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Card Database

Browse the cards, what they do, and the real-world conspiracy lore they riff on.

AllIlluminatiGroupResourcePlacePersonalityPlotGoalSpecialOther

Plot · INWO: SubGenius

. . . Or Kill Me!

A Plot card that lets a player demand an all-or-nothing outcome, forcing a target to either deliver a huge benefit or suffer destruction.

Plot · INWO: SubGenius

13013

A Plot card that channels the SubGenius church's fondness for numerology and secret codes, giving a bonus tied to invoking the number's supposed hidden significance.

Plot · INWO Base Set (Limited/Unlimited)

18 1/2-Minute Gap

A Plot card representing a conveniently vanished piece of evidence -- exactly what got erased isn't shown on the card, only that it's gone.

Plot (Zap) · INWO: Assassins

A Brief Attack of Conscience

A Zap plot that strikes at a specific target group, representing a sudden moral qualm that weakens whatever underhanded scheme it was pursuing.

Plot · INWO Base Set (Limited/Unlimited)

Agent in Place

Play this at any time using a group with Power 4 or more; look through one rival's hidden Plot cards and force them to discard one of your choosing.

Plot · INWO Base Set (Limited/Unlimited)

Air Magic

Play this to help defend a Place against most Disasters (though not Earthquakes or Volcanoes), tripling that Place's Power for the defense; it takes an action from a Magic group to use, or you can instead discard the top card of your deck unseen to pay for it.

Plot · INWO Base Set (Limited/Unlimited)

Albino Alligators

Play this at any time to give one of your Weird groups a one-time +10 bonus to either Power or Resistance -- immediate if used with an action, or lasting until end of turn if used defensively (though it won't count toward Goals in that case).

Plot · INWO: Assassins

Alien Abduction

Lets a UFOs or other Space Group spend an action to automatically seize control of a Personality straight from your hand or the shared uncontrolled area, outside of a normal attack.

Plot · INWO Base Set (Limited/Unlimited)

Alternate Goals

A Plot card tied to the game's Special Goal system -- every Illuminati carries its own alternate "Special Goal" alongside the shared Basic Goal -- though the card's precise effect isn't reliably documented here.

Plot · INWO Base Set (Limited/Unlimited)

An Offer You Can't Refuse

A Plot card built around coercive pressure -- by most accounts, it stops a targeted rival from drawing a new Group card on their turn.

Plot (Zap) · INWO: Assassins

Anarchists Unite!

A Zap plot that strikes at an opposing group by inciting anarchist disruption against it, playing on the irony of a leaderless movement being deployed as a directed weapon.

Plot · INWO Base Set (Limited/Unlimited)

And STAY Dead!

Play this immediately after any Group is destroyed or discarded, using a Magic group's action, to make sure that group can never be brought back by any other card's revival effect.

Plot · INWO Base Set (Limited/Unlimited)

Angst

Played using your Illuminati's action plus an action from either the Psychiatrists, the Intellectuals, or the Orbital Mind Control Lasers, this permanently crushes a target group's or Place's leadership morale, dropping its Power to 1 for good.

Plot · INWO Base Set (Limited/Unlimited)

Annual Convention

Play this right after a Place is destroyed or Devastated to launch an instant attack (Power 12, or 9 if the Place was only Devastated) against any Organization in play -- only Magic or Weird Science groups can interfere with this particular attack, on either side.

Plot · INWO: SubGenius

Anti-Slack

A Plot card that strikes at a target's freedom and leisure, forcing them into unwanted, grinding obligation.

Plot (Zap) · INWO: Assassins

Anything Worth Doing Is Worth Overdoing

A Zap plot that lets a player escalate an attack or scheme well past what was necessary, trading subtlety for extra destructive force.

Plot · INWO Base Set (Limited/Unlimited)

Are We Having Fun Yet?

Play this at any time, spending an action from group(s) whose combined Power exceeds the target's, to cancel one action or special-ability use by that target.

Plot · INWO Base Set (Limited/Unlimited)

Assertiveness Training

Played using your Illuminati or Violent groups whose combined Power meets the target's Resistance (doubled if the target is currently Peaceful), this permanently makes the target group Violent-aligned, stripping away its Peaceful alignment for good.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Atomic Monster

This Disaster instantly attacks any Coastal Place without needing an action -- Power 16 against a Huge Place, 20 against any other Place, or 24 against Japan or California specifically -- Devastating it on success, or destroying it outright if the attack succeeds by more than 6. It can also be played to give +10 to any attack meant to destroy the Robot Sea Monsters or the Nuclear Power Companies.

Plot · INWO: SubGenius

Attitude Mutation

A Plot card that forcibly shifts a target's outlook, twisting their attitude into something stranger and less predictable.

Plot (Zap) · INWO: Assassins

Back to the Drawing Board

A Zap plot that undoes an opponent's recent scheme, sending their plan back to square one.

Plot · INWO: Assassins

Back to the Salt Mines

Gives a +10 bonus to a non-Instant attack made against a Place, and that bonus applies even to non-Instant Disasters.

Plot (Freeze) · INWO: Assassins

Backfire

A Freeze plot that turns a targeted group's own attribute against it for a turn, representing a scheme that blows up in its user's face.

Plot · INWO Base Set (Limited/Unlimited)

Backlash

Played using a group that shares an alignment (besides Fanatic) with the target, this undoes one alignment, Power, or Resistance change a Plot card inflicted on that target, and discards the offending Plot card -- though it can't touch changes made by an NWO card.

Plot · INWO: Assassins

Backmasquerade

A Plot card that lets a player disguise one scheme as another, hiding its true target or purpose from opponents.

Plot (Zap) · INWO: Assassins

Bait and Switch

A Zap plot that lures an opponent into a plan with one apparent target, then redirects the attack somewhere else entirely.

Plot · INWO Base Set (Limited/Unlimited)

Bank Merger

Play this at any time to give every Bank group you control a fresh action, even ones that already used theirs this turn -- though it won't help a Bank group that's otherwise been blocked from getting action tokens.

Plot · INWO: Assassins

Beach Party

A lighthearted Plot card that lets a player throw a distracting beach party, pulling attention -- and possibly resources -- away from more serious business.

Plot · INWO Base Set (Limited/Unlimited)

Benefit Concert

Play this at any time to give one of your Liberal groups a one-time +10 bonus to either Power or Resistance -- immediate if used with an action, or lasting until end of turn if used defensively (though it won't count toward Goals in that case).

Plot · INWO Base Set (Limited/Unlimited)

Bimbo at Eleven

Played by a Media group, this gives a +5 bonus on an attack to destroy any male Personality; the attack is shielded from outside interference except by other Media groups, and if it succeeds, the target is permanently disgraced and can never return to the game.

Plot (Freeze) · INWO: Assassins

Bite the Wax Tadpole

A Freeze plot that forces a target group to swallow something unpleasant, disabling one of its attributes for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Blitzkrieg

Play this immediately after taking control of any Group to give it an action token, letting it act the same turn it was captured.

Plot · INWO Base Set (Limited/Unlimited)

Blood, Toil, Tears and Sweat

A Plot card whose exact effect isn't reliably documented here, though its name signals a rallying, wartime-leadership theme.

Plot · INWO Base Set (Limited/Unlimited)

Bodyguard

Play this immediately after any Assassination attempt to make it automatically fail; linked permanently to the Personality it protects, it then gives that Personality a further +6 against any attempt to destroy it, including future Assassinations -- until the Personality is eventually killed, at which point the Bodyguard is lost too.

Plot · INWO Base Set (Limited/Unlimited)

Botched Contact

Play this, using an action from one of your groups, when a rival plays a Group for an automatic takeover; they must return that Group to their hand and pick a different card for the automatic takeover instead.

Plot (Zap) · INWO: Assassins

Brushfire War

A Zap plot that ignites a small, contained regional conflict, striking at a target group with localized violence rather than an all-out attack.

Plot · INWO: SubGenius

Bulldada

A Plot card that unleashes absurdist chaos on a target, disrupting it through sheer nonsensical spectacle rather than logical attack.

Plot (Assassination) · INWO Base Set (Limited/Unlimited)

Car Bomb

This Assassination instantly attacks any Personality at any time without needing an action, at Power 8; a single Violent or Criminal group may optionally add its own action and Power to the attack.

Plot (Paralysis) · INWO: Assassins

Cat Juggling

A Paralysis plot that ties up a target group in an absurd, distracting sideshow, taking it out of action until its owner pays to restore focus.

Plot · INWO: Assassins

Cease-Fire

A Plot card that forces a temporary halt to hostilities, preventing attacks for a turn -- useful for a player who needs a breather or wants to stall an opponent's momentum.

Plot · INWO Base Set (Limited/Unlimited)

Celebrity Spokesman

Played any time outside of an attack, this links a Personality you control to an Organization you also control (as long as it's neither Secret nor Government, and shares no opposing alignment), boosting the Personality's Power to 4 -- until either card is captured or destroyed.

Plot · INWO Base Set (Limited/Unlimited)

Censorship

This can be played by any Straight, Conservative, or Government group making or assisting an attack against a Media group, giving that attack a hefty +15 Power bonus and shielding it from outside interference.

Plot (Paralysis) · INWO: Assassins

Chain Letter

A Paralysis plot that saddles a target group with a self-perpetuating chain letter, tying up its attention until the obligation is paid off or broken.

Plot · INWO Base Set (Limited/Unlimited)

Charismatic Leader

Playable at any time as the acting group's action, this immediately boosts one of your Fanatic groups' Power to 6 and stays linked to it -- though you can only have one Charismatic Leader in play at once.

Plot · INWO Base Set (Limited/Unlimited)

Citizenship Award

Playable at any time as the acting group's action, this immediately boosts one of your Conservative groups' Power to 6 and stays linked to it -- though only one Citizenship Award can be in play at once.

Plot · INWO Base Set (Limited/Unlimited)

Clone

This lets you play a Personality from your hand that duplicates one who has already been Assassinated; you must win control of it normally, unless you control the Clone Arrangers, in which case you get it automatically -- and doing this means the original Personality no longer counts as "destroyed" for whoever killed it.

Plot · INWO Base Set (Limited/Unlimited)

Cold Fusion

Play this at any time to give one of your Science groups a one-time +10 bonus to either Power or Resistance -- immediate if used with an action, or lasting until end of turn if used defensively (though it won't count toward Goals in that case).

Plot · INWO Base Set (Limited/Unlimited)

Combined Disasters

This lets you combine two Disaster cards against the same target -- you play both, treat one as the "main" Disaster whose instructions you follow, and simply add the other Disaster's Power on top.

Plot · INWO: SubGenius

Comet Hail-Bob

Played immediately after a rival successfully takes control of a Group from hand or the uncontrolled area, it destroys that newly-controlled Group outright (though the kill does not count toward any Goal); it costs an action from the player's Illuminati or two Church Groups, and can be used only once per game.

Plot · INWO Base Set (Limited/Unlimited)

Commitment

This is a free move, playable at any time -- even mid-attack -- that boosts one group's Resistance to 8 and stays linked to it; the target can belong to anyone, including a group a rival just played.

Plot · INWO Base Set (Limited/Unlimited)

Computer Security

Played immediately after a rival's card, using an action from the Network or any Computer group, this completely negates any Plot card that concerns Computers or was used against a Computer group.

Plot · INWO Base Set (Limited/Unlimited)

Computer Virus

Played immediately after any die roll, using an action from a Science, Space, or Computer group, this retroactively shifts that roll by 2 in either direction.

Plot (Paralysis) · INWO: Assassins

Contract on America

A Paralysis plot that puts a target group under a hostile 'contract,' tying it up until its owner pays to break free.

Plot · INWO Base Set (Limited/Unlimited)

Corruption

Play this right after Relief reaches a Devastated area to have corrupt local officials steal the supplies, blocking any further Relief attempts there until after your next turn.

Plot · INWO Base Set (Limited/Unlimited)

Counter-Revolution

This lets you play a Nation from your hand that duplicates one already destroyed, using your Illuminati's action or Government groups with combined Power 10 or more, bringing it back as though it had never fallen -- and the original no longer counts as destroyed for whoever took it down.

Plot · INWO Base Set (Limited/Unlimited)

Counterspell

Play this, using a Magic group's action or your Illuminati's, the moment a Magic Resource is used to attack you or help an attack against you -- that Resource is destroyed on the spot.

Plot · INWO Base Set (Limited/Unlimited)

Cover of Darkness

Play this immediately after a Gadget or Artifact Resource is destroyed or discarded to reveal it was never lost at all -- you get to keep it.

Plot · INWO Base Set (Limited/Unlimited)

Cover-Up

A Plot card whose exact effect isn't reliably documented here, though its name points toward suppressing or concealing some other event or card already in play.

Plot (Paralysis) · INWO: Assassins

Crackdown on Crime

A Paralysis plot that lets a player invoke tough-on-crime enforcement to freeze up a Criminal-leaning target group until it's paid off.

Plot · INWO: Assassins

Crusade

A Plot card that lets a player launch a righteous, ideologically driven offensive against an opposing group.

Plot · INWO Base Set (Limited/Unlimited)

Currency Speculation

Use this at any time to triple the Power or Resistance of one of your Bank groups for its next action or defense.

Plot · INWO Base Set (Limited/Unlimited)

Deasil Engine

A Magic-themed Resource whose exact effect isn't reliably documented here, though it appears built to help power the costs of other Magic cards.

Plot (Paralysis) · INWO: Assassins

Death To All Fanatics

A Paralysis plot that specifically targets fanatic or extremist groups, tying one up until its owner pays to free it.

Plot · INWO: SubGenius

Decency is OK!

A Plot card that lets a player invoke prudish moral outrage to shut down a Weird-aligned target.

Plot · INWO: Assassins

Defection

A Plot card that lets a player entice a group or asset to defect from an opponent's power structure to their own.

Plot · INWO: SubGenius

Devival

A Plot card that stages an anti-revival meeting, draining enthusiasm and fervor from a target group's followers.

Plot · INWO Base Set (Limited/Unlimited)

Dictatorship

Played on your turn against a Nation you control, using that Nation's action or its master's, this turns the Nation into a Dictatorship -- adding +2 Power and making it Violent if it wasn't already.

Plot · INWO Base Set (Limited/Unlimited)

Dollars for Decency

Play this at any time to give every Straight group you control that doesn't already have one a fresh action token -- though it won't help a group that's otherwise been blocked from getting one.

Plot (Zap) · INWO: Assassins

Don't Rock The Boat

A Zap plot that punishes a target group for causing disruption, striking at whichever group has been making the most trouble.

Plot · INWO: Assassins

Don't Touch That Dial!

A Plot card that locks in an opponent's attention on broadcast media, preventing them from shifting focus elsewhere for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Double-Cross

Play this any time a rival uses a Plot card to peek at your hidden Plot cards; they lose the card that let them spy (and whatever action powered it), and never actually get to see or take any of your cards.

Disaster · INWO: Assassins

Drought

A Disaster card that inflicts a sweeping dry spell, damaging groups broadly regardless of who controls them.

Plot · INWO Base Set (Limited/Unlimited)

Early Warning

This gives one Place a free +10 bonus to defend against any Disaster.

Plot · INWO Base Set (Limited/Unlimited)

Earth Magic

Play this to help protect a Place against a Disaster, letting any Magic groups you have in play use their action tokens to oppose the attack.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Earthquake

This Disaster instantly attacks any Place without needing an action -- Power 12 against a Huge Place, 16 against any other -- Devastating it on success, or destroying it outright if the attack succeeds by more than 5.

Plot · INWO Base Set (Limited/Unlimited)

Eat The Rich!

Playable by any Media group making, or aiding, an attack to destroy a Group with Power 6 or more, this gives the attack a +10 bonus and makes it Privileged.

Plot · INWO Base Set (Limited/Unlimited)

Embezzlement

Play this the instant another player draws a Plot card, before they use it or announce what it is, to steal that card for yourself -- though you must discard a different Plot card from your own hand to do it.

Plot (Paralysis) · INWO: Assassins

Enough is Enough

A Paralysis plot that lets a player shut down a target group that's overstayed its welcome, tying it up until its owner pays to free it.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Epidemic

This Disaster attacks any Place at Power 14 without needing an action, though unlike most Disasters it's not instant -- other groups can interfere with it normally -- and even on success it can only Devastate the target, never destroy it outright.

Plot · INWO: SubGenius

Eternal Salvation or Triple your Money Back

A Plot card that lets a player make an absurdly generous, obviously fraudulent guarantee, luring a target into a losing deal.

Plot (Paralysis) · INWO: Assassins

Every Year is Worse

A Paralysis plot that inflicts a slow, grinding decline on a target group, tying it up in worsening conditions until its owner pays to fix things.

Plot · INWO: SubGenius

Excremeditation

A Plot card parodying a bogus meditation technique, letting a player waste an opponent's turn on a worthless self-improvement fad.

Plot · INWO: Assassins

Exorcism

A Plot card that lets a player attempt to drive a supernatural or Weird-aligned influence out of a target group.

Plot · INWO Base Set (Limited/Unlimited)

Exposed!

Played using a Media group with Power 4 or more, this exposes one Secret group to public view; unless it's immediately countered, that group permanently loses its Secret status.

Plot · INWO Base Set (Limited/Unlimited)

Faction Fight

Played alongside a duplicate card for a Group one of your rivals controls, this gives your attack on it an extra +5 bonus and makes it Privileged; playing the card itself isn't an action, though the attack still is.

Plot · INWO: SubGenius

Fake Healing

A Plot card that lets a player stage a phony faith-healing performance, gaining a benefit through pure showmanship rather than any real effect.

Plot · INWO: SubGenius

False Overman

A Plot card that exposes a rival's claim to superhuman status as a sham, undercutting a target's inflated self-importance.

Plot · INWO: SubGenius

False Slack

A Plot card that offers a target hollow, temporary relief instead of real freedom, tricking them into a worse position.

Plot (Zap) · INWO: Assassins

Fickle Finger of Fate

Played against a rival Illuminati, it blocks that player's automatic takeover for the turn but grants their Illuminati a one-time +10 Power bonus on one direct attack per turn as a consolation.

Plot (Freeze) · INWO: Assassins

Five-Year Plan

A Freeze plot that locks a target group into a rigid, centrally dictated schedule, disabling one of its attributes for a turn.

Disaster · INWO: Assassins

Flesh-Eating Bacteria

A non-Instant Attack to Destroy against any Place that needs no action to trigger; Science Groups can help defend the target, with the Center for Disease Control especially effective at it. A successful attack devastates the target, and a strong enough roll destroys it outright, letting the player later spend a Science action to reclaim the card.

Plot (Freeze) · INWO: Assassins

Floating Point Error

A Freeze plot that exploits a computing glitch to disable a target group's technological or financial systems for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Fnord!

Play this immediately after any die roll you make to discard that roll and try again; it doesn't cost an action, but you must discard your top Group card, or any two Group cards from your hand, to do it.

Plot · INWO Base Set (Limited/Unlimited)

Foiled!

Played using an action from a Media group, this forces any rival to discard one of their exposed Goal cards.

Plot · INWO Base Set (Limited/Unlimited)

Forgery

This lets you automatically take control of a Resource card from your hand that duplicates any Unique Resource already in play; yours is declared the genuine article, and the original owner must discard theirs.

Plot · INWO: Assassins

Frankenfood

A Plot card that lets a player stir up public backlash against a target group's use of genetically modified food.

Plot · INWO Base Set (Limited/Unlimited)

Fundie Money

Played using your Illuminati or Conservative groups whose combined Power meets the target's Resistance (doubled if the target is currently Liberal), this permanently makes the target group Conservative-aligned, stripping away its Liberal alignment for good.

Plot · INWO Base Set (Limited/Unlimited)

Gang War

Play this at any time to give every Criminal group you control that doesn't already have one a fresh action token -- though it won't help a group that's otherwise been blocked from getting one.

Plot · INWO Base Set (Limited/Unlimited)

George the Janitor

Played using an action from one of your groups, this forces a chosen rival to select one of their own hidden Plot cards, then lets you decide -- without looking at it -- whether they must expose that single card, or expose all their other hidden Plots instead.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Giant Kudzu

This Disaster attacks any Place at Power 30 if it's Coastal, or 24 otherwise, without needing an action; unlike most Disasters it's not instant, so any group may act to help defend the target (though none can aid the Kudzu itself) -- success Devastates the Place, and beating the roll by more than 6 destroys it outright.

Plot · INWO: SubGenius

Give Me Slack, Or Give Me Food

A Plot card that lets a player make a desperate, theatrical demand, forcing a target to choose between two costly concessions.

Plot · INWO: Assassins

Go Fish

Lets you demand a rival reveal whether he holds copies of a named Plot; if he does, he must hand them all over and discard two undrawn Plots per copy given, but if he has none, your own hidden Plots are exposed instead. Once used against a rival, you can't target that same rival again until the end of his next turn.

Plot · INWO: Assassins

Go, Lemmings, Go!

An Ultra-rare Plot card that triggers mass, self-destructive herd behavior among a group's followers, dealing damage through sheer blind conformity.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Criminal Overlords

With this Goal card, any group that's both Violent and Criminal counts double toward your total number of groups controlled.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Fratricide

This Goal requires destroying two other players' Illuminati groups outright -- removing an Illuminati's very last group, whether you deliver the final blow yourself or simply help make it happen -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Hail Eris!

With this Goal card, any Weird group with Power 3 or more counts double toward your total number of groups controlled.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Kill For Peace!

This Goal is won by destroying Violent groups while controlling Peaceful ones, in one of several set ratios -- for example, destroying two Violent groups while controlling six Peaceful ones -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Let Them Eat Cake!

This Goal is won by destroying Liberal groups while controlling Conservative ones, in one of several set ratios -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Power for Its Own Sake

This Goal is won simply by controlling groups whose combined Power reaches 50, including your own Illuminati.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Power to the People

This Goal is won by destroying Conservative groups while controlling Liberal ones, in one of several set ratios -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Goal: The Corporate Masters

With this Goal card, any Corporate group with Power 4 or more counts double toward your total number of groups controlled.

Plot · INWO Base Set (Limited/Unlimited)

Goal: The Hand of Madness

This Goal is won by destroying Peaceful groups while controlling Violent ones, in one of several set ratios -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Goal: Up Against the Wall!

This Goal is won by destroying Government groups while controlling Violent ones, in one of several set ratios -- and it can't be combined with any other Goal.

Plot · INWO Base Set (Limited/Unlimited)

Good Polls

Play this at any time to triple the Power and Resistance, for defense only, of every group you control with a chosen alignment, until the start of your next turn.

Plot · INWO Base Set (Limited/Unlimited)

Grassroots Support

Playable at any time as the acting group's action, this immediately boosts one of your Straight groups' Power to 6 and stays linked to it -- though only one Grassroots Support can be in play at once.

Plot · INWO: Assassins

Grave Robbers

A Plot card that lets a player desecrate or plunder a target's resources, digging up something valuable -- or damaging -- from what should have stayed buried.

Plot · INWO Base Set (Limited/Unlimited)

Harmonica Virgins

Play this at any time to give one of your Magic groups a one-time +10 bonus to either Power or Resistance -- immediate if used with an action, or lasting until end of turn if used defensively (though it won't count toward Goals in that case).

Plot · INWO Base Set (Limited/Unlimited)

Hat Trick

Played immediately after you use a Plot card, using an action from a group with Power 3 or more, this discards itself instead and puts that Plot card back into your hand as though you'd never used it.

Plot · INWO Base Set (Limited/Unlimited)

Head in a Jar

Play this when one of your Personalities is killed to keep them in play as a disembodied head, overriding any attempt to capture or permanently eliminate them; they get a +10 bonus defending against further Assassinations and can still attack or aid attacks with their Power, though they can no longer take control of any new group.

Plot · INWO: SubGenius

Head Launching

A Plot card representing a bizarre ritual sacrifice or send-off, removing a target from play in dramatic, over-the-top fashion.

Plot · INWO Base Set (Limited/Unlimited)

Hex

Played using your Illuminati's action or a Magic group with Power 3 or more, this destroys a Magic Resource controlled by a rival at any time except during a Privileged attack.

Plot · INWO Base Set (Limited/Unlimited)

Hidden Influence

A Plot card that lets a player secretly boost their effective Power in a control attempt without revealing the source of the extra strength until it's too late.

Plot (Assassination) · INWO Base Set (Limited/Unlimited)

Hit and Run

An Assassination card that eliminates a target Personality via a deniable vehicular 'accident,' leaving the attacker's involvement hard to prove.

Plot · INWO Base Set (Limited/Unlimited)

Hoax!

A Plot card that lets a player fabricate a fake event or claim, tricking an opponent into wasting resources responding to something that isn't real.

Plot (Freeze) · INWO: Assassins

Hubble Trouble

A Freeze plot that knocks out a space-based or scientific asset, disabling one of its attributes for a turn.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Hurricane

A Disaster card that inflicts sweeping storm damage, hitting groups broadly regardless of who controls them.

Plot · INWO Base Set (Limited/Unlimited)

Impostor

A Plot card that lets a player pass a fake or substitute Personality off as the real thing, exploiting an opponent's trust.

Plot · INWO Base Set (Limited/Unlimited)

Infobahn

A Plot card that lets a player exploit the emerging information superhighway, speeding up or disrupting the flow of data to gain an advantage.

Plot · INWO: SubGenius

Inherently Bogus

A Plot card that discredits a target's claims outright, labeling them fraudulent regardless of any actual evidence.

Plot · INWO Base Set (Limited/Unlimited)

Interference

A Plot card that lets a player block or disrupt an opponent's attempted action before it can succeed.

Plot · INWO Base Set (Limited/Unlimited)

Jake Day

A Plot card representing an unexpectedly quiet, uneventful turn, giving a modest bonus for simply staying under the radar.

Plot · INWO: SubGenius

JHVH-1

A Plot card invoking the SubGenius mythology's alien god-figure, unleashing a burst of cosmic, quasi-divine power against a target.

Plot · INWO Base Set (Limited/Unlimited)

Jihad

A Plot card that lets a player mobilize a religiously motivated offensive against a target group.

Plot (Freeze) · INWO: Assassins

Junk Bonds

A Freeze plot that saddles a target group's finances with high-risk debt, disabling its income or resources for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Just Say No

A Plot card that lets a player shut down a target's scheme with blunt, simplified messaging rather than any real countermeasure.

Plot · INWO Base Set (Limited/Unlimited)

Ketchup Is A Vegetable

A Plot card that lets a player redefine the rules through absurd bureaucratic reclassification, twisting a technicality to their advantage.

Plot · INWO: SubGenius

Kill "Bob"!

A Plot card that lets a player strike directly at the SubGenius church's central icon, aiming to destroy the whole belief system by taking out its figurehead.

Plot · INWO Base Set (Limited/Unlimited)

Kinder and Gentler

A Plot card that lets a player soften a target's public image, blunting the impact of an attack against them for a turn.

Plot (Zap) · INWO: Assassins

Lab Explosion

A Zap plot that strikes a target group's research or manufacturing operation, destroying it in a sudden laboratory accident.

Plot (Freeze) · INWO: Assassins

Let the Sunshine In

A Freeze plot that forces a target group's secrets into the open, disabling its ability to operate covertly for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Let's Get Organized

A Plot card that lets a player consolidate and streamline their power structure, gaining efficiency for the turn.

Plot · INWO Base Set (Limited/Unlimited)

Let's Get REALLY Organized

An escalated version of organizing one's power structure, giving a bigger efficiency bonus at greater cost or risk.

Plot · INWO Base Set (Limited/Unlimited)

Let's You and Him Fight

Lets you provoke a feud inside a rival's hand: you look at a couple of his hidden Group or Resource cards, make him discard one, and he keeps the other, effectively thinning his hand through manufactured infighting.

Plot · INWO Base Set (Limited/Unlimited)

Liberal Agenda

One of a family of alignment-changing Plot cards; it shifts a target group's alignment to Liberal, and can be powered either by an action from an existing Liberal group or by a single Illuminati action.

Plot · INWO Base Set (Limited/Unlimited)

Logic Bomb

Lets a sufficiently powerful group force a rival to reveal their hidden Plot cards and let you take one for yourself, at the cost of exposing that card.

Plot · INWO: SubGenius

Luck Plane

A Plot card that channels a burst of pure, inexplicable good fortune, granting a random windfall to its player.

Plot · INWO Base Set (Limited/Unlimited)

March on Washington

A Plot card that can supply the power needed for other cards requiring an action of a given alignment or attribute (though not one demanding an action from a specific named group or the Illuminati itself); playing it requires discarding a card.

Plot · INWO Base Set (Limited/Unlimited)

Market Manipulation

A Plot card that lets a player artificially inflate or crash a target group's value for personal gain.

Plot · INWO Base Set (Limited/Unlimited)

Martial Law

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's attack or defense for the current turn only.

Plot · INWO Base Set (Limited/Unlimited)

Martyrs

A flat power-bonus Plot card in the same family as Big Score or Terrorist Nuke, adding a one-time boost to a group's power for a single attack or defense.

Plot · INWO Base Set (Limited/Unlimited)

Mass Murder

A Plot card representing a large-scale, indiscriminate act of violence, dealing serious damage to a target group.

Plot · INWO Base Set (Limited/Unlimited)

Media Blitz

A Plot card that lets a player flood the airwaves with coordinated messaging, boosting a Media-related effort for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Media Connections

A Plot card that lets a player call in favors from press contacts, giving a bonus to any Media-related scheme.

Plot · INWO: SubGenius

Mediocretinism

A Plot card that afflicts a target with crushing, willful stupidity and mediocrity, dulling its effectiveness for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Messiah

A Plot card that lets a player elevate a Personality or leader to messianic status, granting an outsized boost to devoted followers.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Meteor Strike

A Disaster-type instant attack representing a catastrophic meteor impact, capable of devastating or outright destroying a targeted Place.

Plot (Paralysis) · INWO: Assassins

Metric System

A Paralysis plot that forces a target group to switch to confusing new standards, tying it up in conversion chaos until its owner pays to sort it out.

Plot · INWO Base Set (Limited/Unlimited)

Miracle Diet Plan

Can be used either like a flat power-bonus card spent at the moment of an action, or played in advance on a group (even one without an action token yet) to remain in effect until that group's next action.

Plot · INWO: SubGenius

Miraculous Manifestation

Forces every player, including whoever plays it, to draw a Group card from their own Group deck; in standard INWO each drawn card is shown to the player who played it and then kept, while under SubGenius's shared uncontrolled-Group-area rules it instead denies rivals a free Group draw. It cannot be played until every player has finished a first turn.

Plot · INWO Base Set (Limited/Unlimited)

Mistaken Identity

A Plot card that lets a player redirect an attack meant for them onto an unrelated target through a case of confused identity.

Plot · INWO Base Set (Limited/Unlimited)

Monopoly

A Plot card linked to one Corporate group that raises its power to a fixed higher level; only one copy may be in play at a time.

Plot · INWO: SubGenius

More Slack

A Plot card that grants a player an extra dose of freedom and leisure, letting them take an additional action or bonus this turn.

Plot · INWO Base Set (Limited/Unlimited)

Mothers' March

A Plot card that mobilizes a grassroots march of concerned mothers, applying moral pressure against a target group.

Plot · INWO Base Set (Limited/Unlimited)

Murphy's Law

Lets you retroactively alter the outcome of a die roll, even one already changed by a Bribery card, turning a failure into a success or vice versa.

Plot · INWO Base Set (Limited/Unlimited)

Mutual Betrayal

Lets you look through a chosen rival's hidden Plot cards and expose some of them, but only at the cost of exposing an equal number of your own hidden Plots in return.

Plot (Zap) · INWO: Assassins

My Karma Ran Over Your Dogma

A Zap plot that strikes at a target group's ideology, letting a player's own belief system trump and damage a rival's.

Plot · INWO Base Set (Limited/Unlimited)

Nationalization

One of a family of alignment-changing Plot cards; it shifts a target group's alignment to Government, powered either by an action from an existing Government group or by a single Illuminati action.

Plot · INWO: Assassins

Near Miss

Can be played to help a Place avoid the worst of being Devastated or destroyed, regardless of whether the damage came from an Attack to Destroy, a Disaster, or a backfiring special ability.

Plot · INWO: SubGenius

Nental Ife

A Plot card representing a deliberately garbled self-help slogan, tricking a target into pursuing hollow self-improvement instead of real advantage.

Plot · INWO Base Set (Limited/Unlimited)

Never Surrender

A Plot card that lets a player's group fight on after what should have been a defeat, denying an opponent a clean victory.

Plot · INWO: Assassins

Nevermore!

Unusually, it can legally be played even before every player has completed a first turn, since its effect applies evenly to everyone, including whoever plays it.

Plot · INWO Base Set (Limited/Unlimited)

New Blood

A Plot card that lets a player bring fresh recruits into a group, restoring or boosting its strength.

Plot · INWO Base Set (Limited/Unlimited)

New Federal Budget

One of a family of 'reload' Plot cards; it places an extra action token on a Government group (or on several whose combined power is low enough), and requires an Illuminati action to use.

Plot · INWO Base Set (Limited/Unlimited)

Nice Idea. It's Mine Now.

Lets you seize or copy a rival's exposed Goal card for your own use, one of only two Plot cards able to affect an already-exposed card in this way.

Disaster · INWO: Assassins

No Beer!

An Ultra-rare Disaster card that inflicts a sudden, widespread beer shortage, damaging groups broadly regardless of who controls them.

Plot · INWO Base Set (Limited/Unlimited)

Nobel Peace Prize

A power-boosting Resource linked to a group to increase its strength; if a group already holding one is taken over by a player who also has a Nobel Peace Prize, a duplicate must be discarded.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Nuclear Accident

A Disaster-type instant attack to destroy that can strike any Place without needing an action; if it succeeds the target is devastated, and it's one of the few disasters strong enough to affect specially protected targets like Orbit One.

Plot · INWO Base Set (Limited/Unlimited)

NWO: A Thousand Points of Light (blue)

A 'New World Order' status card that, while in play, removes the usual bonus for attacking with an opposed alignment and the usual penalty for trying to control a group of an opposed alignment; like other NWO cards it remains in effect until replaced by another card of the same color.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Bigger Business (yellow)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward large corporate, business-aligned groups.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Chicken in Every Pot (blue)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward broad, government-guaranteed prosperity for ordinary people.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Don't Forget to Smash the State (yellow)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward anti-government, anarchist-style disruption.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Energy Crisis (blue)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward exploiting scarcity and resource shortages.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Fear and Loathing (blue)

A New World Order status card under which groups sharing the same alignment get a large bonus to attempts to control each other, but suffer a matching penalty when attacking each other to destroy.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Gun Control (red)

A New World Order status card that gives a power boost to Violent Government groups and a smaller boost to Criminal groups for as long as it remains in play.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Law and Order (yellow)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward strict authoritarian control and policing.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Military-Industrial Complex (yellow)

A New World Order status card under which the Corporate alignment effectively stops mattering except for goal-scoring purposes, since every Corporate group is treated as Government instead, nullifying cards and abilities keyed specifically to Corporate status.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Peace In Our Time (red)

A New World Order status card that weakens Violent groups, reducing very low-power ones to zero power and stripping away their action tokens.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Political Correctness (red)

A New World Order status card under which any Conservative group with a power of 0 or 1 also becomes Criminal-aligned, among its other effects.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Solidarity (red)

A New World Order status card that doubles the resistance (defensive strength) of every group in the game, making takeovers harder for everyone, though Resources are unaffected.

Plot · INWO Base Set (Limited/Unlimited)

NWO: Tax Reform (red)

A New World Order status card that boosts the IRS's taxing power, letting it seize the top Plot card from every player's deck at the start of its own turn.

Plot · INWO Base Set (Limited/Unlimited)

NWO: World Hunger (blue)

An NWO card scored at the end of the game, rewarding a player whose power structure leans toward addressing, or exploiting, global hunger and scarcity.

Plot · INWO Base Set (Limited/Unlimited)

NWO: World War 3 (yellow)

A New World Order status card that pressures Nations into conflict: while it is in play, Nation groups generally cannot use their action tokens except to defend themselves, and a Nation that fails an attack against another Nation is destroyed as a result.

Plot · INWO: SubGenius

Official, all Inclusive, Divine Excuse

A Plot card that lets a player invoke a blanket, all-purpose religious justification to excuse any action, however questionable.

Disaster · INWO: Assassins

Oil Spill

An automatic Instant Attack to Destroy against any Coastal Place that needs no action to trigger, hitting Huge Places with less force than smaller ones. A strong enough roll destroys the target outright rather than merely devastating it, and a successful attack lets you hand a bonus Action token to every Green Group in play, once per game. Alternatively, it can instead be played simply to boost an attack against OPEC or the Multinational Oil Companies.

Plot · INWO Base Set (Limited/Unlimited)

Opportunity Knocks

A Plot card that lets a player seize a sudden, unexpected advantage, converting good timing into a real boost.

Plot · INWO: SubGenius

OverMan

A Plot card that lets a player briefly transcend ordinary limitations, granting a temporary boost to power or ability.

Plot · INWO: Assassins

Partition

Splits a Nation or Place into two new, separately named Places; the new names are cosmetic and don't trigger or block other cards' special abilities that reference a specific name.

Plot · INWO Base Set (Limited/Unlimited)

Payoff

A Plot card that lets a player pay cash to smooth over a problem or buy an advantage, converting money directly into influence.

Plot · INWO: Assassins

Pizza for the Secret Meeting

A Plot card representing catering for a clandestine gathering, giving a small boost to a player's own scheming for the turn.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Plague of Demons

A summoning-style attack that unleashes demons against a target; its power can still be boosted with +10-style Plot cards even when a Magic or Weird Science group intervenes.

Plot · INWO Base Set (Limited/Unlimited)

Pledge Drive

One of a family of 'reload' Plot cards; it places an extra action token on a Liberal group (or on several whose combined power is low enough), and requires an Illuminati action to use.

Plot (Assassination) · INWO Base Set (Limited/Unlimited)

Poison

An Assassination card that eliminates a target Personality through a quiet, hard-to-trace poisoning.

Plot · INWO Base Set (Limited/Unlimited)

Power Corrupts

Part of a family of alignment-changing Plot cards; it shifts a target group's alignment to Criminal, powered either by an action from an existing Criminal group or by a single Illuminati action.

Plot · INWO Base Set (Limited/Unlimited)

Power Grab

Lets you make an extra automatic takeover, but doing so ends your turn immediately, skipping the normal end-of-turn phase (so you cannot declare victory that same turn).

Plot · INWO Base Set (Limited/Unlimited)

Privatization

Part of a family of alignment-changing Plot cards; it shifts a target group's alignment to Corporate, powered either by an action from an existing Corporate group or by a single Illuminati action.

Plot · INWO Base Set (Limited/Unlimited)

Privileged Attack

Marks an attack as 'privileged,' meaning rival players cannot directly aid or oppose it, though they may still try to cancel whatever card or special ability granted that privilege in the first place.

Plot · INWO: SubGenius

Psychic Pstench

A Plot card that afflicts a target with an overpowering, supernatural stink, driving away allies and disrupting its influence.

Plot · INWO Base Set (Limited/Unlimited)

Pulitzer Prize

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's power for a single attack or defense.

Plot · INWO Base Set (Limited/Unlimited)

Purge

A Plot card that lets a player forcibly remove members or elements from within a target group, weakening it from the inside.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Rain of Frogs

A Disaster card that inflicts a bizarre downpour of frogs, damaging groups broadly regardless of who controls them.

Plot · INWO: SubGenius

Rain of Prairie Squid

Can be played even before every player has finished a first turn, though not in a way that strips a rival of his very first automatic takeover; under SubGenius rules, if timed between a rival's Group draw and his automatic-takeover step, it can deny him that automatic takeover entirely.

Plot · INWO: SubGenius

Random Jesii

A Plot card that summons an unpredictable, randomly generated messiah figure, granting an unstable, chance-based bonus.

Plot · INWO: SubGenius

Rant!

A Plot card that lets a player unleash an unhinged tirade, using pure verbal aggression to fluster and disrupt a target.

Plot · INWO Base Set (Limited/Unlimited)

Reach Out . . .

A Plot card played at the end of your turn to strip a chosen rival of their unused action tokens.

Plot · INWO Base Set (Limited/Unlimited)

Read My Lips

A Plot card that lets a player make an emphatic, high-profile promise, granting a bonus that comes back to bite them if later broken.

Plot · INWO Base Set (Limited/Unlimited)

Red Scare

One of a family of 'reload' Plot cards; it places an extra action token on a Conservative group (or on several whose combined power is low enough), and requires an Illuminati action to use.

Plot · INWO: Assassins

Regi$tered Trademark

A joke Plot that requires players to refer to the linked card only by its full, exact printed name -- including any embellishments added by effects like Partition or Media Sensation -- whenever it comes up in play.

Plot · INWO Base Set (Limited/Unlimited)

Reload!

One of a family of 'reload' Plot cards; it places an extra action token on a Violent group (or on several whose combined power is low enough), and requires an Illuminati action to use.

Plot · INWO: SubGenius

Repent!

A Plot card that forces a target group into public repentance, weakening it through humiliation rather than direct force.

Plot · INWO Base Set (Limited/Unlimited)

Resistance Is Useless!

A Plot card that overwhelms a target group's defenses, making any attempt to resist the attack largely futile.

Plot · INWO: Assassins

Reverse Whammy

Reverses the effect of a targeted 'whammy'-style card, and can even be used to flip another Reverse Whammy.

Plot · INWO Base Set (Limited/Unlimited)

Revolution!

A Plot card that triggers a sweeping uprising, letting a player overturn the established order within a target group.

Plot · INWO Base Set (Limited/Unlimited)

Rewriting History

A Plot card requiring a substantial amount of Media-related power to use, where contributions from Media actions can be combined with generic power sources like March on Washington, representing an alteration of the historical record.

Plot · INWO: SubGenius

Robo "Bob"

A Plot card that deploys a mechanical stand-in for the church's central icon, letting a player act in 'Bob's' name without the real thing.

Plot · INWO: SubGenius

S.C.A.M

A Plot card that lets a player run an open, unapologetic con, extracting resources from a target under a transparently fake pretense.

Plot · INWO Base Set (Limited/Unlimited)

Sabotage

Countering an automatic takeover: when a rival plays a group card to automatically take control of something, you can force them to return that card to their hand and lose that turn's automatic takeover, paid for with an Illuminati action or with action(s) from a group sharing an alignment with the target and totaling power 6 or more.

Plot · INWO: SubGenius

Sacred Jests

A Plot card that lets a player treat a serious situation as a cosmic joke, deflecting an attack through sheer irreverence.

Plot · INWO Base Set (Limited/Unlimited)

Save the Whales

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's power for a single attack or defense.

Plot · INWO Base Set (Limited/Unlimited)

Savings & Loan Scam

A Plot card that lets a player exploit a target group's finances through fraudulent lending or investment schemes, draining resources while appearing legitimate.

Plot · INWO Base Set (Limited/Unlimited)

Scandal

A Plot card powered by a combination of an alignment-based action and an attribute-based action, used to attack or discredit a target group.

Plot · INWO: SubGenius

Schizm

Functions as a special attack-like effect capable of stripping an alignment from a target Group, working on a similar principle to the Drug Companies' ability; it cannot be combined with that identical alignment-stripping effect in the same attack.

Plot (Freeze) · INWO: Assassins

School Prayer

A Freeze plot that forces a target group into a religious-observance requirement, disabling one of its attributes for a turn.

Plot · INWO: Assassins

Secret Master

An Ultra-rare Plot card that lets a player briefly seize direct, unseen control over an opponent's power structure, playing on the game's central 'hidden puppet master' premise.

Plot · INWO Base Set (Limited/Unlimited)

Secrets Man Was Not Meant To Know

A canceler-type Plot card, functioning like other cards in that class to negate a rival's Plot card or action.

Plot (Zap) · INWO: Assassins

Security Leak

A Zap plot that strikes at a target group by exposing sensitive information, damaging it through a sudden breach of confidentiality.

Plot · INWO Base Set (Limited/Unlimited)

Seize The Time!

Lets you take an extra, out-of-sequence turn in which all your groups except your Illuminati receive action tokens, though you may not draw any cards or play any Plot cards during it; using it costs your Illuminati's action, can only be done once per game, and cannot be used until every player has completed a first turn.

Plot · INWO Base Set (Limited/Unlimited)

Self-Esteem

A Plot card that boosts a target group's confidence and morale, granting a defensive bonus for a turn.

Plot · INWO Base Set (Limited/Unlimited)

Senate Investigating Committee

While in effect, lets you draw cards and place action tokens as normal but do nothing else that turn, though you may still spend those tokens to buy Plot cards.

Plot · INWO: SubGenius

Shordurpersav

Lets its player force a re-roll of an unwanted die result, such as the roll that could otherwise cost the owner of a Janor Device that Resource on an 11 or 12.

Plot · INWO: SubGenius

Slackfusion

A Plot card that unleashes an overwhelming surge of effortless power, letting a player win big with minimal effort.

Plot · INWO Base Set (Limited/Unlimited)

Slush Fund

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's power for a single attack or defense.

Plot · INWO: SubGenius

Smite Them All!

In standard INWO, playing this Plot requires its owner to bury two Group cards from hand to the bottom of their Group deck, while every other player must do the same with one Group card each -- a built-in check against abusive group-hoarding strategies.

Plot (Assassination) · INWO Base Set (Limited/Unlimited)

Sniper

An Assassination card that eliminates a target Personality through a long-range, precision shot.

Plot (Zap) · INWO: Assassins

Sorry, Wrong Number

A Zap plot that misdirects a target group's communications, striking it through confusion and crossed wires rather than direct force.

Plot · INWO Base Set (Limited/Unlimited)

Spasm of Violence

A Plot card that unleashes a sudden, uncontrolled burst of violent unrest against a target group.

Assassination · INWO: Assassins

Spontaneous Combustion

An Ultra-rare Assassination card that eliminates a target Personality through a sudden, unexplained fiery death.

Plot · INWO: SubGenius

Stark Fist of Removal

A Plot noted by playtesters as having no specified timing restriction, meaning it can legally be held back and played at the very last moment -- for instance, immediately before a rival rolls the dice on an Attack to Destroy -- to catch an opponent off guard.

Plot · INWO Base Set (Limited/Unlimited)

Stealing the Plans

A Plot card that can be played in response to certain other cards being used, letting you seize a hidden or in-progress plot for yourself.

Plot · INWO Base Set (Limited/Unlimited)

Stock Split

A Plot card that lets a player divide a group's stock, generating extra apparent value without actually increasing real underlying power.

Plot · INWO Base Set (Limited/Unlimited)

Straighten Up

Part of a family of alignment-changing Plot cards; it shifts a target group's alignment to Straight, powered either by an action from an existing Straight group or by a single Illuminati action.

Plot · INWO Base Set (Limited/Unlimited)

Sucked Dry and Cast Aside!

Multiplies a target group's power and then destroys it outright, counting as a legitimate destruction for goals like the Servants of Cthulhu's.

Plot · INWO: Assassins

Sudden European Vacation

Shields a Personality from Plot cards played directly against them, such as Assassination attempts, though it gives no protection against being targeted as part of a normal group attack.

Plot · INWO: Assassins

Sufficiently Advanced Technology

Lets you change one of your own Groups to have the Science or Magic attribute; it cannot target a rival's Group, and the change cannot be undone with Backlash.

Plot · INWO: SubGenius

Sultan of Slack

A Plot card that lets a player claim supreme authority over 'Slack' itself, granting an outsized bonus tied to the church's central promise.

Plot · INWO: Assassins

Supernova

A Plot card that unleashes a massive, one-time burst of destructive force against a target, trading a spectacular payoff for a resource that then burns out.

Plot · INWO: Assassins

Supreme Court Nomination

A Plot card that lets a player push a favorable nominee onto a target group's governing body, shifting its future decisions in their favor.

Plot · INWO Base Set (Limited/Unlimited)

Sweeping Reforms

A Plot card that lets a player overhaul a target group's structure or rules wholesale, forcing sudden, disruptive change.

Plot · INWO Base Set (Limited/Unlimited)

Sweepstakes Prize

A Plot card that hands a player a surprise cash windfall, styled as a sweepstakes win.

Plot (Zap) · INWO: Assassins

Take The Money And Run

A Zap plot that strikes at a target group's finances, letting a player grab a payout and disappear before retaliation lands.

Plot · INWO Base Set (Limited/Unlimited)

Talisman of Ahrimanes

A Plot card representing an ancient cursed talisman, granting dark magical power to whichever player wields it -- at a cost.

Plot (Zap) · INWO: Assassins

TANSTAAFL

A Zap plot that strikes at a target group by forcing it to pay a hidden cost it thought it could avoid.

Plot · INWO: SubGenius

Tape Runs Out...

A Plot card that cuts a target's scheme off abruptly, ending its effect early as though the recording ran out mid-sentence.

Plot · INWO Base Set (Limited/Unlimited)

Tax Breaks

One of a family of 'reload' Plot cards; it places an extra action token on a Corporate group (or on several whose combined power is low enough), and requires an Illuminati action to use.

Plot · INWO: Assassins

Teflon Coating

A Plot card that shields a target group from blame or damage for a turn, letting scandal and accusation simply slide off.

Plot · INWO Base Set (Limited/Unlimited)

Terrorist Nuke

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost the power of an attack to destroy.

Plot · INWO: SubGenius

The 13th Apostle

A Plot card that lets a player introduce a secretive, previously unknown follower into a target's ranks, gaining hidden influence over it.

Plot · INWO Base Set (Limited/Unlimited)

The Auditor from Hell

A Plot card that sics a merciless tax auditor on a target group, draining its resources through relentless financial scrutiny.

Plot · INWO Base Set (Limited/Unlimited)

The Big Score

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's power for a single attack or defense.

Plot · INWO Base Set (Limited/Unlimited)

The Big Sellout

A Plot card that lets you hand out an extra action token, though no single group may receive more than one token total from any combination of Big Sellout cards played in the same turn.

Plot · INWO Base Set (Limited/Unlimited)

The First Thing We Do, Let's Kill All The Lawyers

A Plot card that lets a player strike specifically at a target's legal representation, stripping away their ability to fight back through the courts.

Plot · INWO Base Set (Limited/Unlimited)

The Internet Worm

A self-propagating attack whose discarded remnants are hidden face-down; unlike most discards (which normally go face-up for anyone to see), no one may look through what it leaves behind.

Plot · INWO: Assassins

The Irish Flu

An Ultra-rare Plot card representing a sudden, incapacitating bout of overindulgence, disabling a target group for a turn.

Plot (Zap) · INWO: Assassins

The Meek Shall Inherit

A Zap plot that lets an underdog group strike above its weight, punishing a stronger target for underestimating it.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

The Oregon Crud

A Disaster card with a power of 24 that destroys its target if the die roll succeeds by more than 10.

Plot · INWO: SubGenius

The Saint of Sales

A Plot card that channels a legendary salesman's pitch, letting a player close an unlikely deal through pure persuasive charisma.

Plot · INWO Base Set (Limited/Unlimited)

The Second Bullet

A Plot card that lets a player follow up a failed attack with a decisive finishing shot, salvaging an otherwise unsuccessful assassination attempt.

Plot · INWO Base Set (Limited/Unlimited)

The Stars Are Right

A Plot card that lets a player exploit a moment of cosmic alignment, granting a bonus to Magic or Weird-aligned schemes.

Plot · INWO Base Set (Limited/Unlimited)

The Weak Link

A Plot card that lets a player identify and exploit the most vulnerable point in a target group's structure, striking where it's weakest.

Plot · INWO Base Set (Limited/Unlimited)

The Weird Turn Pro

A Plot card that lets a Weird-aligned group suddenly operate with unusual professionalism and effectiveness, catching straighter opponents off guard.

Plot · INWO: SubGenius

The World Ends Tomorrow and You May Die!

Powers an Attack to Destroy; in games using a shared uncontrolled Group area it instead triggers an automatic destruction, though it cannot be used to destroy a Group still sitting in a player's hand.

Plot · INWO: SubGenius

They May Be Pink. . .

A Plot card that lets a player exploit a target's hidden conformity, revealing that even a seemingly Weird group is secretly ordinary underneath.

Plot · INWO: Assassins

This Was Only A Test

A Plot card that lets a player disguise a real attack as a harmless drill, catching a target group off guard when they don't take it seriously.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Tidal Wave

A Disaster card that inflicts a sweeping tsunami, hitting groups broadly regardless of who controls them.

Plot · INWO: SubGenius

Time Control

A Plot card that lets a player manipulate the game's turn order, warping the normal flow of time to their advantage.

Plot · INWO Base Set (Limited/Unlimited)

Time Warp

Lets you redo a die roll, but only after that roll has clearly and unambiguously succeeded; it cannot be used on rolls whose success is inherently debatable, such as OPEC's power roll or Bill Clinton's alignment check.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Tornado

A Disaster card that inflicts sweeping wind damage, hitting groups broadly regardless of who controls them.

Plot · INWO: Assassins

Truck Bomb

Converts an ongoing Attack to Destroy against an Organization into an Instant attack; it can only be used during your own Main Phase unless another effect grants an out-of-turn attack, and normal alignment bonuses and penalties still apply.

Plot · INWO Base Set (Limited/Unlimited)

Unlucky 13

Played against a rival at the very start of their turn, powered by an action from a Magic group, to prevent them from drawing any Plot cards for the rest of that turn.

Plot · INWO Base Set (Limited/Unlimited)

Unmasked!

Lets a player publicly reveal and play an Illuminati card as their true secret leader; if the Unmasked! is later canceled, the Illuminati card simply returns to its owner's hand rather than being destroyed or otherwise affected.

Plot · INWO Base Set (Limited/Unlimited)

Upheaval!

Forces a rival to discard one of their controlled groups; groups discarded this way do not count as 'destroyed' for any goal or effect, and even normally undestroyable groups are vulnerable to it since it works by discarding rather than destroying; it cannot be used until every player has completed a first turn.

Plot (Paralysis) · INWO: Assassins

Vile Secretions

A Paralysis plot that afflicts a target group with a disgusting biological ailment, tying it up until its owner pays to clean things up.

Plot (Disaster) · INWO Base Set (Limited/Unlimited)

Volcano

A Disaster card with a power of 18 that destroys its target if the die roll succeeds by more than 2.

Plot · INWO Base Set (Limited/Unlimited)

Volunteer Aid

A Plot card that lets a player call in a wave of goodwill-driven volunteer support, providing a boost without the usual cost.

Plot · INWO Base Set (Limited/Unlimited)

Voodoo Economics

Played on your own turn right after placing action tokens, at the cost of your Illuminati's action; lets you permanently discard up to ten cards from the top of your Plot deck, granting one extra action token (spread across your other groups, one per group) for each card discarded this way, and can only be used once per game.

Plot · INWO Base Set (Limited/Unlimited)

Vultures

Lets you claim a Group card that a rival tried and failed to take over from their own hand and had to discard; separately, it gives a bonus toward directly destroying a Personality, or a smaller bonus specifically toward an Assassination.

Plot (Paralysis) · INWO: Assassins

Waiting Period

A Paralysis plot that imposes a mandatory delay on a target group's actions, tying it up until the wait -- or a payment to skip it -- is over.

Plot (Paralysis) · INWO: Assassins

Whistle Blowers

A Paralysis plot that exposes wrongdoing inside a target group, tying it up in scrutiny until its owner pays to make the problem go away.

Plot · INWO: Assassins

Witch Hunt

A Plot card that lets a player whip up public hysteria against a target group, punishing it on the basis of accusation rather than proof.

Plot (Assassination) · INWO Base Set (Limited/Unlimited)

Withering Curse

A Magic-type attack, meaning it interacts with cards and abilities that specifically key off Magic actions or attacks.

Plot · INWO Base Set (Limited/Unlimited)

World Cup Victory

A flat power-bonus Plot card in the same family as other '+10' cards, usable to boost a group's power for a single attack or defense.

Plot · INWO: SubGenius

X-Day

An NWO-type card discussed by playtesters as having an alternate condition for coming into play tied to whether the real-world calendar date happens to be marked with an X, in a nod to the real Church of the SubGenius's prophesied apocalypse date; while it remains in effect, Australia was noted to gain quadrupled Resistance.

Plot · INWO: SubGenius

Yacatisma

A Plot card invoking an obscure, invented deity's power, granting a strange bonus tied to the church's ever-expanding pantheon of fictional gods.

Plot · INWO: Assassins

You Are What You Eat

A Plot card that lets a player exploit a target group's diet or consumption habits against it, turning a mundane vulnerability into an attack.

Plot · INWO: SubGenius

You'd Pay to Know What You Really Think!

Forces a target to discard a Group and immediately draw a replacement from their own Group deck; in standard INWO, if that replacement would duplicate a Group already in play and so can't be controlled by its intended master, it is discarded and a Plot card is drawn instead.