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Card Database
Browse the cards, what they do, and the real-world conspiracy lore they riff on.
Special · Illuminati: Y2K (Expansion, 1999)
Apathy
A Special card that saps opposing players' ability to act, representing a wave of public indifference that dulls everyone's effectiveness for a turn.
Special · Illuminati Deluxe Edition (1999)
Assassination
A Special card that lets a player attempt to kill an opposing Personality outright, removing them -- and whatever bonus they provided -- from the game if the attack succeeds.
Special · Illuminati: Y2K (Expansion, 1999)
Bailout
A Special card that lets a struggling group receive an emergency infusion of cash, propping it up instead of letting it collapse.
Special · Illuminati Deluxe Edition (1999)
Bribery
A Special card that lets a player pay cash directly to grease an attempt to take control of a group, buying extra effective Power for that one attack.
Special · Illuminati Deluxe Edition (1999)
Computer Espionage
A Special card representing a hacking-style attack, letting a player dig into an opponent's cards or plans through digital snooping rather than brute force.
Special · Illuminati Deluxe Edition (1999)
Deep Agent
Playing this card strips away the special immunity to interference that an attacker had purchased for their current attack.
Special · Illuminati: Y2K (Expansion, 1999)
Emergency Powers
A Special card that lets a player temporarily seize extraordinary authority, granting a burst of extra capability at the cost of looking like a power grab.
Special · Illuminati: Y2K (Expansion, 1999)
Family Values
A Special card that lets a player invoke 'family values' rhetoric to pressure or shut down an opponent's group, especially one seen as morally suspect.
Special · Illuminati: Y2K (Expansion, 1999)
Flower Power
A Special card that channels a burst of 1960s-style peaceful counterculture energy, likely boosting Peaceful or Weird groups for a turn.
Special · Illuminati: Y2K (Expansion, 1999)
Freaking the Mundanes
A Special card that lets a Weird player unsettle or disrupt a Straight-aligned target simply by being conspicuously strange in front of them.
Special · Illuminati: Y2K (Expansion, 1999)
Full Moon
A Special card that triggers a burst of lunar-fueled chaos, likely boosting Weird groups or unpredictable effects for a turn.
Special · Illuminati: Y2K (Expansion, 1999)
Gremlins
A Special card representing mischievous mechanical sabotage, causing an unexplained malfunction in an opponent's plan or equipment.
Special · Illuminati: Y2K (Expansion, 1999)
Hidden Connection
A Special card that reveals a secret link between two seemingly unrelated groups, letting a player exploit a connection no one else could see.
Special · Illuminati: Y2K (Expansion, 1999)
I Lied
A Special card that lets a player retract or reverse a previous claim or commitment, turning an apparent lie into a tactical advantage.
Special · Illuminati Deluxe Edition (1999)
Interference (x2)
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.
Special · Illuminati: Y2K (Expansion, 1999)
May Day
A Special card that unleashes a burst of labor-movement unrest, likely boosting Violent or Liberal groups for a turn.
Special · Illuminati Deluxe Edition (1999)
Media Campaign
A Special card that lets a player spend money to run a coordinated PR push, boosting a Media-related effort for one turn.
Special · Illuminati: Y2K (Expansion, 1999)
Mob Influence
A Special card that lets a player lean on organized-crime connections to intimidate or coerce an opposing group.
NWO Yellow · INWO: Assassins
NWO: Antitrust Legislation
When it comes into play, every player may reposition their Groups, paying by discarding Plot cards for each move. While it remains active, Corporate Groups linked in a controlling relationship with other Corporate Groups lose their Action tokens and can't gain new ones or use their special abilities. It replaces any other Yellow NWO in play.
NWO Red · INWO: Assassins
NWO: Apathy
If played in the middle of an attack, it retroactively makes any aiding actions in that attack illegal, so those actions and their spent tokens are simply lost.
NWO Red · INWO: Assassins
NWO: Australian Rules
While in effect, a player draws a Plot card after rolling the dice for an attack it powers, but only when the roll needed to succeed was low enough that dice were actually rolled.
NWO Yellow · INWO: Assassins
NWO: End of the World
An NWO card scored at the end of the game, rewarding a player whose power structure is built around apocalyptic, doomsday-flavored groups.
NWO Blue · INWO: Assassins
NWO: Global Warming
Makes every Place in the game that isn't in Space count as Coastal.
NWO Blue · INWO: Assassins
NWO: Interesting Times
Affects how victory is measured under the percentage-of-goal scoring method, mattering specifically when only the Basic Goal is being used.
NWO Red · INWO: Assassins
NWO: The Magic Goes Away
An NWO card scored at the end of the game, rewarding a player whose power structure leans toward Magic-aligned groups losing their potency.
NWO Yellow · INWO: Assassins
NWO: Visualize Whirled Peas
Makes Fanatic Groups treat each other as sharing the same alignment instead of being opposed, similar to the effect the Society of Assassins gives its own Fanatic Groups.
NWO Blue · INWO: Assassins
NWO: Watermelons
An NWO card scored at the end of the game, rewarding a player whose power structure is built around environmental groups that are secretly more radical than they appear.
Special · Illuminati: Y2K (Expansion, 1999)
Political Correctness
A Special card that lets a player weaponize accusations of offensive or insensitive behavior to pressure and shut down an opposing group.
Special · Illuminati: Y2K (Expansion, 1999)
Reorganization
A Special card that lets a player restructure part of their own power structure, rearranging groups into a better strategic position.
Special · Illuminati: Y2K (Expansion, 1999)
Rioting
A Special card that unleashes street rioting, a burst of Violent, chaotic disruption that can damage groups across the board.
Special · Illuminati Deluxe Edition (1999)
Secrets Man Was Not Meant to Know
This card lets its player cancel another player's Special card that has just been used against them.
Special · Illuminati: Y2K (Expansion, 1999)
Secrets Man Was Not Meant to Know (2)
This card lets its player cancel another player's Special card that has just been used against them.
Special · Illuminati: Y2K (Expansion, 1999)
Special Perseutor
A Special card that lets a player launch a formal investigation into an opponent, digging up damaging findings the way a real special prosecutor would.
Special · Illuminati: Y2K (Expansion, 1999)
Subliminals (2)
A Special card that plants a subliminal message in an opponent's media, nudging behavior or perception without their awareness.
Special · Illuminati Deluxe Edition (1999)
Swiss Bank Account
A Special card representing a numbered Swiss bank account, letting a player stash cash somewhere safer than their visible treasury.
Special · Illuminati: Y2K (Expansion, 1999)
Time Warp (3)
A Special card that lets a player manipulate the game's turn order or timing, warping the normal sequence of play to their advantage.
Special · Illuminati: Y2K (Expansion, 1999)
Unmasked
A Special card that forces a hidden or disguised element of an opponent's plan into the open, stripping away some form of concealment.
Special · Illuminati Deluxe Edition (1999)
Whispering Campaign
This is the sole way to destroy a group that has no Power of its own, which would otherwise be completely immune to destruction attempts.
Special · Illuminati Deluxe Edition (1999)
White Collar Crime
A Special card representing embezzlement, fraud, or other quiet financial crime, letting a player skim extra cash without the mess of a violent attack.