Illuminati: New World Order (INWO) is an out-of-print collectible card game (CCG) that was released in 1994[1] by Steve Jackson Games, based on their original boxed game Illuminati, which in turn was inspired by the 1975 book The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea.[3][4] An OMNI sealed-deck league patterned after the Atlas Games model was also developed.[5]
The limited edition Assassins, the game's first expansion set, was released in mid-1995 and sold in 8-card booster packs.[10] The 100-card expansion set SubGenius was planned for release in August 1997[11] and ultimately released in April 1998.[12] The Bavarian Fire Drill set was planned for release in November 1998.[12] Both SubGenius and Bavarian Fire Drill were sold as a single-box expansion set with all cards included.[13]
Players attempt to achieve world domination by utilizing the powers of their chosen Illuminati (the Adepts of Hermes, the Bavarian Illuminati, the Bermuda Triangle, the Discordian Society, the Gnomes of Zrich, the Network, Servants of Cthulhu, Shangri-La, the UFOs, the Society of Assassins (added in the Assassins expansion), and the Church of the SubGenius (added in the Subgenius expansion).[15] The first player to control a predetermined number of organizations (usually twelve in a standard game) has achieved the basic goal and can claim victory.[16]
Controllable organizations include groups such as the Men in Black, the CIA, and the Boy Sprouts; personalities such as Diana, Princess of Wales, Saddam Hussein, Ross Perot, or Bjrne (a parody of Barney the Dinosaur); and places like Japan, California, Canada, and the Moonbase. Many organization names are spoofs of real organizations, presumably altered to avoid lawsuits.
Other ways to achieve victory include: destroying rival Illuminati by capturing or killing the last organization in their power structure; and/or fulfilling a particular goal before your opponent(s) can.
Cards come in three main types: Illuminati cards, Plot cards, and Group cards. Illuminati and Plot cards both feature an illustration of a puppeteer's hand in a blue color scheme on the rear side, whereas Group cards feature a puppet on a string in a red color scheme.
Each Illuminati card represents a different Illuminati organization at the center of each player's Power Structure. They have Power, a Special Goal, and an appropriate Special Ability. Their power flows outward into the Groups they control via Control Arrows.
Plot cards provide the bulk of the game's narrative structure, allowing players to go beyond or even break the game's rules as described in the World Domination Handbook. Plot cards are identified by their overall blue color scheme (border and/or title color). Included among the general Plots are several particular types, including Assassinations and Disasters (for delivering insults to the various Personalities and Places in play), GOAL (special goals that can lead to surprise victories), and New World Order cards (a set of conditions that affect all players, typically overridden when replacement New World Order cards are brought into play).
Resources represent the custodians of a variety of objects, ranging from gadgets to artefacts (such as The Shroud of Turin, Flying Saucers, and ELIZA). They are identified by their overall purple color scheme (border and/or title). Resources are introduced into play by spending Action Tokens or by using free moves during appropriate moments in the play cycle. They go alongside the Power Structure of the player's Illuminati and bestow a valid Special Ability or something similar.
In the September 1996 edition of Arcane (issue 4), Steve Faragher rated the Assassins expansion set 9 out of 10 overall, saying, "With the introduction of Assassins, it now appears to have ... a little more game balance for tournament play. A good thing indeed."[20]
The True Rulers is an Archetype based on the Duel Masters race: Dark Lord. There's already a Darklord Archetype so I decided not to use that name. I had also inteneded to make them a new monster Type[the Unknown]. As I recalled such ideas were unpopular w/in the community so instead I decided hey... why not make it an existing but smaller Type. Tried Divine Beast. Decided... NO. So I landed on Psychic. WHY? Psychics are often humanoid but not exactly humans, Dark Lords in DM have no defineable lineage as they always wear their death masks, and they use TELEPATHIC powers. so Psychic they are.
These monsters are abit Tricky to get out effectively, in fact as an archetype it would be wiser NOT to make a deck out of them alone. But it's always possible(you just might dead hand if you're not into Setting them). Most cannot be Normal Summoned(they CAN be Normal Set) they can only be Special Summoned from the graveyard. Furthermore, I thought... hey why not bring out a use for Yami(NOTE: as Psychics they do not directly benefit from Yami so they have their own benefits attributed to them by it).
CRITIQUE. RATE. Give OCG fixes. Thank you for your time ^.^
Explanantions are boring so here they are:
[spoiler=TRMTR-EN001]
[spoiler=Lore]This card cannot be Banished.Once per turn, if this card is in your hand you can reveal it to your opponent, if you do reveal the top card of your deck. If the card revealed by this effect is a Monster Card, Special Summon this card.Place the revealed card on the bottom of your deck, draw 1 card. If you Special Summon this monster, Special Summon 1 non-Tuner "True Ruler" monster from your graveyard[/spoiler][/spoiler]
[spoiler=Lore]This monster cannot be Normal Summoned.This monster can only be Special Summoned from the graveyard. This card cannot be Banished. When this monster is Special Summoned, Banish 2 cards on the field. While there is face-up "Yami" on the field, this card can attack your opponent directly.[/spoiler][/spoiler]
[spoiler=Lore]If you Tribute Summon a monster, it must be Set.This monster can only be Special Summoned from the graveyard.When this monster is destroyed, both players must discard their hands.While there is face-up "Yami" on the field, when cards are sent from your hand or deck to the graveyard, you can Shuffle up to 3 cards in your graveyard into your deck. If you do, draw 2 cards.[/spoiler][/spoiler]
[spoiler=Lore]If you Tribute Summon this monster, it must be Set.This monster can only be Special Summoned from the graveyard. When a monster is destroyed as a result of battle, destroy the monster that destroyed it. While there is face-up "Yami" on the field, your monsters cannot be destroyed by card effects.[/spoiler][/spoiler]
[spoiler=Lore]This monster can only be Special Summoned from the graveyard. Once per turn you can Discard 1 monster from your hand, if you do, you can Special Summon 1 Psychic-Type monster from your graveyard other than the discarded monster. While there is face-up "Yami" on the field, if a card(s) you control would be destroyed, you can destroy this card instead.[/spoiler][/spoiler]
[spoiler=Lore]You can discard this card and 1 other DARK monster to Special Summon 1 "True Ruler" monster from your graveyard, (excluding monsters discarded for this effect).This monster can only be Special Summoned from the graveyard. While this card is face-up on the field, treat it as "Yami".[/spoiler][/spoiler]
[spoiler=Lore]You can discard this card to add 1 Continuous Spell Card from your deck to your hand. If this card is Normal Summoned, it must be Set. This monster can only be Special Summoned from the graveyard.When you Flip Summon this monster, Special Summon 1 monster except "True Ruler - Uliya the Entrancer" from your graveyard.[/spoiler][/spoiler]
[spoiler=TRMTR-EN010]
[spoiler=Lore]If you Tribute Summon this monster, it must be Set.This monster can only be Special Summoned from the graveyard.When this card is Special Summoned, increase the ATK of all Level 7 or lower "True Ruler" monsters by 800.While there is a face-up "Yami" on the field, reduce the ATK of all Fairy-Type monsters by 1000, and the ATK of all non-Fairy, non-DARK monsters by 500.[/spoiler][/spoiler]
[spoiler=Lore]If your opponent would inflict Battle Damage to you, you can Discard this card to reduce any Battle Damage you receive this turn to 0, then, During the End Phase: Special Summon 1 Level 5 or lower DARK monster from your graveyard. This monster can only be Special Summoned from the graveyard. If this monster was Special Summoned, treat is as "Yami" while face-up on the field.[/spoiler][/spoiler]
[spoiler=TRMTR-EN012][spoiler=Lore]While this card is face-up on the field, DARK monsters cannot be Banished. This monster can only be Special Summoned from the graveyard. When this monster is Special Summoned, send 1 monster from your deck to the graveyard. If there is a face-up "Yami" on the field, you can send 1 DARK monster you control or in your hand to the graveyard to negate the activation and effect of 1 Spell or Trap Card.[/spoiler][/spoiler]
[spoiler=TRMTR-En013][spoiler=Lore]If this monster is Tribue Summoned, it must be Set.If you control no other monsters, you can Special Summon this monster from your hand, if you do: Discard your hand. While there is a face-up "Yami" on the field, this card gains 300 ATK for each Psychic-Type monster of a different name in your graveyard.[/spoiler][/spoiler]
[spoiler=TRMTR-En014][spoiler=Lore]If this monster is Tribute Summoned, it must be Set. This monster can only be Special Summoned from the graveyard.If you have 5 or more DARK monsters of different names in your graveyard, you can Banish this card from your hand to Special Summon 2 DARK monsters from your graveyard. While there is a face-up "Yami" on the field, Banish any monster this card battles after damage calculation.[/spoiler][/spoiler]
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1 "True Ruler - April the Gunner" + 1 or more DARK non-Tuner monsters
If you have 3 or more "True Ruler" monsters in your graveyard, when this card attacks your opponent discards 1 card from their hand. If you have 5 or more "True Ruler" monsters in your graveyard, double any Battle Damage inflicted by this card. Once per turn if your opponent doesn't have any cards in their hand, you can Special Summon 1 non-Tuner "True Ruler" monster from your graveyard.