Illuminati: The Game of Conspiracy is a Card Game created by Steve Jackson Games (also known for their game Munchkin). In this game, there are secret societies trying to take control of the the world and its residents. The twist? You're one of those societies, and so are the other players. Every different organization has its own goal and powers, with the ultimate plan of being the only secret society left.
Illuminati: The Game of Conspiracy contains examples of:
Flying Saucer: The picture for the UFO Conspiracy, for obvious reasons.
Greed: Crucial to the game- spending Megabucks can increase the power or resistance of any group, which can allow you to more easily capture or destroy a group, or defend another group from being captured or destroyed.
Mad Scientist: One of the groups you can control is "Mad Scientists For a Better Tomorrow."
Magikarp Power: The Church of the Subgenius has relatively low power and income compared to the other conspiracy groups, their special ability is weak, and their secondary win condition is simply that they need to control one less group than everyone else to win. In games with small numbers of players, this means the Church is more or less screwed, since the number of groups you need to control to win is higher with fewer players. In games where you have five or six players, however, that one group can mean all the difference.
The Man Behind the Man: The players become one ultimately, controlling a group which controls another group etc.
Milkman Conspiracy: while most groups you want are large and powerful, the small and jokey ones can still play a part in your strategy especially if you have a conspiracy that likes to collect things, like Discordia or the Assassins.
This specifically applies best to the Church Of The Subgenius, which is an unintentional conspiracy of the mediocre and middle-class.
Mind Control: The Orbital Mind Control Laser, which can temporarily switch the types of a specific group.