I wasn’t expecting to enjoy playing Illuminati again. But I am.
Some history
I first played Illuminati, Steve Jackson’s card game of group-based world domination, in the 1980s. It was of its time – slow, fiddly, but with a deep streak of humour.
In 1994, Illuminati was reborn as INWO (Illuminati: New World Order), a collectable card game following the CCG craze that Magic: the Gathering started. INWO was like Illuminati dialled up to 11 – more groups, lots of crazy plots and bizarre combos.
INWO card game |
Over the next few years, INWO spawned two expansions, Assassins and SubGenius, but we haven’t seen a new card in decades.
“I can’t help but wonder if it would be easier ACTUALLY to take control of the world?”
INWO was both more streamlined (action tokens replacing income) and more complicated (secrecy, immunity, resources, places, personalities, instant attacks…). It rewarded deep mastery, and I loved it.
But it was also frustrating. The rulebook isn’t short, and as each group had its own ability, exceptions and special cases were inevitable. (As the compiler of an unofficial FAQ, the UFAQ, I was very aware of all the complications. Teaching INWO was a nightmare.)
(The quote above is from one of my friends.)
Variants
In 2010 or so, I dusted off my cards and pulled together some variants (rules and cards). I created a wiki to capture them all. (I don’t know why I didn’t do this on BoardGameGeek. I should upload them.)
I created a variant with very different rules that satisfied my issues with INWO. I’ve played it once or twice, but given the lack of fellow INWO players to hand, I haven’t played it (or regular INWO) in over a decade.
The deep freeze – and Kickstarter
So, to sum up, I was over-invested. But after about 2012, I put away my cards and variants and stopped thinking about INWO. Instead, I played other games. Simpler games. Games that were easier to teach. Games that weren’t so geeky. Games with a modern design and less waiting between turns.
And I didn’t think about INWO for years. Not until I learned of a Kickstarter for an Illuminati video game. I signed up for the basic tier – I wanted to support the game, but I didn’t like their business model as I didn’t want to buy all my cards again. (We’ll see…)
Illuminati – the computer game
In early 2023, the Illuminati computer game was released on Steam – and I’m enjoying it. It’s still being developed, so it’s rough around the edges. Gameplay combines classic Illuminati and INWO, with some plot cards and INWO’s colourful design (much of it updated). Over time, more of INWO is planned to be incorporated – but not too much, I hope. (Some things aren’t worth including.)
I’ve played several two-player games against the AI. I now win regularly. I have yet to play a game against a human opponent.
Gameplay
The Illuminati computer game is a cross between Illuminati and INWO. You have your own deck of plots and groups (as per INWO), but there’s also an uncontrolled area (as per Illuminati). There’s no deckbuilding (yet?), so everything is random, much like Illuminati.
There are no automatic takeovers, apart from one at the start of the game, so you are making attacks to control almost every turn. The plots are a cut-down sample from INWO: Mostly +10s, power boosters, reloads and alignment changers.
Illuminati computer game |
The other big change is the power structure, which is laid out as a pyramid with your Illuminati at the top. All groups are played the right way up – this change works for the computer version.
The good
Things I like:
- The new groups and art are great. As ever, the groups are biased towards the USA, but that’s inevitable. The random decks and uncontrolled area are a lot of fun, and you see lots of groups that would never see play in INWO.
- Only one automatic takeover – at the start of the game. This took me a moment to figure out, as I had expected INWO’s auto-takeover every turn. But I think I prefer this way of playing – there are more attacks, and the game is more interactive as a result. (INWO often resulted in players playing defensively.)
- Attacks fail on a 12. This is a huge change – in INWO, attacks failed on an 11 or 12. As attacks were relatively rare (you could grow your power base with your automatic takeovers), this made luck a huge factor. An unlucky roll could lose the game for you. Reducing the chance of failure from 1 in 12 to 1 in 36 is a big deal – I like it.
- I like the new pyramid structure, with all the groups facing up. (However, I am confused by the underlying logic. The computer tells you where is free in your power structure, but it’s not always clear why those slots are free.)
- Reloads are simpler – restore an action to a group of a specific alignment that doesn’t have one. There’s no discarding or action token requirement, unlike INWO. I prefer this simpler, cleaner approach.
- Similarly, the power boosters are simpler. Instead of increasing power to 6 (as INWO), they increase it by +3.
- The in-game tutorial is good. I muddled through a couple of games without it, but I wished I’d started with the tutorial.
- I like the combination of a neutral zone and a private dossier.
- Illuminati plays quickly – it takes 15 or 20 mins to play a game against the AI. I think there would be too much hanging around with more than three.
- I like the clarity of play. INWO could get very muddled, with every group having a unique ability and the interactions creating analysis paralysis. This is much simpler. Having said that, I’d like to see some of INWO’s craziness, but probably not all of it. (More on that below.)
The not so good
Illuminati isn’t perfect, however. It’s an early release, and updates are released all the time. So this list is likely to be out of date fairly quickly.
- The graphical display isn’t great. Once you have lots of groups, you must pan around to see your power structure.
- The interface isn’t great, and it’s not always clear where to click. Once you get used to it, it’s fine. But initially, it’s awkward and doesn’t give a good first impression.
- Documentation is non-existent. It would be nice to read how Secrecy and Immunity work (are they the same as the original?).
- Where groups can be placed is confusing. It’s not a big issue (as the game highlights all available slots), but I can’t figure out the underlying logic. For example, even when your Illuminati’s control arrows are all used up, you can still use it to attack to control (with the group going elsewhere in the power structure). I like this, but it's not how I remember INWO.
Going forward
While the game plays well at the moment, adding complexity from INWO may make things worse:
Cancellers: Cancelling was a real pain in INWO. Cancelling slowed everything down – not just because cancelling an action stopped it, but also because you needed to factor in the likelihood of your opponents cancelling your actions in your planning. And that added to the analysis paralysis.
Do we really want to have to click “Do you want to cancel?” for every action?
For me, I wouldn’t include any cancellers. Instead, I’d change the Nuclear Power Companies’ ability to remove a group’s action. Secrets Man Was Not Meant To Know could do the same. Hoax could remove an already-played power/alignment changer.
New World Orders in combat: Playing an NWO in combat was always frustrating as everything needed adding up again. It’s much simpler with the computer doing all the adding up, but I suspect it would be better if NWOs had to be played outside of an attack.
At any time: In INWO, many cards can be played during your opponent’s turns. This included power boosters and alignment changers, which can be played only on your own turn in the computer version. I think I prefer this limitation – the complexity of playing cards during opponents’ turns may slow the game down significantly. So I hope those cards will be minimised.
Things I’m looking forward to:
- Some funky group abilities that aren’t just attack bonuses. (Brazil, Fraternal Orders, IRS, NPCs (but see above), Pentagon, Phone Phreaks, and so on.)
- Resources, instant attacks, NWOs and other elements from INWO.
- Deckbuilding. As much as I like the random decks, I’m looking forward to deckbuilding.
- More AI Illuminati – the AI plays the Network at the moment.
- Stuff that only a computer can do – there’s talk of a campaign game where you start in the 1980s and continue through to the 1990s and 2020s. That sounds fun.
Would I recommend?
So would I recommend the Illuminati computer game? Well, I’m very happy playing it and I’m looking forward to seeing how it develops further. If you’re a fan of INWO or Illuminati, I think you’d be happy. But I’m not sure I’d pick it up if I weren’t into either of them. Not yet, at least.