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Card Database
Browse the cards, what they do, and the real-world conspiracy lore they riff on.
Blank · Illuminati (Base Game, current/canonical edition)
Blank cards (3)
Three intentionally blank Group cards included as spares in the deck, meant to stand in for a card lost or damaged in play, or -- with the group's blessing -- to let players invent a group of their own.
Blank (Group) · Illuminati: Y2K (Expansion, 1999)
Blank cards (4)
A set of four blank template Group cards, included so players can design and write in custom organizations of their own.
Uncategorized · Illuminati (Base Game, current/canonical edition)
CFL-AIO
Though nominally a Corporate-aligned group, this union front can call a strike against any other Corporation, giving it a sharply increased bonus on a direct attack to destroy a Corporate group and a smaller bonus toward controlling one.
Uncategorized · Illuminati (Base Game, current/canonical edition)
Chinese Campaign Donors
A Group added in a later printing of the game, representing a foreign political-donor network angling for the same kind of access and influence that other Corporate or Government groups compete for.
Uncategorized · Illuminati (Base Game, current/canonical edition)
Copy Shops
A mundane, low-key Group representing the neighborhood photocopy-and-print storefronts that quietly reproduce whatever paperwork, flyers, or fringe newsletters their customers bring in.
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
This Government-aligned Bank group gets a strong bonus on any attack against another Bank group, plus a smaller bonus attacking any Nation or Corporate group.
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
Not a playable card but a rules-update insert bundled into the Y2K set, printing errata and clarifications rather than any in-game effect.
Uncategorized · Illuminati (Base Game, current/canonical edition)
Recyclers
A Group representing the recycling and environmental-compliance industry, angling for the same kind of institutional legitimacy and civic goodwill that lets any group quietly build influence.
Uncategorized · INWO: Assassins
Strange Bedfellows
A Plot card that lets two normally opposed groups temporarily cooperate, forming an unlikely alliance for mutual benefit.
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
This Liberal-aligned group gets a strong bonus toward controlling any Nation group, and its Power counts five times over when it's used to provide Relief.