structure ever contains 20+ cards you win.
You have achieved world domination.
Admire your handiwork.
Ignore the special abilities of the Illuminati.
TURN SEQUENCE
Each turn has 3 phases:
1. Draw Phase
2. Build Phase
3. Reserve Phase
DRAW PHASE
Draw 1 card.
BUILD PHASE
Add the card you just drew to your power structure.
Attach according to the available control arrows.
The group it is attached to must have at least
1 attribute or 1 alignment the same, or be the Illuminati.
You must attach a group if it is possible.
The attachment is always automatic, no attack rolls are made.
If it is not possible to attach the group, the group goes into your
Reserve pile.
Power, Resistance, and special abilities are not used.
RESERVE PHASE
If possible attach card(s) in your reserve pile to your power structure.
If you ever have 3 or more cards in your reserve pile at the end
of the reserve phase you automatically lose.
OPTIONAL RULES
Make the capacity of the reserve pile 5 cards.
Once per game you may switch a card in your power structure with
one in your reserve pile.
IN THE NAM INTRODUCTION
Scenario for WarpQuest: Vietnam War.
Click here for the WarpQuest Core Rules.
Your platoon has been de-assed in the bush.
You must patrol the area and meet at a new pick-up point.
The map spaces represent abstract time and distance.
There is only one Module. There is no “Artifact”. The Scenario is a one way trip.
When your Platoon (Pawn) reaches the End Space (Landing Zone) it is airlifted out.
The winner is the Platoon with the most confirmed Kill points.
FAILURE
If you ever have less than 20 men left in the platoon, the survivors are airlifted
out and your game ends.
THE PLATOON
Each player has a platoon of 42 men.
The platoon has 12 rolls on the skill table.
SKILLS TABLE
1D6 Skill: Notes:
1 Jungle Warfare +1 Ability to set-up & detect Booby Traps & Ambushes
2 Fire Support +1 Ability to call in Artillery Strikes & Close Air Support
3 Firepower +1 Ability to achieve small arms fire superiority
4 Diplomacy +1 Ability to communicate with villagers
5 Leadership +1 Ability to avoid strife within the platoon
6 Medical +1 First Aid (Maximum of +2)
FOES
If you encounter a Foe, you have to make several challenge Test Rolls:
1. Make a test vs Jungle Warfare x2.
If successful add one to your next roll…
2. Make a test vs Firepower x2.
If successful, you kill the Foe. Discard it. If not…
3. Make a test vs Fire Support x2.
If successful, you call in Artillery or Air support that kills the Foe. Discard it. If not…
4. Make a test vs Leadership x2.
If successful, you are able to make an orderly retreat. Discard the Foe card.
5. Roll 1D6 to determine casualties:
Subtract your Medical Skill roll.
Subtract 1D6 if you passed the Jungle Warfare Test.
Add 1D6 if you failed the Firepower test.
Add 1D6 if you failed the Navigation test.
Add 1D6 if you failed the Leadership test.
Casualties are airlifted out on a medevac chopper.
If you passed your Firepower test get a confirmed kill point.
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