This is an expansion for Illuminati™.
Elite hackers and computer masterminds, LulzSec invades government and corporate servers at will, just for "the lulz".
This is a micro-expansion that "comes with" 1 Illuminati card, 1 rules summary card, and 20 "Hacked!" tokens. Also included would be a rules sheet.
LulzSec
Power/Transferable: 6
Income: 6
+6 on all Hacking attempts
Power structure is immune to attacks from Government groups
Special goal: Successfully Hack 10 groups controlled by other players over the course of the game.
New Rules
Hacking
Hacking is a new type of action that can only be performed by Lulzsec, Hackers, and Phone Phreaks. It uses the following rules:
Counts as an action.
The attempt is Power versus Resistance. Proximity to the Illuminati provides the normal bonus. Uncontrolled groups get no protection.
Transferable Power may not be used, except by groups that can make Hacking attempts.
No players (even the defending player) may spend money to oppose a Hacking attempt, with the following exception:
A player may "beef up security" during his turn; he may spend 5MB + 1MB per non-Illuminati group he controls to triple the Resistance of all groups he controls, against Hacking attempts only, until the start of his next turn. Triple the printed value before applying the bonus for closeness to the Illuminati.
If the Hacking attempt succeeds, the defending group has been hacked, and valuable information stolen! Place a "Hacked!" token on that group. A group may only be Hacked once per game.
A player that has placed a "Hacked!" token on a group may "cash in" that token at any time to immediately gain a +15 on any attack against that group, or any group controlled (directly or indirectly) by that group.
Playing LulzSec
With low income and Power, your strength comes from Hacking. That bonus can make or break an attack. Use your Hacking strategically, and try to hit as close to the Illuminati as you think you can; this increases the number of groups you can potentially strike.
Often it will be in your best interest to use your Hacking bonus to help another player destroy or neutralize groups. This has two advantages: it lets you make use of their superior power, and helps form alliances.
Don't make too many enemies! Your power structure can be hard to build and too many attacks can leave you reeling.
Opposing LulzSec
There are a few key strategies to opposing LulzSec:
Keep arms in your power structure from getting too long. This helps increase the impact of bonuses for being close to the Illuminati and prevents one hack from compromising a large number of groups.
If a group gets hacked, perform damage control; rearrange groups so the hacked group has as few puppets as possible, and transfer money to the hacked group to help offset the bonus.
The LulzSec player might be willing to work with you to eliminate other players. Keep lines of communication (and wallets) open!
Disclaimers:
The material presented here is my original creation, intended for use with the Illuminati system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Illuminati is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
Illuminati Homebrew
Tuesday, June 21, 2011
Wednesday, June 15, 2011
Wikileaks Expansion
This is an expansion for Illuminati™.
Fed up with shady governments and powerful organizations trampling on basic human rights, Wikileaks exposes the dark underbelly of the world, bringing to light the shadow dealings of corrupt leaders.
This is a micro-expansion that "comes with" 1 Illuminati card, 1 rules summary card, 5 double-sided "alignment" cards, 1 "target" card, and 15 Leak cards, for a total of 23 cards. Also included would be a rules sheet.
Wikileaks
Power/Transferrable: 7
Income: 6+
Wikileaks gains +1 Income for each Media group it controls. (This represents fundraising, garnering public support, etc)
Special Goal: Control 5 Media groups
The Wikileaks Deck
At the start of the game, if a player is using Wikileaks, that player removes the Alignment cards, Target card, and rules summary card from the Wikileaks deck, shuffles the remaining deck, and draws a card from it.
Wikileaks cards, called "Leaks", are not Specials and cannot be used or affected in any way like Specials. They represent the dark secrets hidden by various organizations, kept from the public eye. Once exposed, they change the public opinion and weaken or strengthen various groups.
A player may have one Leak in play at a time. On his turn, the Wikileaks player may spend his Illuminati action and 5MB to play a Leak, discarding the current one if necessary. This does count as an action. (This represents the time and money spent gathering the required documents and leaking them to the public)
The Wikileaks player can discard a Leak from their hand, once per turn. At the end of the turn, that player draws a new Leak.
When a player plays a Leak, that player immediately draws a new one. If there are no Leaks left when the player is supposed to draw one, shuffle the discarded Leaks to create a new deck.
Many Leaks tell you to choose an alignment or an opponent. When you play the Leak, choose an alignment (or opponent, depending on the Leak) and place the appropriate Alignment card with the Leak (or the Target card with that opponent). On your turn, you may spend 5MB to change this decision. This does not count as an action.
You will notice that no Leak negatively affects the Wikileaks player; Wikileaks is careful to conceal evidence that would harm its image.
Bribery
Players may attempt to bribe you for a number of reasons: they may want you to choose a specific alignment or player to target, or they may want you to use your powers to assist them. Who knows, you might even accept bribes for the right price!
Fighting Wikileaks
Players have two options to combat Leaks: Suppress or Discredit.
Suppressing a Leak is a simple, albeit temporary, fix.
The player wishing to Suppress the Leak can spend 5MB* and his Illuminati action to Suppress the Leak; until the end of his turn, the Leak has no negative effects for him. This does not count as an action.
*As a variant option, you may have this amount increase by 1MB for each Media group Wikileaks controls, and decrease by 1MB for each Media group the Suppressing player controls. Controlling the Media makes those Leaks more or less potent, depending who controls more Media!
Discrediting a Leak is a permanent, but difficult, procedure.
Treat the Discredit attempt with the same rules as an attack to destroy (except any normal bonuses to destroy don't apply), made by the player's Illuminati, with the following changes:
1. The attacker gets a bonus on the attack equal to the number of non-Illuminati groups he controls, plus the power of all his Media groups.
2. Since Media groups already add their power to the attack, they cannot use their transferable power to aid the attack. Other groups may add transferable power as normal, and all players may spend money as normal.
3. The Resistance to the attack is calculated as follows: 10 plus the Power of Wikileaks' Media groups, plus 1 for each non-Illuminati group the Wikileaks player controls.
4. A player may only make one attempt to Discredit per turn.
If the attempt succeeds, the Leak is discarded. If it fails, the Leak remains in play.
Leaks
Abuse of Power: Choose an alignment. Groups of the chosen alignment that you don't control take a -2 penalty to Power and Transferable Power.
Frivolous Spending: Choose an alignment. Groups of the chosen alignment that you don't control take a -1 penalty to Income.
Forged Documents: Choose an alignment. Groups of the chosen alignment that you don't control take a -2 penalty to Resistance.
Illegal Monopolies: Choose an alignment. Groups of the chosen alignment that you don't control have one fewer control arrow. Each player has until the end of their next turn (after this Leak comes into play) to move their groups to valid control arrows or lose those groups.
Media Bias: Media groups you control have a +1 bonus to Power and Transferable Power. Media groups you don't control have a -1 penalty to Power and Transferable Power. This does not remove a group's Power (the group may still be destroyed), but it can reduce it to 0.
Persecution: Your groups each have +2 Resistance.
Cablegate: Choose an opponent. Once per round during that player's turn, you may spend your Illuminati's next action to either:
(a) Add the total Power of your Media groups to aid a defending group; or
(b) Force the attacking player to reroll a successful attack roll.
Each time you use this power, place 1MB on this card; when it has 5MB on it, discard it. (This represents you running out of cables)
Money Laundering: Other players may not transfer money to or from their Illuminati. The Illuminati may still spend money during attacks as normal.
Human Rights Violations: Choose an opponent; that opponent can't attack to destroy groups.
False Flag Tactics: Groups you don't control that have no power may be destroyed; use their Resistance instead of Power when they are attacked to destroy.
Scandals: Once per round per Media group you control, you may use that Media group's Power to aid or oppose any attack. You must spend 1MB from either that group or your Illuminati to use this ability.
Each group may be used once this way each round, but multiple groups may be used for the same attack.
When a group is used this way, it cannot be used to make or aid an attack on your next turn.
Withholding Information: On your turn, you may have one player reveal one Special at random from his hand, or reveal the treasury of one non-Illuminati group.
Disturbing Videotapes: Choose an alignment. When players attack a group with the chosen alignment, they get an extra +1 bonus for each 2MB they spend on the attack (granting a total bonus of +3 for every 2MB spent).
When a player attacks a group you control, they do not receive this bonus for that attack.
Mob Affiliation: Choose an opponent. At the end of that opponent's turn, if that player didn't successfully Suppress or Discredit this Leak, that player must move all Criminal groups he controls to the uncontrolled area. Puppets those groups controlled may be moved freely to new arrows if this happens.
Incompetent Leadership: Choose an opponent. That player takes a penalty to non-Discredit attacks equal to the number of Fanatic groups that player controls.
Media Groups
The following groups are "Media" groups for purposes of this expansion:
Big Media, Bloggers, Cable TV, Chain Letters, Comic Books, Embedded Media, Emptee Vee, FCC, Ghoul Channel, Girlie Magazines, Hollywood, Junk Mail, Kiddie TV, Madison Ave, Ninety Minutes, Offshore Call Centers, Paparazzi, Phone Company, Pollsters, Reality Shows, Recording Industry, Saturday Morning Cartoons, Science Alarmists, Shock Jocks, Soap Operas, Spammers, Tabloids, Ultrahypermegaplexes, Underground Newspapers, Universities, Video Stores, Web Designers, Webcams, WWW
Playing Wikileaks
Your Leaks can provide a huge benefit, but can become a huge liability. Indiscriminate Leaking can lead to enemies ganging up on you.
Take bribes. It's far better to get some money and form an alliance than to try taking on the whole world.
Don't get "tunnel vision". Spending too much money defending a Leak is a waste. Spend some, but remember that there are plenty more Leaks to come.
Opposing Wikileaks
Diversify. Avoid having too many groups of one alignment. The fewer groups of yours that Wikileaks can affect, the better.
Offer bribes. Wikileaks is a powerful tool. Use it wisely, providing enough cash to grease the wheels and maybe helping them acquire a Media group or two.
If you can't offer bribes, destroy Media groups. They're short in number, so even destroying one or two can hinder Wikileaks greatly.
When the third or fourth Media group hits the table, pull the trigger. Make sure other players are ready to help, because Wikileaks won't topple easily.
Disclaimers:
The material presented here is my original creation, intended for use with the Illuminati system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Illuminati is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
Fed up with shady governments and powerful organizations trampling on basic human rights, Wikileaks exposes the dark underbelly of the world, bringing to light the shadow dealings of corrupt leaders.
This is a micro-expansion that "comes with" 1 Illuminati card, 1 rules summary card, 5 double-sided "alignment" cards, 1 "target" card, and 15 Leak cards, for a total of 23 cards. Also included would be a rules sheet.
Wikileaks
Power/Transferrable: 7
Income: 6+
Wikileaks gains +1 Income for each Media group it controls. (This represents fundraising, garnering public support, etc)
Special Goal: Control 5 Media groups
The Wikileaks Deck
At the start of the game, if a player is using Wikileaks, that player removes the Alignment cards, Target card, and rules summary card from the Wikileaks deck, shuffles the remaining deck, and draws a card from it.
Wikileaks cards, called "Leaks", are not Specials and cannot be used or affected in any way like Specials. They represent the dark secrets hidden by various organizations, kept from the public eye. Once exposed, they change the public opinion and weaken or strengthen various groups.
A player may have one Leak in play at a time. On his turn, the Wikileaks player may spend his Illuminati action and 5MB to play a Leak, discarding the current one if necessary. This does count as an action. (This represents the time and money spent gathering the required documents and leaking them to the public)
The Wikileaks player can discard a Leak from their hand, once per turn. At the end of the turn, that player draws a new Leak.
When a player plays a Leak, that player immediately draws a new one. If there are no Leaks left when the player is supposed to draw one, shuffle the discarded Leaks to create a new deck.
Many Leaks tell you to choose an alignment or an opponent. When you play the Leak, choose an alignment (or opponent, depending on the Leak) and place the appropriate Alignment card with the Leak (or the Target card with that opponent). On your turn, you may spend 5MB to change this decision. This does not count as an action.
You will notice that no Leak negatively affects the Wikileaks player; Wikileaks is careful to conceal evidence that would harm its image.
Bribery
Players may attempt to bribe you for a number of reasons: they may want you to choose a specific alignment or player to target, or they may want you to use your powers to assist them. Who knows, you might even accept bribes for the right price!
Fighting Wikileaks
Players have two options to combat Leaks: Suppress or Discredit.
Suppressing a Leak is a simple, albeit temporary, fix.
The player wishing to Suppress the Leak can spend 5MB* and his Illuminati action to Suppress the Leak; until the end of his turn, the Leak has no negative effects for him. This does not count as an action.
*As a variant option, you may have this amount increase by 1MB for each Media group Wikileaks controls, and decrease by 1MB for each Media group the Suppressing player controls. Controlling the Media makes those Leaks more or less potent, depending who controls more Media!
Discrediting a Leak is a permanent, but difficult, procedure.
Treat the Discredit attempt with the same rules as an attack to destroy (except any normal bonuses to destroy don't apply), made by the player's Illuminati, with the following changes:
1. The attacker gets a bonus on the attack equal to the number of non-Illuminati groups he controls, plus the power of all his Media groups.
2. Since Media groups already add their power to the attack, they cannot use their transferable power to aid the attack. Other groups may add transferable power as normal, and all players may spend money as normal.
3. The Resistance to the attack is calculated as follows: 10 plus the Power of Wikileaks' Media groups, plus 1 for each non-Illuminati group the Wikileaks player controls.
4. A player may only make one attempt to Discredit per turn.
If the attempt succeeds, the Leak is discarded. If it fails, the Leak remains in play.
Leaks
Abuse of Power: Choose an alignment. Groups of the chosen alignment that you don't control take a -2 penalty to Power and Transferable Power.
Frivolous Spending: Choose an alignment. Groups of the chosen alignment that you don't control take a -1 penalty to Income.
Forged Documents: Choose an alignment. Groups of the chosen alignment that you don't control take a -2 penalty to Resistance.
Illegal Monopolies: Choose an alignment. Groups of the chosen alignment that you don't control have one fewer control arrow. Each player has until the end of their next turn (after this Leak comes into play) to move their groups to valid control arrows or lose those groups.
Media Bias: Media groups you control have a +1 bonus to Power and Transferable Power. Media groups you don't control have a -1 penalty to Power and Transferable Power. This does not remove a group's Power (the group may still be destroyed), but it can reduce it to 0.
Persecution: Your groups each have +2 Resistance.
Cablegate: Choose an opponent. Once per round during that player's turn, you may spend your Illuminati's next action to either:
(a) Add the total Power of your Media groups to aid a defending group; or
(b) Force the attacking player to reroll a successful attack roll.
Each time you use this power, place 1MB on this card; when it has 5MB on it, discard it. (This represents you running out of cables)
Money Laundering: Other players may not transfer money to or from their Illuminati. The Illuminati may still spend money during attacks as normal.
Human Rights Violations: Choose an opponent; that opponent can't attack to destroy groups.
False Flag Tactics: Groups you don't control that have no power may be destroyed; use their Resistance instead of Power when they are attacked to destroy.
Scandals: Once per round per Media group you control, you may use that Media group's Power to aid or oppose any attack. You must spend 1MB from either that group or your Illuminati to use this ability.
Each group may be used once this way each round, but multiple groups may be used for the same attack.
When a group is used this way, it cannot be used to make or aid an attack on your next turn.
Withholding Information: On your turn, you may have one player reveal one Special at random from his hand, or reveal the treasury of one non-Illuminati group.
Disturbing Videotapes: Choose an alignment. When players attack a group with the chosen alignment, they get an extra +1 bonus for each 2MB they spend on the attack (granting a total bonus of +3 for every 2MB spent).
When a player attacks a group you control, they do not receive this bonus for that attack.
Mob Affiliation: Choose an opponent. At the end of that opponent's turn, if that player didn't successfully Suppress or Discredit this Leak, that player must move all Criminal groups he controls to the uncontrolled area. Puppets those groups controlled may be moved freely to new arrows if this happens.
Incompetent Leadership: Choose an opponent. That player takes a penalty to non-Discredit attacks equal to the number of Fanatic groups that player controls.
Media Groups
The following groups are "Media" groups for purposes of this expansion:
Big Media, Bloggers, Cable TV, Chain Letters, Comic Books, Embedded Media, Emptee Vee, FCC, Ghoul Channel, Girlie Magazines, Hollywood, Junk Mail, Kiddie TV, Madison Ave, Ninety Minutes, Offshore Call Centers, Paparazzi, Phone Company, Pollsters, Reality Shows, Recording Industry, Saturday Morning Cartoons, Science Alarmists, Shock Jocks, Soap Operas, Spammers, Tabloids, Ultrahypermegaplexes, Underground Newspapers, Universities, Video Stores, Web Designers, Webcams, WWW
Playing Wikileaks
Your Leaks can provide a huge benefit, but can become a huge liability. Indiscriminate Leaking can lead to enemies ganging up on you.
Take bribes. It's far better to get some money and form an alliance than to try taking on the whole world.
Don't get "tunnel vision". Spending too much money defending a Leak is a waste. Spend some, but remember that there are plenty more Leaks to come.
Opposing Wikileaks
Diversify. Avoid having too many groups of one alignment. The fewer groups of yours that Wikileaks can affect, the better.
Offer bribes. Wikileaks is a powerful tool. Use it wisely, providing enough cash to grease the wheels and maybe helping them acquire a Media group or two.
If you can't offer bribes, destroy Media groups. They're short in number, so even destroying one or two can hinder Wikileaks greatly.
When the third or fourth Media group hits the table, pull the trigger. Make sure other players are ready to help, because Wikileaks won't topple easily.
Disclaimers:
The material presented here is my original creation, intended for use with the Illuminati system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Illuminati is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
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