INWO Card Combinations and Dirty Tricks
This file is an ever-growing set of cross-references among INWO
cards, an attempt to chart the connections in Ralph's head.
The links on the card titles are links to the card as generated by
Wendell Hicken's
INWO Card List Generator.
These are the entries that have been updated in the last two weeks:
General Tips
- 5/4/97: Everything that you in a game will convey some implicit
message about your intentions and probable acts. You should consider
how your acts will be interpreted by other players, and how you
want them to be interpreted. There are four general classes
of relationships between the apparent meaning of your acts and the
true meaning;
- You can be telling the truth. This is relatively easy to do, but
lacks the advantage of surprise.
- You can appear to mean one thing but secretly mean another.
(This is not necessarily good; it is possible to appear to be near
enough to victory that other players combine to bring you donw, even
though you are not nearly so near.) The way to detect this situation
is to look for the slight anomalies that betray an ulterior motive.
- You can appear not to have any particular meaning at all. This
is hard to do, and doubly hard to do while setting up a hidden plan.
I find it very hard to do this--my opponents assume so strongly that
anything I do is done with some reason in mind that if I do something
they don't understand, they work extra-hard to look for a meaning.
- You can appear to mean more than one thing. The advantage of doing
so is that other players will be somewhat distracted from your rea
intention; the disadvantage is that they will assume the worst, so
this doesn't help that much.
- 5/2/97: One way to build cunning and innovative decks is to
ignore the special Goal of your Illuminati, and make strong use of
your special power. For example, I have an amusing Discordian Society
deck with a Straight Government theme that ignores Weird Groups and
makes maximum use of its immunity to Straight and Government Groups.
- 5/2/97: In my opinion, almost every deck should either have the
following cards or consciously choose to reject them:
- Two Plot cancelers
- One card to meddle with rival's resources
- One or two Disasters
- Some appropriate +10 boosters.
- 5/2/97: If a player attacks his own groups, he almost certainly
has something special in mind. Figure out what he wants to get out of
the attack; it will be a strong clue to his plans.
Illuminati
- Adepts of Hermes
- See also Flying Saucer
- Bavarian Illuminati
- Bermuda Triangle 2/7/97
-
Aaron Curtis's comments on the Bermuda Triangle describe an
important part of Bermuda Triangle strategy.
- Discordian Society
- See also NWO:
Military-Industrial Complex.
- See also Supreme Court Nomination.
- Gnomes of Zurich
- When NWO: Chicken in Every Pot
is in play, all banks count double for the Gnomes of Zurich.
- See also NWO:
Military-Industrial Complex.
- Network, The
- See also Eliza.
- Servants of Cthulhu
- Shangri-La 2/7/97
- The INWO book suggests Noble Peace
Prize and Martyrs as degenerate Shangri-La
cards. I beg to differ; Nobel Peace Prize is not so very useful, since
you can only use one. The true degenerate Shangri-La card is Kinder and Gentler. With Kinder and
Gentler, you can reach into opponents' Power Structures and
turn their best groups Peaceful.
- Shangri-La can get 14 points of Peaceful Power in one fell swoop
by using the Big Prawn to turn New York Peaceful and double its power at the
same time.
- See also Unmasked
- Society of Assassins
- UFOs
Groups
- A.M.A. 8/29/97
The A.M.A. works well in a Blinded by
Science deck, because its ability to attack and defend any Science
group can cut acrossthe problems of having no common alignments that
Science decks can run into. However, it can be difficult to decide
whether to use their ability to make an attack or to save it for
defense. I tend to like to save it for defense, because having it in
your power structure as a potential defender tends to cause people not
to try to attack you.
Japan has a 12 or less to control the A.M.A.
- Al Amarja
- Al Gore
- American Autoduel Association
- Anti-Nuclear Activists
- Antiwar Activists
- Arms Dealers 2/18/97
- The Arms Dealers work well in combination with the Cattle Mutilators to let you expose
other players' plots. When you're going to hassle one player with the
Arms Dealers, try to get other players to give you worthless plots to
exchange.
- Australia
- B.A.T.F.
- Bank of England
- See also NASA.
- Big Media
- Bill Clinton 43/97
- This is a little obvious, but should be noted anyway: Bill Clinton is
awesome at taking over Government groups. There are almost 30 groups
that Bill can take over on a 10 or less.
- However, Bill is a little weak on defense, particularly against an
an attack to Control, because his Resistance is pretty low. A deck
that relies on Bill Clinton may like to have a Commitment to play on him.
- See also NASA.
- See also NWO:
Military-Industrial Complex.
- Bjørnë
- Black Activists
- Boy Sprouts
- Brazil
- C.I.A.
- CFL-AIO
- See also Gay Activists.
- Cable TV
- California
- Canada
- Cattle Mutilators
- See also Arms Dealers.
- See also Fast Food Chains.
- Center for Disease Control
- China
- Church of Elvis
- Church of Violentology
- Clone Arrangers
- Comic Books
- Congressional Wives
- See also NWO:
Military-Industrial Complex.
- Conspiracy Theorists 2/9/97
- What are the uses of a Power 0 action token? Here are just a few:
- Convenience Stores
- Copy Shops
- Count Dracula
- See also Counterspell.
- Cycle Gangs
- Dan Quayle
- Day Care Centers
- Democrats
- Dentists
- Deprogrammers
- Dinosaur Park 8/28/97
- Dirty Trick #23: Scott McNair pointed out that if the Nutrition
Nazis control Dinosaur Park, then all your Science Groups can defend
each other: Dinosaur Park allows the Nutrition Nazis to oppose any
attack on a Science Groups, and the Nazi's participation allows any
Science Group to join the defense.
- Dittoheads
- See also Lyndon LaRouche.
- Drug Companies
- Druids
- EFF
- EPA 3/29/97
- If you control both the EPA and the Nuclear Power Companies, it's
useful to remember that you can discard the action token from the EPA
at any time, as a free move. (If you're willing to give up another
token, you might buy a Plot instead of just discarding the token.)
- See also NASA.
- Eco-Guerrillas
- Elders of Zion
- Elvis
- Empty Vee
- England 3/10/97
- Emergency Powers can be particularly
effective when played on England, because England then has two power-6 tokens.
- Evil Geniuses for a Better Tomorrow
- F.B.I.
- Fast Food Chains 6/3/97
- Sean McGuire has a nice Fast Food Chains trick, based on the fact
that the Plots you hide need not be your own:
- Expose someone's Plots with the Cattle
Mutilators (So that's where the Fast Food Chains get their meat!)
- Hide two of their Plots with the Fast Food Chains.
- Use Go Fish to seize the Plot you just hid.
(The highly suspicious fish sandwich)
- Federal Reserve
- Feminists
- Fidel Castro
- Fiendish Fluoridators
- Finland
- Flat Earthers
- Fnord Motor Company
- France
- Fraternal Orders
- Fred Birch Society
- Gay Activists 6/2/97
- Terry Chilvers writes: "CFL-AIO/Gay Activists works well by
extending the CFL's ability to destroy to include the more numerous
Government targets."
- General Disorder 2/21/97
- General Disorder can be used as Disaster protection, by using him
to aid Disasters against your Places, creating a Disaster that is more
likely to devastate, but cannot destroy.
- For more information about this, see Dirty Trick #6, With Friends Like
These...
- George Bush
- Germany
- Girlie Magazines
- Goldfish Fanciers
- Gordo Remora
- Great Pyramid, The
- See also Go Fish.
- Green Party, The
- Gun Lobby
- Hackers
- Hawaii
- Hillary Clinton
- Hollywood
- I.R.S.
- Illuminati University
- Imelda Marcos
- Intellectuals
- International Cocaine Smugglers
- International Communist Conspiracy
- International Weather Organization
- Israel
- Italy
- Japan
- Jimmy Hoffa
- Joggers
- Junk Mail
- KKK
- L-4 Society
- Lama Ramadingdong 2/14/97
- Lama Ramadingdong is a precious group for a Green deck. He should
not be brought out until you have a significant number of Green Groups
in play, however, because any smart opponent will blast him if he's
brought out when he's weak.
- Las Vegas
- Lawyers
- Libertarians
- See also NWO:
Military-Industrial Complex.
- Liquor Companies
- Loan Sharks
- Local Police Departments
- Lyndon LaRouche 3/29/97
- A way to get Lyndon's alignments to count for Goals is to use the
Dittoheads.
- See also NWO:
Military-Industrial Complex.
- MI-5
- Madison Avenue
- See also Media Connections.
- Mafia, The
- Manuel Noriega
- Margaret Thatcher
- Media Sensation
- Men In Black, The
- Militia
- Moonbase
- Moonies
- Moral Minority
- Mossad
- See also Shroud of Turin.
- Multinational Oil Corporations 3/17/97
- Glen Barnett points out:
In a three player game, its special ability can be more useful
than a privileged attack, not least because all those cards and
abilities that intefere with privileged attacks don't work. The
fact that you don't have to announce it at the start of the
attack is an added bonus.
- N.S.A. 5/19/97
- The N.S.A. can be particularly useful in conjunction with the
Mossad or Shroud of
Turin. Use the N.S.A. to look at one end of your Plot deck, and
then use the glimpses at the other end provided by the other card
to make your choice.
- See also Go Fish.
- NASA 3/17/97
- Glen Barnett points out:
Being able to give its token to a Government group you
control makes this a very handy card - if you have several useful
Government cards (e.g. Supreme Court, EPA, Post Office, Bank of England, a Big Prawned New York
(and Bill Clinton--RLM)) it allows you a
great deal of flexibility. NWO: Military-Industrial
Complex extends this to Corporate groups (e.g. Phone Company, Liquor Companies, and Fnord Motor Company (and the Nuclear Power Companies--RLM)).
- NATO
- Nancy Reagan
- Nephews of God
- New York 1/6/98
- Let me take a moment to state some obvious things about why New York
is such a popular card:
- Its printed power of 7 is higher than that of any other
non-Illuminati group. Furthermore, since the power-booster cards only
assign a power of 6, no other group can be assigned a power equal or
greater than New York's--so no other group's power can be increased
as much by a power-doubler as New York's.
- Furthermore, all of the permanent power-doublers (Necronomicon,
Cyborg Soldiers, and the Big Prawn) can apply to New York.
- See also Shangri-La.
- See also NASA.
- Newt Gingrich
- Ninjas 2/14/97
- Rudi Gross's Lambs to
the Slaughter is an excellent example of how to use the Ninjas'
special ability to gain an action token when attacked to devastating
effect.
- Nuclear Power Companies
- Nutrition Nazis
See also Dinosaur Park.
- OPEC
- Dirty Trick #24: Mike Chiulli (ChiulliAXP@aol.com) has pointed out
that you can use Murphy's Law to give OPEC
an extremely high power. And since this high power is Printed Power,
you could use a power- doubler like the Necronomicon or Cyborg Soldiers to dobule that power.
- Offshore Banks
- Ollie North
- Orbit One
- Pale People in Black
- Paranoids
- Pentagon
- Phone Company
- Phone Phreaks
- Pollsters
- The Pollsters can have an ability to meddle with attacks that far
exceeds their mere global power, because few attacks are made without
some benefit from alignment bonuses. Since attackers tend to choose
combinations that give them alignment bonuses, the Pollsters can often
make a difference of 6 or more when interfering to aid the defense.
- The Pollsters can be especially effective in conjunction with the
Orbital Mind Control
Lasers, or they can be used to nullify the efforts of another
player who uses the OMCLs to enhance his attacks.
- The Pollsters' influence is magnified by NWO: Fear and Loathing.
- Post Office
- See also NASA.
- Prince Charles
- Princess Di
- Professional Sports
- Psychiatrists
- Punk Rockers
- Pyramid Marketing Schemes
- Recording Industry
- Recycling Centers 4/3/97
- Aaron Curtis' Deck of the Week #27, Invasion of the Gadget Snatchers,
details many Illuminated uses of the Recycling Centers.
- See also Trading Card Games.
- See also The Thule Group.
- Red Cross
- Reformed Church of Satan
- Religious Reich
- Republicans
- Rifkinites
- Robot Sea Monsters
- See Don Fnordlioni's comments at Loch
Ness Monster.
- Ronald Reagan
- Rosicrucians 2/18/97
- The Book of Kells is extremely handy
with the Rosicrucians. Picking two plots per turn is useful enough to
be the theme of a whole deck.
- S.M.O.F.
- Saddam Hussein
- See also NWO:
Military-Industrial Complex.
- Saturday Morning Cartoons
- Savings and Loans
- Science Alarmists
- Science Fiction Fans
- Secret Service
- Secular Humanists
- Semiconscious Liberation Army
- Shock Jocks
- Silicon Valley
- Society for Creative Anarchism
- South American Nazis
- State Lotteries 11/20/97
- My perception is that it's more likely that the State Lotteries
would be useful for drawing Plots than for drawing Groups, because
it's easier to have more Plots in your hand than you can keep than it
is for Groups.
- An obvious way to keep a prized Plot in your hand when you use the
State Lotteries is to have another player hold the plot for you while
you use the Lotteries in exchange for a minor favor.
- I had written: "Using Crop Circles
with the State Lotteries can let you pick your entire hand from your
deck. This can be an effective way to set up combinations that involve
several cards. However, when you're picking several cards, the
30-second limit becomes terribly limiting. You should plan out what
cards you're going to get before your 30 seconds begins." However:
Mr Clever <shift@lightspeed.net> has pointed out that that
combination is not viable, because once you've returned your Plots to your
deck, you no longer have the Crop Circles to play. Oops, my mistake.
- One way to rescue this: you could achieve a somewhat more limited version
of the same effect by using the Crystal Skull
in conjunction with the State Lotteries. (This would have the benefit
of removing the time pressure, too.)
- Stonehenge
- Subliminals
- Supreme Court
- See also NASA.
- See also NWO:
Military-Industrial Complex.
- Survivalists
- Swingers
- Switzerland
- TV Preachers
- Tabloids
- Teddy Kennedy
- Telephone Psychics
- Templars
- Texas
- Thule Group, The 4/3/97
- Because the Thule Group is not aiding per se when it uses its
power to increase an attack, its power can be used to boost attacks
during NWO: Apathy.
- The Recycling Centers can be used
to recover one of the Group cards you use with the Thule Group.
- Tobacco Companies
- When NWO:
Military-Industrial Complex is in play, the Tobacco Companies have
a net +12 to take over any Government or Corporate Group.
- Trading Card Games 9/16/97
- The Trading Card Games' ability to be replaced with another card
is by far their best use. This ability can be abused to good effect by
using the Recycling Centers. Simply
take over the Trading Card Games, replace the TCG's with another
group, and use the Recycling Centers to salvage the Trading Card Games
to repeat the exercise.
- (Note: The Cards FAQ says that this trick is illegal. However,
Marc Gabriele asked Lynette about the idea a couple of months ago, and
received confirmation that it's legal. (He showed me the print-out of
her message when he played the deck. It was typical Lynette style,
which is admittedly easy to fake--it said, "Yes." But I don't think
Marc would forge a message.))
- Even without this trick, canny rivals will be leery of the
possibilities for which the Trading Card Games might be used, and will
try to destroy the relatively vulnerable Trading Card Games as soon as
possible. Because of this, you will usually want to replace the TCGs
with another group as soon as you take them over.
- Dirty Trick #25 (due to Christian Wedge): The Recycling Centers
can be hard to bring into play without ATOs. If you can take over the
Trading Card Games and keep them until they get an action token, you
can replace them with the Recycling Centers, and then use the
Recycling Centers' action token to recover the Trading Card Games.
- Trekkies
- Triliberal Commission
- Underground Newspapers
- United Nations
- Urban Gangs
- Vampires
- Vatican City
- Video Games
- Vladimir Zhirinovsky
- Voudonistas
- W.I.T.C.H.
- Wall Street
- Wargamers
Resources
- Angel's Feather
- Ark of the Covenant
- Big Prawn, The
- See also Shangri-La.
- Bigfoot
- Black Helicopters
- Blivit
- Book of Kells
- See also Rosicrucians.
- Bronze Head, The
- Center for Weird Studies 3/10/97
- The Center for Weird Studies is the only way to reload a Resource.
This can be very effective if you need to use the Orbital Mind Control Lasers
twice during a turn.
- See also Reach Out...
- Clipper Chip 2/20/97
- The Clipper Chip is very useful, particularly since the only ways
it can be destroyed are by using Suicide
Squad or by eliminating all the players's Government Groups. I
usually include a Clipper Chip whenever I have at least three
Government groups in the core set of groups for a deck.
- See also NWO:
Military-Industrial Complex.
- Crystal Skull
- Cyborg Soldiers
- See also OPEC.
- Death Mask
- Earthquake Projector
- Eliza 4/21/97
- Eliza is so extremely useful for a Network
deck, because it can provide an extra Network token, that it is practically
de rigueur for any Network deck.
- Flying Saucer
- The Flying Saucer can be used as an excellent way for weenie
resource-gobbling decks to gobble resources, particularly for the Adepts of Hermes.
- Frog God, The
- Hallucinations
- Hammer of Thor
- Hidden City
- Hitler's Brain 5/2/97
- This is a pipe dream, mostly. But if you could link Hitler's Brain
to a Personality, and then use
Sudden European Vacation to give that Personality to Shangri-La,
that would be a more effective way of preventing Shangri-La from
taking over Peaceful groups than a Brushfire
War Zap.
- Holy Grail, The
- Immortality Serum
- Killer Satellite
- Lenin's Body
- Library at Alexandria, The
- Loch Ness Monster 3/3/97
- Don Fnordlioni writes:
- Nessie's World Tour: The Loch Ness Monster's cancelling ability
and destructive bonuses are only good against Coastal places. With NWO: Global Warming in play, these
abilities are extended to all Places on Earth! And don't forget her
backup band, the Robot Sea
Monsters... truly a joy for Cthulhu, or anyone else packing
Coastal-only Disasters.
- Mercenaries
- Midas Mill
- Necronomicon
- See also OPEC.
- Orbital Mind Control Lasers 3/29/97
- The Orbital Mind Control Lasers are certainly among the Top Three
Coolest Resources, for their power and versatility. Here are some of
their many uses:
- Set up an attack by adding a common alignment or an alignment bonus.
- Defend against an attack by turning an alignment bonus into a
penalty by reversing an alignment. (This use and the previous use are
particularly effective when NWO: Fear and
Loathing is in play.
- Annull a special ability like Bill
Clinton's ability to take over Government Groups by turning the
target Corporate or removing the Government alignment.
- Add an alignment to provide a defensive bonus. The extreme cases
use the OMCLs and a group that provides Immunity (such as Vatican City, Goldfish Fanciers, Discordian Society) to completely block
an attack by adding an alignment to the attacker that makes the target
immune.
- Adapt groups for the Goals of Gnomes
of Zurich, Discordian Society,
Shangri-La, or especially the Bermuda Triangle. It can also be used for
the Goals The Corporate Masters,
Hail Eris!, Criminal Overlords, and almost any of
the Destroy X/Control Y Goals.
- Thwart a bid for victory with any of those Goals.
- Add, remove, or reverse an alignment on a Group to let it take
advantage of effects that benefit a particular alignment, such as an NWO
or a Clipper Chip. This power change counts for Goals.
- In the same vein, you can use the OMCLs to temporarily deprive a
group of a benefit or force it into a penalty.
- Modify an alignment to allow a group to use a Plot card, such as
a +10 booster, a Senate
Investigating Committe or a Scandal.
- Prevent a group from using a +10 booster in an attack. (This applies to
some other Plots as well.)
- Prevent a group aiding an attack from aiding.
- Force other players to rearrange Groups when NWO: Antitrust Legislation is in
play.
- et cetera...
- This power and versatility makes the OMCLs extremely popular. If
you're going to build a deck that relies on having the OMCLs, you
should probably include a Forgery in case you
don't get yours out first, and you should give some thought to
protecting the OMCLs against resource-destroying cards.
- See also Center for Weird Studies.
- See also Scandal.
- See also Supernova.
- Orgone Grinder
- Perpetual Motion Machine
- Power Satellite
- Principia Discordia 3/10/97
- The Principia Discordia can provide an awesome boost to Resistance
for a Weird power structure. This makes it obviously attractive to Discordia. However, it will provide no
defense against attacks to destroy, so it is only useful if you expect
many more attacks to control than to destroy.
- Rogue Boomer
- Screaming Meme
- Shroud of Turin 4/4/97
- The Shroud of Turin and Mossad are not as
useful for plot control as might be expected, since they don't give
you enough information to make a good choice. However, the following
technique can be applied with either card: draw all your Plots from
the bottom of your deck, and discard worthless Plots to the top of
your deck. This gives you resistance to cards that attack the top of
your Plot deck like the I.R.S., Internet Worm, and a Seccrets Man Was
Not Meant to Know that you play yourself, because the cards that get
stolen or discarded are relatively worthless.
- See also N.S.A.
- Soulburner
- Spear of Longinus 3/29/97
- When NWO: Australian Rules is in
play, you can aid any attack to destroy (including Disasters) for
free, and draw a Plot for doing so. Aiding attacks on your own groups
won't net you any Plots; the only reason to aid someone else to attack
your own groups would be to involve Magic to increase the potential
for W.I.T.C.H.
- Spy Satellite
- Suicide Squad
- See the discussion of resource-destroyers at
Deasil Engine.
- Warehouse 23
- Weather Satellite 2/14/97
- Weather Satellites aren't unique; you can have more than one. Rain of Frogs becomes a very impressive
general-purpose Disaster when you have two Weather Satellites to pump
it up to power 30.
The project's name was noted in the annual budget review, but
dismissed as just a typographical error. However, when the frogs
started landing on Sheffield, a horrified populace discovered that
'High-Altitude Amphibian Assault Vehicles' was exactly
what was meant.
- See also Supernova, which lets you bring out
Weather Satellites with action tokens.
- X-Ray Specs
- Xanadu
Plots
- 18 1/2 Minute Gap
- A Brief Attack of Conscience
- Agent In Place
- Air Magic
- Albino Alligators
- Alien Abduction
- Alternate Goals
- An Offer You Can't Refuse
- Anarchists Unite!
- See also NWO:
Military-Industrial Complex.
- And STAY Dead!
- And STAY Dead! allows you to permanently kill a group that
has been discarded, but not Destroyed. This can be handy in
conjunction with Upheaval!
- Angst
- Annual Convention
- Anything Worth Doing Is Worth Overdoing
- Are We Having Fun Yet?
- Assertiveness Training
- Atomic Monster
- Auditor From Hell, The
- Back to the Drawing Board
- Back to the Salt Mines 2/14/97
- Back to the Salt Mines can also be used with non-Instant
Disasters, like Giant Kudzu, Epidemic, and Drought.
Back to the Salt Mines, combined with Flesh-Eating Bacteria, forms a
power-30 Disaster that can be reused if it destroys its target.
- Backfire
- Backlash
- Backmasquerade
- Bait and Switch
- Bank Merger
- Bar Codes
- Beach Party
- Benefit Concert
- Big Score, The
- Big Sellout, The 2/21/97
- Big Sellout is one of very few ways to give an extra action token
to your Illuminati.
- Bimbo at Eleven
- Bite the Wax Tadpole
- Blitzkrieg 10/28/97
- Blitzkrieg can be useful in the early game, by giving you an extra
action token on a newly-taken group that can be used to move that
group closer to your Illuminati.
- Blitzkrieg can also be extremely useful in a Spawning Behemoth deck. For example, if
you are playing a classic Network deck in which every group gives a
further bonus to take over Computer Groups, Blitzkrieg is a great way
to swarm to victory, because it lets newly acquired groups use their
mighty bonuses to take other groups.
- By contrast, Blitzkrieg is not nearly so useful in a
Big Slurp deck, because the extra token that
it gives you is usually not on the group with which you make all of
your takeovers.
- Blood, Toil, Tears and Sweat
- Bodyguard
- Botched Contact
- Bribery 2/21/97
- Bribery is actually slightly less useful than Murphy's Law, for the following reasons:
- Murphy's Law can be applied to any attack to make it a failure;
Bribery cannot make an arbitrary attack a success.
- Murphy's Law is typically used on other people's turns to thwart
other people's attacks; Bribery is typically used on your own turns to
facilitate your attacks. Therefore, Bribery is more likely to leave
you denuded of Illuminati actions for everyone else's turn.
- Brushfire War
- See also Hitler's Brain.
- Car Bomb
- Cat Juggling
- Cease-Fire
- Celebrity Spokesman
- Censorship
- See also Media Connections.
- Chain Letter
- Charismatic Leader
- Citizenship Award
- Clone
- Cold Fusion
- Combined Disasters
- Commitment
- Computer Security
- Computer Virus
- Contract on America
- Corruption
- Counter-Revolution
- Counterspell 5/4/97
- See the discussion of resource-destroyers at
Deasil Engine.
- In that discussion, I said that Counterspell wasn't very useful,
but I've now thought of one situation in which it could be somewhat
useful: in the defense of Count Dracula. It occasionally happens that
someone uses the Necronomicon or the
Spear of Longinus (or very rarely, the
Hammer of Thor) to try to kill Count
Dracula without a Magic Group being involved; Counterspell could be
used in that situation (powered by Count Dracula, even) to destroy the
Resource and protect the Count simultaneously.
- Cover of Darkness
- Cover-Up
- Crackdown on Crime
- Crop Circles
- See also State Lotteries.
- Crusade
- Currency Speculation
- Deasil Engine
- To compare and contrast Resource-Destroyers: Deasil Engine,
Counterspell, Hex,
The Weak Link, and
Suicide Squad:
- Deasil Engine is the easiest Resource-destroyer to power.
- The Weak Link is more versatile, because it can also destroy
Artifacts (and many Magic resources, in particular, are Artifacts but
not Gadgets).
- Counterspell is not a generally useful card; there are only a few
Magic resources that can be used to aid attacks, and Counterspell
requires that these magic resources be brought into play, that they be
used against you in an attack, and that you have a Counterspell and an
appropriate action available.
- Hex is somewhat cheaper than The Weak Link, but it is less versatile,
both in how what it can be used to destroy, and in how it can be powered.
Since some of the most destruction-worthy Resources are not Magic
(The Perpetual Motion Machine and the Orbital Mind Control Lasers
come particularly to mind), I would usually put The Weak Link into
a deck instead of Hex.
- Suicide Squad is the most versatile of all Resource-destroyers,
since it's the only way to destroy Resources like the Clipper Chip
that are neither Artifacts nor Gadgets and it has other advantages:
once it's been brought out, nothing but a bad die roll (or another
Suicide Squad) will can prevent it from destroying successfully,
unlike the resource-destroying Plot cards that can be canceled by
Hoax! or Secrets man Was Not Meant to Know. Its major deficit for me
is that I typically don't like putting marginally useful resources
into my Group deck, because it's harder to get through your Group deck
quickly, and bringing out a Resource requires leaving yourself without
an Illuminati action for a whole round (or passing up an automatic
takeover.)
- In general, I would probably recommend putting a Weak Link into a
deck when the deck is expected to have plenty of Science, Magic, or
Computer power (or plenty of Illuminati actions) and Deasil Engine
when you will have trouble powering a Weak Link.
- Death To All Fanatics
- Deep Agent
- Defection
- Dictatorship
- Dollars for Decency
- Dolphins
- Don't Rock the Boat
- Don't Touch That Dial
- Double-Cross
- Drought
- See also Back to the Salt Mines.
- Early Warning
- Earth Magic
- Earthquake
- Eat The Rich!
- Embezzlement
- Emergency Powers
- See also England.
- Enough is Enough
- Epidemic
- See also Back to the Salt Mines.
- Every Year Is Worse
- Exorcism
- Exposed!
- Faction Fight
- Family Values
- Fickle Finger of Fate
- First Thing... Kill All The Lawyers
- Five-Year Plan
- Flesh-Eating Bacteria 2/21/97
- Flesh-Eating Bacteria is most useful because of its nature as a
reusable Disaster. It can be combined with Back to the Salt Mines for a more
effective reusable Disaster.
- Playing a Hubble Trouble before
launching Flesh-Eating Bacteria attacks will prevent any groups from
spending their action tokens agains the Flesh-Eating Bacteria.
- Floating Point Error
- Flower Power
- Fnord!
- Foiled!
- See also Go Fish.
- Forgery
- Frankenfood 3/29/97
- Frankenfood is most often used for two purposes:
- To make places Fanatic for the Society of Assassins
- To add arbitrary alignments to places for the Bermuda Triangle.
- It could also be used for Discordia or Shangri-La, but Jake
Day or Kinder and Gentler are
harder to eliminate. However, if you have a strong Science theme,
Frankenfood can be worthwhile.
- If you use Frankenfood to win, a Hubble
Trouble during your bid for victory can prevent meddling Science
groups from removing your Frankenfood.
- Freaking The Mundanes
- Full Moon 2/18/97
- Full Moon is the most effective of the Reloads, because it allows
you to reload all of your Fanatic Groups. Since it can also reload
other players' Fanatic groups, a player with a Fanatic deck who has no
Illuminati action can sometimes convince another player with an
Illuminati action to load up all of the Fanatic's player's groups
(with a Full Moon provided by the Fanatic player, of course).
- Fundie Money
- Gang War
- George the Janitor
- Giant Kudzu
- See also Back to the Salt Mines.
- See also Ketchup Is A Vegetable.
- Go Fish 6/3/97
- See also Mutual Betrayal.
- The existence of Go Fish can have a chilling effect on dealmaking,
since people fear that revealing their cards may make them prone to Go
Fish. I've had some luck by making the following promise: "I won't Go
Fish any card that you show me; cards that I find out about through
other methods are fair game." This has the salutary effect that if
your opponent fears Go Fish and trusts you to keep your word, his best
strategy is to show you his cards--which can be more useful than a Go
Fish would be.
- Note that because Go Fish exists but works only on hidden cards,
and Nice Idea. It's Mine Now.
and Foiled! are the only plots that can affect
exposed Plot cards (and they only affect Goals), some players use a
strategy of Exposing any Plot they hold that has become widely known.
My hope is that future expansions will correct this anomaly.
- The N.S.A. is a good way to get information
to let you use Go Fish effectively, as is
The Great Pyramid.
- See also Fast Food Chains.
- Go, Lemmings, Go!
- Good Polls 5/2/97
- Good Polls is a great defensive card for a deck that shares
one or two alignments and has decent Power and Resistance on most of
its groups. (To explain 'decent Power and Resistance': Good Polls
won't protect the Comic Books well, for instance.)
- Good Polls can be used defensively without being used on the
target of an attack. For example, if New York controls the Pollsters
and the Pollsters are attacked, I can play Good Polls on my Government
groups to let New York defend the Pollsters with tripled power.
- Grassroots Support
- Grave Robbers
- Gremlins
- Harmonica Virgins
- Hat Trick
- Head In A Jar
- Hex
- See the discussion of resource-destroyers at
Deasil Engine.
- Hidden Influence
- Hit and Run
- Hoax! 2/20/97
- Almost every deck should include at least one or two of Hoax! or Secrets Man Was Not Meant to Know. But which one should you use? Here are some factors that should influence your decision:
- If there are no Plots that are especially important to you,
SMWNMTK can be cheap in action tokens, and valuable because it can be
played even when you have no action tokens.
- As your plots become more worthwhile, and you can reliably keep
six points of power in non-Illuminati action tokens around, Hoax
becomes more valuable.
- Hoax also gives you the information about what plot you discard,
which is useful if you need to know what's left in your deck.
- However, if you have a Dirty Trick in mind for your deck, and you
need to worry that no one else even sees a plot unless you
let it be seen, then the fact that the plots discarded by SMWNMTK are
discarded face-down can be valuable.
- If you have a source of extra action tokens, such as playing the
UFOs, or having the Perpetual Motion Machine linked to your
Illuminati, then it can be preferable to use SMWNMTK, so that you
avoid the cost of the Plot discard.
- If you're planning to trade a plot-canceling card for favors,
SMWNMTK is somewhat more tradeable, because it can be played by people
who are sapped of action tokens and are therefore desperate to get
your expensive help.
- Hubble Trouble
- See also Flesh-Eating Bacteria.
- See alsoFrankenfood.
- Hurricane
- I Lied
- Impostor
- Infobahn
- Interference
- Internet Worm, The
- Irish Flu, The
- Jake Day
- Jihad
- Junk Bonds
- Just Say No
- Ketchup Is A Vegetable 4/12/97
- See also NWO:
Military-Industrial Complex.
- Note that Ketchup Is A Vegetable can also be used with non-Instant
Disasters, such as Giant Kudzu.
- Kinder and Gentler
- See also Shangri-La.
- Lab Explosion
- Let the Sunshine In
- Let's Get Organized
- Let's Get REALLY Organized
- Let's You and Him Fight
- Liberal Agenda
- Logic Bomb
- March On Washington
- Market Manipulation
- Martial Law
- Martyrs
- See also Shangri-La.
- Mass Murder
- May Day
- Media Blitz
- Media Connections 2/7/97
- This card doesn't have to be played with your own groups. You can
play it on someone else's Power Structure and then use Censorship or Madison
Avenue to take it away.
- Meek Shall Inherit, The
- Messiah
- Meteor Strike
- Metric System
- See also NWO:
Military-Industrial Complex.
- Miracle Diet Plan
- Mistaken Identity
- Mob Influence
- Monopoly
- See also NWO:
Military-Industrial Complex.
- Mothers' March
- Murphy's Law
- See the comments on Bribery for a
comparison and contrast of Murphy's Law and Bribery.
- See also OPEC.
- Mutual Betrayal 2/21/97
- As Dan Myers pointed out in his Deck of the Week "God
Knows, We Can Find Out", Mutual Betrayal doesn't need to be all
that mutual. If you don't expose any of his cards, then you've seen
his cards and no one else has seen yours--and you can leak that
information to others, or play a Go Fish on him
on the next turn.
- My Karma Ran Over Your Dogma
- Nationalization
- Near Miss
- Never Surrender
- Nevermore!
- New Blood
- New Federal Budget
- Nice Idea. It's Mine Now.
- See also Go Fish.
- No Beer!
- Nobel Peace Prize
- See also Shangri-La.
- Nuclear Accident
- Oil Spill 2/21/97
- Two things to note:
- When NWO: Global Warming is in play,
every Green Group has Power >= 3, and so will gain an action token,
even if the Oil Spill only devastates.
- An Oil Spill can be a good way to regain action tokens for Green
groups as soon as a NWO: World Hunger
leaves play.
- Opportunity Knocks
- Oregon Crud, The
- Partition
- Pave the Earth!
- Payoff
- Pizza for the Secret Meeting 3/17/97
- Pizza for the Secret Meeting is a very versatile card. Here are
some of its many uses:
- Play it to temporarily prevent a Secret group from counting
double for the Society of Assassins.
- Play it as the Society of Assassins to let your Secret groups count double
by eliminating the secrecy of a more powerful Secret group.
- Use it to allow a non-Secret group to attack a Secret group.
- Use it to defend a Secret group from attack by eliminating the Secrecy
of the attacking group.
- Use it on a Secret group that's attacking a non-Secret group in
order to allow other groups to aid the attack.
- Plague of Demons
- Pledge Drive
- Poison
- Power Corrupts
- Power Grab
- Privatization
- Privileged Attack
- Pulitzer Prize
- Purge
- Rain of Frogs
- See also Weather Satellite.
- Reach Out... 2/21/97
- As far as I can tell, it is a legal trick to play Reach Out... at
the end of your turn, to denude someone else of action tokens, then
use the Center for Weird
Studies to give an Action Token to your Illuminati, and then Seize the Time! to convert that Illuminati
action into action tokens for all your other groups (and an Automatic
Takeover.)
- Read My Lips
- See also Teflon Coating.
- Red Scare
- Regi$tered Trademark
- Reload!
- Reorganization
- Resistance Is Useless!
- Reverse Whammy
- Revolution!
- Rewriting History
- Sabotage
- Save the Whales
- Savings & Loan Scam
- Scandal 2/21/97
- Playing against a monochrome deck, but one without the alignment
of your Media Groups? By combining Strange Bedfellows with Scandal, you
can surprised someone by ripping away their action tokens from an
unexpected alignment. Besides, the card art for the two cards fits
well together... (The Orbital
Mind Control Lasers can also be used, but the card art doesn't fit
as well.)
- School Prayer
- Second Bullet, The
- Secret Master
- Secrets Man Was Not Meant To Know
- See Hoax! for a discussion of some of the
issues to consider in deciding between Hoax! and Secrets Man Was Not
Meant to Know.
- Security Leak
- Seize The Time!
- Self-Esteem
- Senate Investigating Committee
- Slush Fund
- Sniper
- Sorry, Wrong Number
- Spasm of Violence
- Spontaneous Combustion
- Stars Are Right, The
- Stealing The Plans
- Stock Split
- Straighten Up
- Strange Bedfellows
- See also Scandal.
- Sucked Dry And Cast Aside!
- Sudden European Vacation
- See also Hitler's Brain.
- Sufficiently Advanced Technology
- Supernova 4/21/97
- A particular usefulness of Supernova is that the gadgets brought
out with Supernova come with a full set of action tokens. Otherwise,
it is usually the case that either you must use your automatic takeover
to bring out a Resource, or you must wait for a full round before
you can reap the benefits of your Resource, by which time a hotly
contended Resource may already have been destroyed or Forged.
- This technique of using Supernova to bring out a Resource with a
full set of Action Tokens is particularly useful with the
Orbital Mind Control Lasers,
which are the mostly hotly fought-over Resource with action tokens.
- See also Weather Satellite.
- Supreme Court Nomination 4/21/97
- The particular usefulness of Supreme Court Nomination is that
it allows every group with an action token to team up to attack a
Personality, and it does not have to be played on the attacker's turn.
This can be particularly useful to thwart a player who has declared victory.
- Rob the Radii has pointed out that Supreme Court Nomination
is doubly useful for Discordia:
either the target is destroyed, or he becomes Government, making
you immune to his effects.
- Sweeping Reforms
- Sweepstakes Prize
- Swiss Bank Account
- TANSTAAFL
- Take the Money and Run
- Talisman of Ahrimanes
- Tax Breaks
- Teflon Coating
- Teflon Coating is a nice idea, but in almost every case, Read My Lips is more useful than Teflon
Coating.
- Terrorist Nuke
- This Was Only A Test
- Tidal Wave
- Time Warp
- Tornado
- Truck Bomb 4/18/97
- A Truck Bomb is an exellent way to destroy the
Nuclear Power Companies when they
have an action token.
- Unlucky 13
- Unmasked! 4/21/97
- By its very nature, Unmasked! is a two-plot card combination. Therefore,
if you're planning to use Unmasked!, you should consider the problem
of Plot control.
- Christian Wedge has had good results by putting an Unmasked! and a
Shangri-La card into his Shangri-La deck,
in order to tempt others into shared victories.
- Upheaval!
- See also And STAY dead!
- Vile Secretions
- Volcano
- Volunteer Aid
- Voodoo Economics
- Vultures
- Waiting Period
- Weak Link, The
- See the discussion of resource-destroyers at
Deasil Engine.
- Weird Turn Pro, The
- Whispering Campaign
- Whistle Blowers
- See also NWO:
Military-Industrial Complex.
- Witch Hunt
- Withering Curse
- World Cup Victory
- You Are What You Eat
Goals
- Blinded by Science
- Corporate Masters, The
- See also NWO:
Military-Industrial Complex.
- Criminal Overlords 2/7/97
- Manuel Noriega is the group with the
least Resistance that qualifies for Criminal Overlords.
- Earth First
- Fratricide
- Hail Eris!
- Hand of Madness, The
- Kill For Peace!
- Let Them Eat Cake!
- Population Reduction 3/10/97
- England is the least powerful Huge Place.
However, you may wish to think twice about including it in a
Population Reduction deck, because many will interpret it as a sign of
Population Reduction.
- Power For Its Own Sake
- Power To The People
- Up Against The Wall! 4/21/97
- Up Against the Wall! is relatively unusal among Destroy X/Control Y
Goals in that X and Y are not opposite alignments. This means that,
for example, you can build a Government Violent deck (with
NWO: Gun Control) and destroy your own groups
to ensure that no one can take them away from you.
- It is also easier to count on Government groups being in play
for you to destroy than it is for most other alignments, and it is
easier to destroy them without raising suspicion, because they are likely
to be some of the groups that most obviously need to be destroyed.
New World Orders
- A Thousand Points of Light
- Antitrust Legislation 2/18/97
- NWO: Antitrust Legislation makes it impossible for the Day Care Centers or the Dittoheads to be owned by a Corporate group.
- Apathy 2/18/97
- Common trick: get lots of people to chip into an attack, then play
NWO: Apathy to all the action tokens that aided the offense. his can
be particularly effective with the use of Church of Violentology to lure
people into using lots of action tokens in an attack.
- Australian Rules 5/4/97
- To state the semi-obvious: The best type of deck (and the best
type of situation) in which to use Australian Rules is one in which
it's easy for you to attack others, but hard for them to attack you. A
heavily-defended Discordian Society or Shangri-La deck can use
Australian Rules to incite other players to attack each other while
the well-defended player edges towards victory.
- See also Spear of Longinus.
- Bigger Business
- Chicken In Every Pot
- See also Gnomes of Zurich.
- Don't Forget To Smash The State
- End of the World
- Energy Crisis
- Fear and Loathing 3/29/97
- NWO: Fear and Loathing can be an excellent NWO for a weenie
monochromatic deck in which almost all groups share a single
alignment, because it magnifies the bonuses for taking over groups
from your hand.
- The Orbital Mind Control
Lasers are particularly potent when NWO: Fear and Loathing is in
play.
- See also Pollsters.
- Global Warming
- See also Loch Ness Monster.
- See also Oil Spill.
- Gun Control
- See also Goal: Up Against the Wall.
- Interesting Times
- Law and Order
- Magic Goes Away, The
- Military-Industrial Complex 3/29/97
- Military-Industrial Complex can be very useful for Discordia, since it extends Discordia's
immunity to include Corporate Groups.
- NWO: MIC also will eliminate any Monopoly
or Metric System in play.
- Rob the Radii points out that it increases the effectiveness of Anarchists Unite!.
- It extends the powers of Bill Clinton,
Saddam Hussein, the Supreme Court, Congressional Wives, NASA, Libertarians, Lyndon LaRouche, Tobacco Companies, and others to work
for Corporate groups as well as Government groups.
- It does the same for the Plots Ketchup Is A Vegetable and Whistle Blowers.
- It allows a Clipper Chip to boost the
power of all your Corporate Groups, even for the purpose of Goals for
the Gnomes of Zurich and for Goal: Corporate Masters.
- Peace In Our Time
- Political Correctness
- Solidarity
- Tax Reform 2/20/97
- In a game with many players, NWO: Tax Reform and the I.R.S. will make you Target Number One. A good way
to defuse this problem is this: make clear that if players help you,
you'll give them the plots you tax back. Therefore, by helping you,
they get an extra plot from their deck each turn. All of you profit.
- Visualize Whirled Peas
- Watermelons
- World Hunger
- See also Oil Spill.
- World War Three
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Last modified: March 17, 1997
Ralph Melton
ralph@cs.cmu.edu