Blunt Trauma
By Seth A. Cohen
Illuminati
Group Cards
- Clone Arrangers
- Cycle Gangs
- Dinosaur Park
- International Weather Organization
- I.R.S.
- Lawyers
- Loan Sharks
- The Mafia
- New York
- Robot Sea Monsters
- Texas
- Clipper Chip
- Cyborg Soldiers
- Orbital Mind Control Lasers
- Weather Satellite
Plot Cards
- Annual Convention
- Atomic Monster
- Back to the Salt Mines
- The Big Score
- Blitzkreig
- Bribery
- Combined Disasters
- Computer Virus
- Flesh-Eating Bacteria
- Giant Kudzu
- Hat Trick
- Hoax
- Martial Law
- Murphy's Law
- No Beer!
- Nuclear Accident
- Power Grab
- Savings and Loan Scam
- Secrets Man Was Not Meant to Know
- Seize the Time!
- Sorry, Wrong Number
- Swiss Bank Account
- Terrorist Nuke
- Tidal Wave
- Upheaval
- New World Order: Australian Rules
- New World Order: Gun Control
- Goal: Criminal Overlords
- Goal: Power for Its Own Sake
Introduction
This is an extremely brute-force Cthulhu deck. It could pretty easily
be a brute-force Bavaria deck, done so by replacing a couple of cards,
but this is the way I did things. I build most of my decks without
duplicates; thus I feel obligated to use some of the Ultra-Rare cards
I have (Don't try to follow the logic, just listen). There's a lot
that can be replaced in this deck, and I'll detail that later in case
you don't have the cards you need.
What you're going to try to do in this game is to fulfill one of
four goals (hence, flexibility): you could fulfill your Basic Goal by
controlling (picking a number out of the air) 12 Groups, including
your Illuminati; you could win via Cthulhu's special goal (each
destroyed group counts as a group towards your Basic Goal, or destroy
8 total groups); you could do Power for its own Sake, which means
controlling 50 Power, including your Illuminati; or, you could do the
Criminal Overlords goal, which can be combined with both the Basic
Goal and Cthulhu's Special Goal. This is probably the best, and your
opponents will be looking out for these Goals. Don't worry too much
about it. You don't have to.
Beginning
All of the groups you have for this game are fairly regular cards,
usually used by Cthulhu or by other Illuminati. You could begin with
any of them, but of course you'd want to start with something
powerful. I favor New York, and then Texas, but of course the Clone
Arrangers work well as well (especially because you won't look like
what you are immediately). It will be clear to all but the newest
player that you're playing a Brute Force Cthulhu--and you want to eat
them up. They'll (where possible) avoid putting Places down--they'll
choose defensive groups and power structures, and they'll do their
damndest to stop your plots. Don't jump on them immediately. Wait
until you see something juicy to take, and get it. Also, offer to help
people attack each other (with subtlety, if you can). The more you
disrupt the flow of things, the easier it is for you later. Make sure
you get something in trade that you can use.
What you will be trying to do is to use the alignments your groups
have in common with each other to easily control them. You will find
that some rival Illuminati will be controlling groups you have in
hand. This is okay--either take them away from them in attacks, or
destroy them. But remember--you only have 11 groups you can control
out of hand--if you destroy some of them, you'll have to control or
destroy groups belonging to your opponents to meet the basic goal. Not
that that's a bad thing. But many of your Group cards will be Agents,
or your opponents will have agents for cards in your Power Structure.
Be warned, but don't worry too much. You'll be fine.
Midgame
I'm going to take this opportunity to list the basic things you'll
want to use each Group Card for:
- Clone Arrangers
- Aids in controlling Personalities. Very powerful, and
Secret--thus difficult for your opponents to destroy.
- Cycle Gangs
- Useful in aiding destroying both groups and Places. A
cheap takeover.
- Dinosaur Park
- Useful in destroying Places, and can help you with
controlling Science or Corporate Groups. It's a low-power place, and
thus easy to destroy. Don't let your opponents do it for you.
- International Weather Organization
- Good for Disasters, and has lots of control
arrows. Good for defending your places, so don't blow it's action
unless you need to.
- IRS
- You like other people's plots. You're powerful, and Criminal.
You're also hated, so be careful about being without an action.
- Lawyers
- The anti-IRS card. In case someone else has the IRS, you'll
need them. Bad if you have the IRS and someone already has the
Lawyers, but that's why you have these cards--Agents are your friends.
Powerful and Criminal, and defends against Gov't and Corporate.
- Loan Sharks
- Violent and Criminal, and increase with power as the game
goes along if you can get Criminal groups into your power structure.
- The Mafia
- Powerful, Violent, and Criminal; also aids in controlling
or destroying Criminals.
- New York
- The most Powerful non-Illuminati, has all three alignments
you'll need to win, and increases the power of all your other Criminal
groups.
- Robot Sea Monsters
- A lot like Cycle Gangs and Dinosaur Park. But it's
also Secret, and thus harder to incapacitate.
- Texas
- Big, and allows you to hold a spare plot. Keep a +10 or a plot
canceller under Texas, unless you've gotten a anti-disaster card from
someone with IRS. It's powerful and has useful alignments, but is a
big fat target to your opponents.
- Clipper Chip
- +2 power to all Government groups
- Cyborg Soldiers
- Doubles the power of any one violent group. Not a Unique Gadget,
so you could use more than one of them if you wish.
- OMCL's
- Alters the alignment you need to either help control or destroy
things easily.
- Weather Satellite
- Big bonus to disasters and against them (if you need it), as well
as ordinary attacks to destroy. Has two actions per turn.
Other cards you could replace some of these with (almost off the top
of my head): CIA, CFL-AIO, Democrats, Federal Reserve, FBI, Manuel
Noriega (an easy New York takeover), Multinational Oil Companies, NSA,
Nuclear Power Companies, or the Pentagon. Also, the Necronomicon,
Midas Mill, Perpetual Motion Machine and Rogue Boomer. You need a
couple Science, Space, or Computer groups, so don't forget them if you
remove them from your deck.
Classes of plots that are important:
- Disasters and disaster-type cards
- Annual Convention, Atomic Monster, Combined Disasters,
Flesh-Eating Bacteria, Giant Kudzu, No Beer, Nuclear Accident, and
Tidal Wave. You have lots of cards to destroy places, and take one
Organization (with Annual Convention) out with it. Flesh-Eating
Bacteria and No Beer are both Ultra-Rare cards, so you might not have
them--so either replace them with other disasters or remove them, as
you desire. FEB is reusable, though, so get it if you can. Giant Kudzu
is the most powerful Disaster, but it's not Instant--so it's best use
is as the secondary card to a Combined Disaster. There's nothing
preventing you from having multiples of the same disaster, but you
can't use the same disaster twice in a Combined Disaster.
- +10 Cards
- Big Score (attack or defense for Criminal groups), Martial Law
(ditto for Gov't), Terrorist Nuke (ditto for Violent) - all good
cards, and you might want to have doubles if you can fit them in. The
Swiss Bank Account is +10 for an Illuminati attack, and Back to the
Salt Mines is +10 attack or defence to a Place--and if your side is
victorious, it returns to your hand! A good card. It can also be used
with Giant Kudzu, so there's a bonus there.
- Plot Control
- Plot card cancellers are Hoax and Secrets Man Was Not Meant to
Know. Both are good cards. Hat Trick will allow you to claim a
just-used plot, and S&L Scam will allow you to get more plots into
your hand. Don't forget that you're Cthulhu, and each time you destroy
a group you can draw a Plot card!
- Dice Alteration
- Bribery, Murphy's Law, and Computer Virus. Good cards, all, if
expensive to use. You need a specific action to use the Virus, so read
it carefully.
Blitzkrieg-for a reload of a captured group. Power Grab-save if
possible for when you're 10 groups away from the Basic Goal, and play
appropriately. You'll shoot right up to 12 groups. Otherwise, it can
get you something you need and allow you time to think (during your
opponent's turn). Seize the Time is much the same, but it limits you
to not using Plots and not drawing Groups or Plots. Plan before using,
if possible. Sorry Wrong Number-a good offensive Zap, removing
defensive Bonuses from groups. Upheaval--when your opponents are
getting close to their goals. Don't forget, you don't have enough
groups to win without taking over or destroying someone else's groups,
if playing to 12 groups.
- NWO's and Goals:
- I discussed the Goals before. The NWO's are Red, and you can't play
them both at the same time. Australian Rules should (if possible) be
played when you're about to make a feeding frenzy, because it feeds
you plots and groups when you successfully attack. Don't put it there
if your opponents will benefit more from it than you. Gun Control is
good for many (if not most) of your groups, and increases New York's
power by quite a bit (+4!)
Endgame
Well, you've controlled, you've destroyed, you've plotted and
you've drank some coffee. Hopefully, this deck has given you the
flexibility to meet one of your goals. Hopefully, you've not been
Zapped too often with things that prevent you from taking over the
groups you need to win. Hopefully, there isn't another Cthulhu or
Bavaria in the game that is playing the same deck as you. You should
know at some point through the game where you are and what Goal you're
headed towards. Don't be afraid to hold a lot of plots during your
turn--if you can put a Goal where you need it in your deck, you're
ready for a win. This deck doesn't rely on subtlety, but hey--you do
what you like. Good luck, and may an eldritch crawling horror aid your
victory.
Back to the Deck of the Week.
First posted: May 20, 1997
Last modified: May 20, 1997
Ralph Melton
ralph@cs.cmu.edu