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* ArtificialIntelligence: Eliza fits the bill. No doubt ''The Network'' has shades of this.

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* ArtificialIntelligence: Eliza ''Eliza'' fits the bill. No doubt ''The Network'' has shades of this.



* ComicBooks: An Organization of the same name; their fans are encompassed under ''S.M.O.F.'', ''Secret Masters of Fandom'').

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* ComicBooks: An Organization of the same name; their fans are encompassed under ''S.M.O.F.'', ''Secret '' (Secret Masters of Fandom'').Fandom).



* {{Cracker}}: The ''Hackers'' group and the ''Phone Phreaks'' apply. The Illuminati group '"The Network'' kind of encompasses the entire trope.
* CriticalFailure: A roll of 11 or 12 is always a failure, no matter what. While there aren't any CriticalHits, there are quite a few cards that manipulate die rolls to be the functional equivalent.

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* {{Cracker}}: The ''Hackers'' group and the ''Phone Phreaks'' apply. The Illuminati group '"The ''The Network'' kind of encompasses the entire trope.
* CriticalFailure: A roll of 11 or 12 is always a failure, no matter what. While there aren't any CriticalHits, CriticalHit, there are quite a few cards that manipulate die rolls to be the functional equivalent.



* GeorgeHWBush: This game almost a satirical (or not) love letter to the first George Bush (which makes sense, given the time frame it was released in). Pretty much any phrase that Bush is known for (''Kinder and Gentler,'' ''Read My Lips,'' ''A Thousand Points Of Light,'' etc.) are in the game. The actual ''George Bush'' card is pretty weak, with the at-the-time amusing ability of only being Conservative when their owner ''wants'' him to be.

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* GeorgeHWBush: This game is almost a satirical (or not) love letter to the first George Bush (which makes sense, given the time frame it was released in). Pretty much any phrase that Bush is known for (''Kinder and Gentler,'' ''Read My Lips,'' ''A Thousand Points Of Light,'' ''Voodoo Economics,'' etc.) are in the game. The actual ''George Bush'' card is pretty weak, with the at-the-time amusing ability of only being Conservative when their owner ''wants'' him to be.



* LongevityTreatment: There's a Resource called ''Immortality Serum.'' Also, the ''Talisman of Ahrimanes'' also seems to indicate this. Becoming a Vampire also makes you very, very difficult to kill.

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* LongevityTreatment: There's a Resource called ''Immortality Serum.'' Also, the The ''Talisman of Ahrimanes'' also seems to indicate this. Becoming a Vampire also makes you very, very difficult to kill.



* TheManBehindTheMan: The theme of the game drips with this theme, but some cards specifically call it out, like ''Secret Master'' and ''Corporate Masters.''

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* TheManBehindTheMan: The theme of the game drips with this theme, this, but some cards specifically call it out, like ''Secret Master'' Master,'' ''Hidden Influence,'' and ''Corporate Masters.''



* MultipleReferencePun: The game has plenty of puns, but the worst offender (and borders on some genuine {{Squick}} is ''Harmonica Virgins.'' One when you say it fast (and thus makes sense, given what it does) and then when you look up what a Harmonica Virgin actually is.

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* MultipleReferencePun: The game has plenty of puns, but the worst offender (and borders on some genuine {{Squick}} {{Squick}}) is ''Harmonica Virgins.'' One Once when you say it fast (and thus makes sense, given what it does) and then when you look up what a Harmonica Virgin actually is.



* NeverLiveItDown: ''Teddy Kennedy'' is seen drinking and soaking wet, with a car slowly descending into the river behind him. This was over twenty years after Chappaquiddick.



* OurVampiresAreDifferent: Averted. Vampires are violent, horribly creatures who are difficult to kill without magic.
* ParodyReligion: The Church of the [=SubGenius=] expansion is full of these tropes. In the base set, the ''Church of Elvis'' and, to a less extent, the ''Reformed Church of Satan.''

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* OurVampiresAreDifferent: Averted. Vampires are violent, horribly horrible creatures who are difficult to kill without magic.
* ParodyReligion: The Church of the [=SubGenius=] expansion is full of these tropes. In the base set, the ''Church of Elvis'' and, to a less lesser extent, the ''Reformed Church of Satan.''



* SinisterMinister: Maybe not necessarily sinister, but '"TV Preachers,'' ''Moral Minority,'' and ''Religious Reich'' are all made out to look more conspiratorial than helpful or kind.

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* SinisterMinister: Maybe not necessarily sinister, but '"TV ''TV Preachers,'' ''Moral Minority,'' and ''Religious Reich'' are all made out to look more conspiratorial than helpful or kind.
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Each player takes on the role of a secret conspiracy ("Illuminati") such as the Gnomes of Zurich, the Bermuda Triangle, or the Servants of Cthulhu. Your eventual goal is, of course, to control the world--what good conspiracy worth its weight *isn't* doing that? These Illuminati then control a number of Groups, representing organizations, places, and people that help you control the world. Pretty much any conspiracy theory that has ever been proposed is represented somehow in the game: examples include the Elders of Zion, the Rosicrucians, the Nuclear Power Companies, MI-5, Jimmy Hoffa, and Stonehenge. These groups control other groups, forming a sort of spiderweb-style layout in the playing area.

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Each player takes on the role of a secret conspiracy ("Illuminati") such as the Gnomes of Zurich, the Bermuda Triangle, or the Servants of Cthulhu. Your eventual goal is, of course, to control the world--what good conspiracy worth its weight *isn't* doing that? These Illuminati then control a number of Groups, representing organizations, places, and people that help you control the world. Pretty much any conspiracy theory that has ever been proposed is represented somehow in the game: examples include the Elders of Zion, the Rosicrucians, the Nuclear Power Companies, MI-5, Jimmy Hoffa, and Stonehenge. These groups control other groups, forming a sort of spiderweb-style layout in the playing area. \n The Mafia, for example, might control Junk Mail, Hackers, and Ross Perot. ''Those'' cards may, in turn, control NASA, the A.M.A...and so on.



Part of the charm of the game involves both their alignments and their abilities. There are ten alignments, most of which oppose each other (Liberal vs. Conservative; Peaceful vs. Violent) and the interaction between them all adds a lot of variety. Every single card also has some special ability which adds both flavor and enhances gameplay (but also makes things...a bit complicated).

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Part of the charm of the game involves both their alignments and their abilities.abilities--and how the abilities of these cards fit the group they represent so perfectly. There are ten alignments, most of which oppose each other (Liberal vs. Conservative; Peaceful vs. Violent) and the interaction between them all adds a lot of variety. Every single card also has some special ability which adds both flavor and enhances gameplay (but also makes things...a bit complicated).



* TomeofEldritchLore: There's lots of Lovecraftian references, but you can directly control the ''Necronomicon.'' The thing is very temperamental.
* {{Tradesnark™}}: ''Regi$tered Trademark.'' You have to explicitly refer to the affected card BY NAME.

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* TomeofEldritchLore: TomeOfEldritchLore: There's lots of Lovecraftian references, but you can directly control the ''Necronomicon.'' The thing is very temperamental.
* {{Tradesnark™}}: {{Tradesnark}}: ''Regi$tered Trademark.'' You have to explicitly refer to the affected card BY NAME.



* WarforFunandProfit: The ''Military-Industrial Complex'' makes all Corporate cards in the game function as Government cards instead. ''The Pentagon'' lets its owner draw additional cards for every puppet it controls that is Corporate. Oddly, having both in play is counterproductive.

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* WarforFunandProfit: WarForFunAndProfit: The ''Military-Industrial Complex'' makes all Corporate cards in the game function as Government cards instead. ''The Pentagon'' lets its owner draw additional cards for every puppet it controls that is Corporate. Oddly, having both in play is counterproductive.

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* AntiMagic: The Assassins card ''The Magic Goes Away'' makes all Magic groups, cards, and resources cease to work.



* AntiMagic: The Assassins card ''The Magic Goes Away'' makes all Magic groups, cards, and resources cease to work.



* BaitAndSwitch: A literal example; it helps out with freezing Corporate cards.



* DeadGuyOnDisplay: ''Lenin's Body'', to be exact. Useful for pumping up the rare Communist cards.



* {{Hypocrite}}: ''Kill For Peace!''

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* {{Hypocrite}}: ''Kill For Peace!''Peace!'' ''Death to All Fanatics!''



* NeverLiveItDown: ''Teddy Kennedy'' is seen drinking and soaking wet, with a car slowly descending into the river behind him. This was over twenty years after Chappaquiddick.



* SubliminalSeduction: Blatantly subliminal (if there is such a thing) with the ''Subliminals'' card; it's implied in a lot of the other Media-inspired cards as well.

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* SubliminalSeduction: Blatantly subliminal (if there is such a thing) with the ''Subliminals'' card; it's implied in a lot of the other Media-inspired cards as well.well (such as ''Backmasquerade'').


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* {{Tradesnark™}}: ''Regi$tered Trademark.'' You have to explicitly refer to the affected card BY NAME.
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* AntiMagic: The Assassins card ''The Magic Goes Away'' makes all Magic groups, cards, and resources cease to work.

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* ChurchOfHappyology: The group ''Church of Violentology'' has ''nothing at all'' to do with another, similarly-sounding organization. The [=SubGenius=] expansion is a bit more explicit.



* TheEighties: Generally inverted; the game was released in the early 90's, and most were geared towards more "generic" conspiracies (and an acknowledgement that the ColdWar was over). However, a lot of the Personalities became dated very quickly; both ''Ronald Reagan'' and ''Nancy Reagan'' are cards, as are ''Ollie North,'' ''Margaret Thatcher'' and ''Imelda Marcos.''

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* TheEighties: Generally inverted; the game was released in the early 90's, and most cards were geared towards more "generic" conspiracies (and an acknowledgement that the ColdWar was over). However, a lot of the Personalities became dated very quickly; both ''Ronald Reagan'' and ''Nancy Reagan'' are cards, as are ''Ollie North,'' ''Margaret Thatcher'' and ''Imelda Marcos.''



* NewSpeak: Or, rather, ''Rewriting History.'' It's a blatant allusion to 1984 and it lets you retroactively change the alignment of a destroyed group.



* AnOfferYouCan'tRefuse: A card says exactly that. And it ''is'' an offer you can't refuse. Unless the card get cancelled, of course.

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* AnOfferYouCan'tRefuse: AnOfferYouCantRefuse: A card says exactly that. And it ''is'' an offer you can't refuse. Unless the card get cancelled, of course.



* PerpetualMotionMachine: One of the more useful Resources, the ''Perpetual Motion Machine'' adds an extra action token. It is, of course, unique, easily destroyed, and players will fight for it in almost any game.



* ThePurge: Lets you get rid of double agents. It's kind of expensive and rare to find useful, though.

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* ThePurge: Lets ''Purge'' lets you get rid of double agents. It's kind of expensive and rare to find useful, though.


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* RedScare: A card called ''Red Scare'' lets you reload Conservative groups.


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* ResistanceIsFutile: A card called ''Resistance is Useless'' lets you reduce a group's Resistance to zero. Unfortunately, some other bonuses still apply and it's hard to power, so unless it has a **huge** Resistance rating it's more effective just to use regular power.


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* SpontaneousHumanCombustion: The only new Assassination in the Assassins expansion is ''Spontaneous Combustion''.


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* TomeofEldritchLore: There's lots of Lovecraftian references, but you can directly control the ''Necronomicon.'' The thing is very temperamental.


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* {{Utopia}}: Both ''Xanadu'' and ''Shangri-La'' present themselves as utopias.


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* WaterSourceTampering: The ''Fiendish Fluoridators'' reflect the fear of commies infiltrating the water supply. The flavor text on the ''Drug Companies'' also hints at this.


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* TheWorldCup: The best way to temporarily boost a Nation's power isn't by launching nukes or flooding the economy; it's to secure a ''World Cup Victory.''

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* AnarchyIsChaos: Subverted, for the most part. Most anarchy-related cards are directly related to having no leaders rather than random chaos, although the effects are the same, gameplay-wise. ''Don't Forget To Smash The State'' depicts several statues of George IV, Lenin, and Washington being torn down; there's also the self-contradictory ''Anarchists Unite!.''



* ILied: In one of the game's more notorious cards, there's a card simply called ''I Lied'' and when you make any deal you can simply play it. You lied. They have to hold up their end of the deal, but you can do whatever you want. (Since it's always possible for a card to be cancelled, you have to be ready to pay up just in case.)
* LetsYouAndHimFight: There's a card specifically called that. Sadly, it just causes them to discard a card. In gameplay, getting two of your rivals to fight each other while you sit back is a common (and lucrative) tactic.



* LogicBomb: Lets you steal a card.



* TheMenInBlack: A playable card. They make sure that when something is destroyed, it *stays* destroyed.

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* TheMenInBlack: A playable card. Organization. They make sure that when something is destroyed, it *stays* destroyed.destroyed.
* MessianicArchetype: ''The Messiah'' card is one of the more powerful cards--it greatly increases the power of a Personality, and it's free! The [=SubGenius=] expansion has about a dozen messiah-related cards.


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* AnOfferYouCan'tRefuse: A card says exactly that. And it ''is'' an offer you can't refuse. Unless the card get cancelled, of course.


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* PoliticalCorrectnessGoneMad: The artwork depicts men being executed for crimes such as "Used Insensitive Pronoun." The gameplay effect is that it makes low-powered Conservative groups Criminal as well.


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* ThePurge: Lets you get rid of double agents. It's kind of expensive and rare to find useful, though.


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* WarforFunandProfit: The ''Military-Industrial Complex'' makes all Corporate cards in the game function as Government cards instead. ''The Pentagon'' lets its owner draw additional cards for every puppet it controls that is Corporate. Oddly, having both in play is counterproductive.

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* BadassIsrael: Both the ''Israel'' card (depicting a soldier in the West bank getting pelted with rocks) and ''The Mossad'' fit this trope.

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* BadassIsrael: BadassIsraeli: Both the ''Israel'' card (depicting a soldier in the West bank getting pelted with rocks) and ''The Mossad'' fit this trope.


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* EatTheRich: A card, ''Eat The Rich'' literally depicts this in the artwork, complete with an apple in the mouth. Of course, it grants a bonus to destroy powerful groups.


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* GeorgeHWBush: This game almost a satirical (or not) love letter to the first George Bush (which makes sense, given the time frame it was released in). Pretty much any phrase that Bush is known for (''Kinder and Gentler,'' ''Read My Lips,'' ''A Thousand Points Of Light,'' etc.) are in the game. The actual ''George Bush'' card is pretty weak, with the at-the-time amusing ability of only being Conservative when their owner ''wants'' him to be.


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* {{Hypocrite}}: ''Kill For Peace!''


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* MultipleReferencePun: The game has plenty of puns, but the worst offender (and borders on some genuine {{Squick}} is ''Harmonica Virgins.'' One when you say it fast (and thus makes sense, given what it does) and then when you look up what a Harmonica Virgin actually is.
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Resources (various items or gadgets, like the Hammer of Thor or Hitler's Brain) as well as one-shot Plot cards aid players.

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Resources (various items or gadgets, like the Hammer ''Hammer of Thor Thor'' or Hitler's Brain) ''Hitler's Brain'') as well as one-shot Plot cards aid players.



* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} cards ''Church of Middle America'' and ''Saucer Landing Strip'' also feature them, and many of the other alien-inspired cards imply them.

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* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} [=SubGenius=] cards ''Church of Middle America'' and ''Saucer Landing Strip'' also feature them, and many of the other alien-inspired cards imply them.



* RevolvingDoorRevolution: There's a Dictatorship card (that makes a Nation Violent and more powerful) and also a Counter-Revolution card (that becomes more powerful if a Nation became a Dictatorship). The artwork on both is the same, except the Counter-Revolution is in the process of being overthrown.

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* RevolvingDoorRevolution: There's a Dictatorship card (that makes a Nation Violent and more powerful) and also a Counter-Revolution Revolution card (that becomes more powerful if a Nation became a Dictatorship). The artwork on both is the same, except the Counter-Revolution Revolution is in the process of being overthrown.

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* ArtificialIntelligence: Eliza fits the bill. No doubt ''The Network'' has shades of this.



* BadassIsrael: Both the ''Israel'' card (depicting a soldier in the West bank getting pelted with rocks) and ''The Mossad'' fit this trope.



* BigApplesauce: The New York card is the most powerful (printed) card in the game. And while the artwork and special ability reference New York City, WordOfGod (i.e., the FAQ) notes that it's the state.



* CelebrityEndorsement: ''Celebrity Spokesman'' lets you link a Personality to a group, increasing their power.



* TheEighties: Generally inverted; the game was released in the early 90's, and most were geared towards more "generic" conspiracies (and an acknowledgement that the ColdWar was over). However, a lot of the Personalities became dated very quickly; both ''Ronald Reagan'' and ''Nancy Reagan'' are cards, as are ''Ollie North,'' ''Margaret Thatcher'' and ''Imelda Marcos.''



* EvilLawyerJoke: There's a card named ''he First Thing We Do, Let's Kill All The Lawyers'' (yes, that's its full name) and its sole purpose is to destroy the Lawyers group.

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* EverythingIsBigInTexas: And how! Texas is huge, powerful, and alarmingly hard to attack. Its special ability is that you can "hide" a card in the vast plains of Texan wilderness.
* EvilLawyerJoke: There's a card named ''he ''The First Thing We Do, Let's Kill All The Lawyers'' (yes, that's its full name) and its sole purpose is to destroy the Lawyers group.


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* RevolvingDoorRevolution: There's a Dictatorship card (that makes a Nation Violent and more powerful) and also a Counter-Revolution card (that becomes more powerful if a Nation became a Dictatorship). The artwork on both is the same, except the Counter-Revolution is in the process of being overthrown.


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* WhyWontYouDie: Averted. Destroyed groups have the ability to come back to life. Cards like ''And STAY Dead'' and ''The Men In Black'' have abilities that make sure dead groups STAY dead. However, bringing dead cards back into the game is chancy, costly, and rare, and the number of abilities that make things ''permanently'' dead far outnumber the methods of bringing them back in the first place, making most of these cards useless.

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* AwesomeButImpractical: Most Personalities. They have a lot of decent special abilities, but most of them are ''very'' weak and are uniquely susceptible to Assassinations. In addition, there's plenty of special anti-Personality abilities. The only way to really make them work is to pump them up with ''Immortality Serums'', ''Sweepstakes Prizes'', and ''Bodyguards'' and then they have all sorts of crazy and awesome powers...but by that point, you've invested a half dozen cards or so. It's almost always easier to go with something else.



* ComicBooks: An Organization of the same name; their fans are encompassed under ''S.M.O.F.'' (''Secret Masters of Fandom'').

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* ComicBooks: An Organization of the same name; their fans are encompassed under ''S.M.O.F.'' (''Secret '', ''Secret Masters of Fandom'').



* CorruptCorporateExecutive: Implied with nearly every Corporate group in the game, but especially ''The Corporate Masters,'' ''Market Manipulation,'' and the ''Gnomes of Zurich'' in general.

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* CorruptCorporateExecutive: Implied with nearly every Corporate group in the game, but especially ''The Corporate Masters,'' ''Market Manipulation,'' ''Wall Street,'' and the ''Gnomes of Zurich'' in general.


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* CriticalFailure: A roll of 11 or 12 is always a failure, no matter what. While there aren't any CriticalHits, there are quite a few cards that manipulate die rolls to be the functional equivalent.


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* OurVampiresAreDifferent: Averted. Vampires are violent, horribly creatures who are difficult to kill without magic.


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* PhonyPsychic: ''Telephone Psychics'' get a bonus to control low-powered groups. ''That's'' hilarious.


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* PublicDomainArtifact: Most of the Artifact Resources fall into this category: ''Holy Grail,'' ''Ark of the Covenant,'' ''Spear of Longinus,'' ''Hammer of Thor,'' ''Shroud of Turin,'' and so on...


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* SinisterMinister: Maybe not necessarily sinister, but '"TV Preachers,'' ''Moral Minority,'' and ''Religious Reich'' are all made out to look more conspiratorial than helpful or kind.


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* StockUnsolvedMysteries: Chances are, if it's an unsolved mystery, it's somewhere in this game. ''Jimmy Hoffa'' is a playable character, for crying out loud.


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* {{Trekkie}}: They get their own scarily accurate card. Other cards, such as ''Science Fiction Fans'' and ''S.M.O.F.'' could also apply.


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* UnitedNationsIsASuperpower: Hilariously inverted. The ''United Nations'' is a group, but it's extraordinarily weak and disorganized. It's very good at providing relief, though.

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* CorruptCorporateExecutive: Implied with nearly every Corporate group in the game, but especially ''The Corporate Masters,'' ''Market Manipulation,'' and the ''Gnomes of Zurich'' in general.



* EiffelTowerEffect: The ''France'' card is simply a picture of the Eiffel Tower.



* NationalStereotypes: Nearly all of the Nations present in the game typify national stereotypes in one way or another. The ''Finland'' card has a bunch of blondes using laptops in a sauna. ''Italy'' features a trendily-dressed female standing next to the Tower of Pisa. It's taken UpToEleven with ''Switzerland'', though; it features a [[SwissArmyWeapon Swiss Army Knife]], with a [[SwissBankAccount gold bar]], a watch, a bar of chocolate, a gun, an antenna, and a cuckoo clock bird as the utilities.



* QuintessentialBritishGentleman: While the CIA card shows a darkened shadow kicking down a door, guns a-blazing to carry out an assassination, by contrast the ''MI-5'' card shows a proper British gentleman--bowler hat, mustache, and umbrella--peeping into a keyhole.
* RightWingMilitiaFanatic: Appears in a few cards: ''Survivalists'', ''Militia,'' and the ''KKK'' (yes, you can play the Klan in this game. They're pretty useless.)

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* QuintessentialBritishGentleman: While the CIA card shows a darkened shadow kicking down a door, guns a-blazing to carry out an assassination, by contrast the ''MI-5'' card shows a proper British gentleman--bowler hat, mustache, and umbrella--peeping into a keyhole. \n The ''England'' card cranks this UpToEleven by having all of that plus throwing in Big Ben, a cup of tea, and a StiffUpperLip as well.
* ReformedButNotTamed: Invoked with the ''Reformed Church of Satan.'' Presumably, anyway.
* RightWingMilitiaFanatic: Appears in a few cards: ''Survivalists'', ''Militia,'' and the ''KKK'' (yes, you can play the Klan in this game. They're pretty useless.)useless).
* SaturdayMorningCartoon: In a brilliant bit of game design, it automatically makes its puppets Violent.


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* WesternTerrorists: A few different flavors, mostly left-leaning (''Eco-Guerillas'' and ''Semiconscious Liberation Army.'')

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Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games. While it's clearly a descendant of that original game and there's a lot of overlap with that game, the collectable nature (along with a change in most of the rules) make it a much different game.

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Illuminati: New World Order (INWO) is the Collectable [[TabletopGame Collectible Card Game Game]] version of the classic {{Illuminati}} game by Steve Jackson Games. While it's clearly a descendant of that original game and there's a lot of overlap with that game, the collectable nature (along with a change in most of the rules) make it a much different game.



* LethalJokeCharacter: Some cards are clearly in the game to be jokes, although they all have *some* sort of utility. For example, Regi$tered Trademark forces players to use a card's full name when referring to it (with a penalty of giving up a card if you fail to do so). Of special note: Al Amarja, the island from OverTheEdge, is in the game; this was in "retaliation" for the CCG version of that game including a card called the Bavarian Illuminati. (Both designers, of course, were in on it.)

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* LethalJokeCharacter: Some cards are clearly in the game to be jokes, although they all have *some* sort of utility. For example, Regi$tered Trademark forces players to use a card's full name when referring to it (with a penalty of giving up a card if you fail to do so). Of special note: Al Amarja, the island from OverTheEdge, is in the game; this was in "retaliation" for the CCG version of that game including a card called the Bavarian Illuminati. (Both designers, of course, were in on it.)



* [[FlyingSaucer [=UFOs=]]]: The classical "gray alien" depiction of extra-terrestrials. They have the weakest Power but get two Illuminati tokens.

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* [[FlyingSaucer [=UFOs=]]]: The classical "gray "grey alien" depiction of extra-terrestrials. They have the weakest Power but get two Illuminati tokens.



* ArabOilSheikh: Depicted in the ''OPEC'' card.



* {{Cracker}}: The ''Hackers'' group and the ''Phone Phreaks'' apply. The Illuminati group '"The Network'' kind of encompasses the entire trope.



* {{Cult}}: The game has a ''lot'' of fun with all sorts of cults and splinter religious factions. The ''Moonies'', the ''Church of Violentology'', the ''Nephews of God'', the ''Church of Elvis''...you get the idea. The [=SubGenius=] expansion is basically one big cult joke.



* GoingPostal: The ''Post Office'' card shows a postal carrier firing off a few rounds.



* LongevityTreatment: There's a Resource called ''Immortality Serum.'' Also, the Talisman of Ahrimanes also seems to indicate this. Becoming a Vampire also makes you very, very difficult to kill.

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* LongevityTreatment: There's a Resource called ''Immortality Serum.'' Also, the Talisman ''Talisman of Ahrimanes Ahrimanes'' also seems to indicate this. Becoming a Vampire also makes you very, very difficult to kill.


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* {{NATO}}: At the time this game was published, ''NATO'' was still trying to determine its purpose; the Soviet Union had just collapsed. The artwork on the card--two commanders holding up a straw man--was highly appropriate at the time.
* {{Ninja}}: They are violent, have a tinge of magic, and are difficult to kill. ''Very'' difficult.


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* {{NSA}}: Before all the current discussion of this agency, it was a card way back when this game was released. Jokingly, the card claims that NSA stands for "No Such Agency." Probably counts as HilariousInHindsight.


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* TheOperatorsMustBeCrazy: Invoked with the ''Phone Company'' and ''Reach out...'' Well, maybe not crazy, but certainly maliciously evil.


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* ProperlyParanoid: The game depicts the ''Paranoids'' as powerless...but that doesn't mean they're ''wrong.''


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* TheShrink: The ''Psychiatrists'' group's special ability makes you ''destroy'' a Personality.

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!! This CCG provides game examples of:

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!! This CCG provides game trope examples of:



!! The Illuminati cards provide game examples of:

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!! The Illuminati cards provide game trope examples of:



!! The cards themselves provides examples of:

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!! The cards themselves provides provide trope examples of:


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* BeerCommercials: The Liquor Companies have a bonus to control Media groups for this reason.


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* DonutMessWithACop: The ''Local Police Departments'' card shows a cop eating a rack of donuts looped off his shotgun.


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* EvilLawyerJoke: There's a card named ''he First Thing We Do, Let's Kill All The Lawyers'' (yes, that's its full name) and its sole purpose is to destroy the Lawyers group.


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* LoanShark: The ''Loan Sharks'' are a group that get more powerful the more Criminal groups you have.


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* TheMafia: ''The Mafia'' is one of the more powerful groups in the game, and have a huge number of arrows. Their special ability, however, is pretty tame (they get a small bonus to control and destroy other Criminal groups.) The card artwork depicts old-school pinstriped mob guys with Tommy guns.


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* QuintessentialBritishGentleman: While the CIA card shows a darkened shadow kicking down a door, guns a-blazing to carry out an assassination, by contrast the ''MI-5'' card shows a proper British gentleman--bowler hat, mustache, and umbrella--peeping into a keyhole.


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* SpaceStation: Orbit One. The game was released too early to call it the more obvious ''Space Station Mir.'' Mixed with a Science deck, it's pretty awesome.
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* BiteTheWaxTadpole: A card in the Assassins set. It freezes Media groups.


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* HiddenInPlainSight: Alluded to in several Organizations, where seemingly innocuous groups actually hold hidden depths. The seemingly-innocent ''Goldfish Fanciers?'' ("We're sorry, but we're not even permitted to ''hint'' at what the Secret Knowledge is about goldfish.") How about your everyday ''Joggers''? ("No one ever suspects a harmless jogger...")


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* LiesDamnedLiesAndStatistics: Hinted at on the ''Pollsters'' card.


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* SubliminalSeduction: Blatantly subliminal (if there is such a thing) with the ''Subliminals'' card; it's implied in a lot of the other Media-inspired cards as well.

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* ConspiracyTheories: Duh. The whole point.

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* ConspiracyTheories: ConspiracyKitchenSink: Duh. The whole point. ''Everything'' is true.



* PromotionalPowerlessPieceOfGarbage: Largely averted. There weren't a ton of promo cards, but those that did exist were reasonably useful. Also see NoExportForYou.

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* PromotionalPowerlessPieceOfGarbage: Largely averted. There weren't a ton of promo cards, but those that did exist were reasonably useful. Also see NoExportForYou.


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* ColdWar: Sadly, averted. The game was released right after the fall of Soviet Russia (unlike its spiritual parent, the original Illuminati, which played up Cold War paranoia to the max). Thankfully, Steve Jackson Games had some fun with it. You can play ''Russia'' which is ''not'' Communist...but they get a bonus to control ''other'' communist groups, and other communist group have a bonus to control ''them.''


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* DirtyCommunists: Played with. While communists aren't depicted on all cards to be inherently evil, they *are* associated with a lot of tropes from the Cold War.


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* IReadItForTheArticles: The whole joke behind ''Girlie Magazines''.


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* TheMenInBlack: A playable card. They make sure that when something is destroyed, it *stays* destroyed.


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* StockNessMonster: Ol' Nessie can wreak havoc on Coastal Places.


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* TechnologyMarchesOn: The game was published in the early 90's, when the Internet was still finding its legs. Even for a tech-savvy company like Steve Jackson Games, there's a lot of awkward dated terms like ''Infobahn'' and ''Internet Worm.''

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* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. After some embarrassment on the tournament level, many cards had to be completely rewritten.



* NoExportForYou: A few cases. Some foreign promo cards weren't available in the US (and some have to be specially ported in).



* {{Sequelitis}}: Kind of. Assassins was well-received and filled in some much-needed gaps, but quite a few cards had to be scrapped and redone. The [=SubGenius=] expansion was so different in tone and style it's easy to dismiss it as not really a sequel and more of a stand-alone. However, since it's tournament legal, it's technically still an expansion.



* BrotherhoodOfFunnyHats: Oddly enough, the Freemasons--one of the biggest targets for conspiracy theorists--aren't in the game. However, a bit of FridgeLogic might be in order: they could be the ''Bavarian Illuminati'', the ''Fraternal Orders'', or the ''Templars''...so why would they need their own card when they're ''already'' in the game?



* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} cards ''Church of Middle America'' and ''Sacuer Landing Strip'' also feature them, and many of the other alien-inspired cards imply them.

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* FlatWorld: The ''Flat Earth Society'' is an Organization, and one of the few Weird Conservative ones. Sadly, it's not particularly useful.
* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} cards ''Church of Middle America'' and ''Sacuer ''Saucer Landing Strip'' also feature them, and many of the other alien-inspired cards imply them.



* NinjaPirateZombieRobot: ''Robot Sea Monsters'' kind of fits, but the [=SubGenius=] ''Advanced Supersonic Aluminum Nazi Hell Creatures From Beneath The Hollow Earth'' does.



* NoSwastikas: Kind of. When the game was printed in Germany, much of the artwork had to be changed. One Resource, ''Hitler's Brain,'' had to be completely scrapped and was repalced with ''Jack the Ripper's Diary.'' The artwork for ''that'' card ended up being used in the Assassins card ''Contract On America.'' Oddly, Germans find the concept of ''South American Nazis'' to be more amusing than offensive, and that card remained.



* PurposelyOverpowered: The ''Nuclear Power Companies'' let you cancel any action, including Illuminati actions. Averted in that the expansion had about a half dozen cards specifically designed to counter it. Also, the New World Order card ''Tax Reform'' only affects one card (the ''I.R.S.'') and makes it super powerful. In any case, when overpowered cards like this are brought into play, all players see it as a target, so there's a certain amount of self-balancing.
* RightWingMilitiaFanatic: Appears in a few cards: ''Survivalists'', ''Militia,'' and the ''KKK'' (yes, you can play the Klan in this game. They're pretty useless.)



* StrawCharacter: The artwork for ''NATO'' has two commanders literally propping up a strawman.



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* ArtShift: The base game and the Assassins expansion all feature colorful comic-book style art. The [=SubGenius=] art is...much, much different.



* {{Sequelitis}}: Kind of. Assassins was well-received and filled in some much-needed gaps, but quite a few cards had to be scrapped and redone. The [=SubGenius=] expansion was so different in tone and style it's easy to dismiss it as not really a sequel and more of a stand-alone. However, since it's tournament legal, it's technically still an expansion.



* AlmightyJanitor: Well, maybe not almighty, but the ''George the Janitor'' card plays into this.



* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} card ''Church of Middle America'' also features them, and many of the alien-inspired cards imply them.

to:

* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} card cards ''Church of Middle America'' and ''Sacuer Landing Strip'' also features feature them, and many of the other alien-inspired cards imply them.them.
* FunWithAcronyms: The [=SubGenius=] expansion is full of these, like S.C.A.M. and S.P.U.T.U.M.



* ICantBelieveItsNotHeroin: Probably averted; Despite the [=SubGenius=] card's insistence that what they grow on the'' 'Frop Farm'' is ''NOT A DRUG''...it may actually be a drug.



* MurphysLaw: There is a card called ''Murphy's Law." It will mess up your day.

to:

* MurphysLaw: There is a MetaFiction: The card called ''Murphy's Law." It will mess up your day.''Regi$tered Trademark'' forces you to deliberately pronounce a specific card. ''Australia'' gives its owner a bonus if it's a weekend, after hours, or a national holiday In Real Life. The [=SubGenius=] card ''Jesus B.'' lets you get an extra action if you actually send the Church a dollar.



* MurphysLaw: There is a card called ''Murphy's Law." It will mess up your day.



* ParodyReligion: The Church of the [=SubGenius=] expansion is full of these tropes. In the base set, the ''Church of Elvis'' and, to a less extent, the ''Reformed Church of Satan.''



* WeatherDissonance: The disaster ''Rain of Frogs.'' Less obviously, ''The Oregon Crud'', ''Giant Kudzu,'' and ''Plague of Demons.'' All of these are direct Disasters you can play on places. Also: the ''Weather Satellite'' lets you control what happens in the sky.

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* WeatherDissonance: The disaster Disaster ''Rain of Frogs.'' Less obviously, ''The Oregon Crud'', ''Giant Kudzu,'' ''Rain of Prairie Squid,'' and ''Plague of Demons.'' All of these are direct Disasters you can play on places. Also: the ''Weather Satellite'' lets you control what happens in the sky.

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* DepravedDentist: Yes, ''Dentists'' are a playable Organization, and, yes, they will maliciously pull out your teeth unnecessarily to prevent you from taking an action.



* {{Deprogram}}: The ''Deprogrammers'' are notable as being one of the few ways to break through the Discordian's precious immunity.
* {{Druid}}: Portrayed as eco-friendly.



* [[TheIlluminati Bavarian Illuminati]]: This card represents the real-life Bavarian Illuminati. Confusingly, *all* of the factions are called "Illuminati" even though this one actually has the word "Illuminati" in its title.
* The Gnomes of Zurich
* The Network
* The Servants of Cthulhu
* Shangri-La
* The Bermuda Triangle
* [=UFOs=]:

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* [[TheIlluminati Bavarian Illuminati]]: This card represents the real-life Bavarian Illuminati.Illuminati and thrive off of raw power. Confusingly, *all* of the factions are called "Illuminati" even though this one actually has the word "Illuminati" in its title.
* [[MorallyBankruptBanker The Gnomes of Zurich
Zurich]]: An allusion to the old bankers who control world finance. Do well with Banks and Corporations.
* [[TheInternet The Network
Network]]: All of the world's computers are under their control. Their main commodity is information.
* [[CthulhuMythos The Servants of Cthulhu
Cthulhu]]: Not surprisingly, they do well with death and destruction.
* Shangri-La
[[{{Utopia}} Shangri-La]]: A utopia of sorts, this group is inherently peaceful and one of the few with restrictions as part of its ability (they can't destroy most groups).
* [[TheBermudaTriangle The Bermuda Triangle
Triangle]]: The mysterious and chaotic Bermuda Triangle lets you reorganize frequently.
* [=UFOs=]:[[RitualMagic The Adepts of Hermes]]: Specializing in magic groups and resources.
* [[PrincipiaDiscordia The Discordian Society]]: A sort-of real-life ParodyReligion that a lot of people don't take as parody. They're great at the weird.
* [[FlyingSaucer [=UFOs=]]]: The classical "gray alien" depiction of extra-terrestrials. They have the weakest Power but get two Illuminati tokens.


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* DepravedDentist: Yes, ''Dentists'' are a playable Organization, and, yes, they will maliciously pull out your teeth unnecessarily to prevent you from taking an action.
* {{Deprogram}}: The ''Deprogrammers'' are notable as being one of the few ways to break through the Discordian's precious immunity.


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* {{Druid}}: Portrayed as eco-friendly.


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* LongevityTreatment: There's a Resource called ''Immortality Serum.'' Also, the Talisman of Ahrimanes also seems to indicate this. Becoming a Vampire also makes you very, very difficult to kill.
* MadScientist: A few cards, such as ''Evil Geniuses For A Better Tomorrow.'' Also depicted on some of the artwork, such as ''Foiled!''
* MurphysLaw: There is a card called ''Murphy's Law." It will mess up your day.
* TheManBehindTheMan: The theme of the game drips with this theme, but some cards specifically call it out, like ''Secret Master'' and ''Corporate Masters.''


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* PrincipiaDiscordia: The Discordian Society is a main Illuminati group, but the actual Principia Discordia is also a Resource.

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Part of the charm of the game involves both their alignments and their abilities. There are ten alignments, most of which oppose each other (Liberal vs. Conservative; Peaceful vs. Violent) and the interaction between them all adds a lot of variety. Every single card also has some special ability which adds both flavor and enhances gameplay (but also makes things...a bit complicated).



* ConspiracyTheories: Duh. The whole point.



!! The Illuminati cards provide game examples of:

* [[TheIlluminati Bavarian Illuminati]]: This card represents the real-life Bavarian Illuminati. Confusingly, *all* of the factions are called "Illuminati" even though this one actually has the word "Illuminati" in its title.
* The Gnomes of Zurich
* The Network
* The Servants of Cthulhu
* Shangri-La
* The Bermuda Triangle
* [=UFOs=]:
* [[TheHashshashin Society of Assassins]]: From the Assassins expansion. Represent the historical Hashshashin and are good with Fanatic and Secret groups.
* [[ParodyReligion The Church of the SubGenius]]: From the standalone Church of the [=SubGenius=] game. They can accumulate powerful actions, making it easier to reach their goal...but that means they can't actually *use* said actions.


----



* AncientConspiracy: A good number of the cards. Everything from the ''Templars'' to ''Stonehenge'' make it in. Most of the Illuminati cards and many of the Artifact Resources are pulled from ancient times.



* BrainInAJar: One of the Resources is ''Hitler's Brain''. There's also a card called ''Head In A Jar'' that lets a killed Personality live on.



* FlyingSaucer: One of the Resources is ''Flying Saucer.'' The {{SubGenius}} card ''Church of Middle America'' also features them, and many of the alien-inspired cards imply them.



* TheHashshashin: Represented by the Society of Assassins.
* MindControlDevice: The ''Orbital Mind Control Lasers'' are a highly-sought Resource due to their powerful ability. Sadly, they're unique.



* TakeThat: Steve Jackson Games has a [[http://www.sjgames.com/SS/ notorious history with the Secret Service.]] As such, the ''Secret Service's'' special ability involves ''helping'' with assassination attempts as opposed to preventing them. This incident is also whyt the ''E.F.F'' is a (modestly) helpful playable Organization; they were founded, in part, due to this event.

to:

* TakeThat: Steve Jackson Games has a [[http://www.sjgames.com/SS/ notorious history with the Secret Service.]] As such, the ''Secret Service's'' special ability involves ''helping'' with assassination attempts as opposed to preventing them. This incident is also whyt why the ''E.F.F'' is a (modestly) helpful playable Organization; they were founded, in part, due to this event. A lot of cards (like ''Moral Minority'', shown protesting one of Steve Jackson Game's other role-playing games) also have a TakeThat element.

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Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games. While it's clearly a descendant of that original game, the collectable nature (along with a change in nearly all of the rules) make it a much different game.

to:

Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games. While it's clearly a descendant of that original game and there's a lot of overlap with that game, the collectable nature (along with a change in nearly all most of the rules) make it a much different game.



* DepravedDentist: Yes, ''Dentists'' are a playable Organization, and, yes, they will maliciously pull out your teeth unnecessarily to prevent you from taking an action.
* {{Deprogram}}: The ''Deprogrammers'' are notable as being one of the few ways to break through the Discordian's precious immunity.
* {{Druid}}: Portrayed as eco-friendly.



* {{C.I.A.}}: What conspiracy game would be complete without them? They are depicted as violent assassination squads.

to:

* {{C.I.A.}}: AllBikersAreHellsAngels: Somewhat averted. While the Organization is decidedly violent, the artwork depicts them as Scandinavian. Kinda.
* ArgentinaIsNaziland: Quite blatantly with ''South American Nazis.'' Their special ability--getting bonuses with Weird Science groups--is especially squicky.
* BlackHelicopter: Of course!
* {{CIA}}:
What conspiracy game would be complete without them? They are depicted as violent assassination squads.


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* MistakenForTerrorist: A real-life example inspired one of the cards. The Society for Creative Anachronism was mistaken by the Post Office as the Society for Creative ''Anarchism,'' and was duly investigated. The latter, of course, becomes a card.


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* NoPartyGiven: Quite averted: both the Democrats and the Republicans are playable Organizations. They also have virtually identical artwork and abilities. The Libertarian Party and the Green Party are both added in for good measure, and both are actually pretty weak except in very specific circumstances.


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* TakeThat: Steve Jackson Games has a [[http://www.sjgames.com/SS/ notorious history with the Secret Service.]] As such, the ''Secret Service's'' special ability involves ''helping'' with assassination attempts as opposed to preventing them. This incident is also whyt the ''E.F.F'' is a (modestly) helpful playable Organization; they were founded, in part, due to this event.


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* WeAllLiveInAmerica: Most of the cultural references and Organizations are decidedly America-centric. There ''are'' about two dozen different playable Nations as Places, but the US is notably absent--per designer Steve Jackson, America is just too big and powerful for one person to control it all at once, so its parts are all broken up into different organizations. Probably a good idea from a balance perspective, but still.


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* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play more Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata. (This tactic was introduced during a tournament, no less.)

to:

* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload After some embarrassment on the tournament level, many cards with the Green attribute) let you draw more cards, which let you play more Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata. (This tactic was introduced during a tournament, no less.)had to be completely rewritten.


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* AlienAbduction: There's an ''AlienAbduction'' Plot card. It lets you automatically take over a Personality, implying that they are an alien (or alien-affected).
* {{C.I.A.}}: What conspiracy game would be complete without them? They are depicted as violent assassination squads.
* ComicBooks: An Organization of the same name; their fans are encompassed under ''S.M.O.F.'' (''Secret Masters of Fandom'').
* ConspiracyTheorist: The whole point of the game...except they aren't actually ''theories''... Also, there is a specific Organization called ''Conspiracy Theorists.''
* CropCircles: Present as a Plot card.


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* ElvisLives: Not only is ''Elvis'' a playable Personality (he distracts Media groups by showing up at random places, of course), but the ''Church of Elvis'' is an organization.
* ExpendableClone: Implied in several cards: the Organization ''Clone Arrangers'' lets you bring back any just-killed Personality, and the ''Clone'' Plot lets you do it as a one-shot action. The art on ''Copy Shops'' implies this as well, although the ability isn't related to cloning.


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* MoralGuardians: Represented in several cards, such as ''Religious Reich,'' ''Moral Minority,'' and, less obviously unless you lived in the 80's, ''Congressional Wives.''
* OminousMultipleScreens: Depicted in ''Cable TV.'' The "screens" all feature art from other cards.
* ScoutOut: The Boy Scouts are renamed the ''Boy Sprouts." Unlike most of the other organizations in the game, they are actually represented positively.
* SwissBankAccount: There is a card simply called ''Swiss Bank Account.'' The ''Switzerland'' Place also references the secretive accounts, although not directly with its ability. Also, the entire ''Gnomes of Zurich'' Illuminati is based around this.

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* DisasterDominos: Both literal and figuratively. One card, ''Combined Disasters'', allows you to play two disasters at once. Figuratively, a lot of the fun in the game is to set up a serious of conditions, and then trigger it with an innocuous action that lets all the dominoes fall into place.

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* DisasterDominos: DisasterDominoes: Both literal and figuratively. One card, ''Combined Disasters'', allows you to play two disasters at once. Figuratively, a lot of the fun in the game is to set up a serious of conditions, and then trigger it with an innocuous action that lets all the dominoes fall into place.


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* GoingCritical: The ''Nuclear Meltdown'' Disaster.


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* UrbanLegends: Many of the cards use urban legends as source material, to great effect. ''Albino Alligators,'' ''Day Care Centers'' teaching Satanism to kids, and ''Black Helicopters'' to name a few.


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* WorldWarIII: A NWO card of the same name, encouraging Nations to fight one another. It's glorious.

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* ExpansionPack: Two. Assassins (a 125-card set) and the standalone [[ParodyReligion The Church of the SubGenius]]. Both were released soon after the CCG glut; Assassins held its own, but Sub Genius flopped and effectively ended the game line.

to:

* ExpansionPack: Two. Assassins (a 125-card set) and the standalone [[ParodyReligion The Church of the SubGenius]]. Both were released soon after the CCG glut; Assassins held its own, but Sub Genius [=SubGenius=] flopped and effectively ended the game line.



* NoExportForYou: A few cases. One was the promo card released in a French gaming magazine (Strange Bedfellows); Steve Jackson Games erroneously let this happen and had to work to get it released in the US. Likewise, CONspiracy was released only at a German convention (and is incredibly powerful for Weird decks). There was a German edition released that included many German-centered political organizations and personalities, all with unique abilities that US players would find very useful.

to:

* NoExportForYou: A few cases. One was the Some foreign promo card released in a French gaming magazine (Strange Bedfellows); Steve Jackson Games erroneously let this happen and had to work to get it released cards weren't available in the US. Likewise, CONspiracy was released only at a German convention US (and is incredibly powerful for Weird decks). There was a German edition released that included many German-centered political organizations and personalities, all with unique abilities that US players would find very useful.some have to be specially ported in).




to:

* VariablePlayerGoals: Part of the core of the game. Everyone has the "basic goal," but each Illuminati has its own special goal, and there are many standalone hidden goals as well. Actually covers both cases in the Trope page: both unique goals and modifications to the basic goal are present.



* {{Curse}}: A few cards involve Curses: ''Voudinistas'', ''Couterspell'', ''Withering Curse'', and ''W.I.T.C.H.''
* DeepCoverAgent: Several cards depict this, such as ''Agent in Place'' and ''Deep Agent''.
* DisasterDominos: Both literal and figuratively. One card, ''Combined Disasters'', allows you to play two disasters at once. Figuratively, a lot of the fun in the game is to set up a serious of conditions, and then trigger it with an innocuous action that lets all the dominoes fall into place.
* ExternalCombustion: The appropriately named Assassination card ''Car Bomb''.




to:

* PerfectPoison: The ''Poison'' Assassination card depicts all different methods of injection. Also depicted in ''Mutual Betrayal''.
* WeatherDissonance: The disaster ''Rain of Frogs.'' Less obviously, ''The Oregon Crud'', ''Giant Kudzu,'' and ''Plague of Demons.'' All of these are direct Disasters you can play on places. Also: the ''Weather Satellite'' lets you control what happens in the sky.

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Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games.

to:

Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games. While it's clearly a descendant of that original game, the collectable nature (along with a change in nearly all of the rules) make it a much different game.



While it was a solid game design, it was notable in the early CCG world as not taking itself too seriously. The Illuminati line has always been steeped in humor, and this version was no different--players, of course, were encouraged to lie, cheat, and backstab each other. Political satire and social commentary appeared on most cards, increasing its appeal (and also making some of the references a little dated).



* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play for Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata. (This was played during a tournament, no less.)

to:

* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play for more Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata. (This tactic was played introduced during a tournament, no less.))
* KingmakerScenario: A common tactic. Let two other people duke it out, letting the third (or odd) player win. Attacking A often meant letting B win, so players would often have to attack someone to prevent a victory even if it otherwise went against their self-interest.



* LuckManipulationMechanic: Plenty of cards allowed die rolls to be modified/re-rolled. Woe be the player who befalls Murphy's Law!
* NoExportForYou: A few cases. One was the promo card released in a French gaming magazine (Strange Bedfellows); Steve Jackson Games erroneously let this happen and had to work to get it released in the US. Likewise, CONspiracy was released only at a German convention (and is incredibly powerful for Weird decks). There was a German edition released that included many German-centered political organizations and personalities, all with unique abilities that US players would find very useful.




to:

* PowerEqualsRarity: Largely averted. Rare cards weren't notably more powerful; they just provided more variety.
* PromotionalPowerlessPieceOfGarbage: Largely averted. There weren't a ton of promo cards, but those that did exist were reasonably useful. Also see NoExportForYou.




to:

*ExtraTurn: The card ''Seize the Time'' allows a player to "take" the turn of a rival, effectively getting an out-of-turn turn. Can only be done once per game, though, and is pretty costly.

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!! This CCG provides examples of:

* BribingYourWayToVictory: Largely averted. Rare cards were often simply unique or funny, not necessarily the most powerful cards.
* ExpansionPack: Two. Assassins (a 125-card set) and the standalone [[ParodyReligion The Church of the SubGenius]]. Both were released soon after the CCG glut; Assassins held its own, but SubGenius flopped and effectively ended the game line.
* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play for Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata.

to:

!! This CCG provides game examples of:

* BribingYourWayToVictory: Largely averted. Rare cards were often simply unique or funny, not necessarily the most powerful cards.
cards.
* EmergentGameplay: With the huge number of cards, some...odd tactics were bound to be discovered. And how! Example: One card, Bjorne (a parody of Barney the Dinosaur) allows the player who destroys him to draw one Plot card for every point of Bjorne's power at the time. Of course, there are plenty of ways to boost power temporarily, and a key deck was quickly made that allowed a player to boost Bjorne's power to 20+, assassinate him, use a card to guarantee its success, and then take nearly your entire deck and add it to your hand. The errata quickly clarified that they meant *permanent* power, not temporary boosts.
* ExpansionPack: Two. Assassins (a 125-card set) and the standalone [[ParodyReligion The Church of the SubGenius]]. Both were released soon after the CCG glut; Assassins held its own, but SubGenius Sub Genius flopped and effectively ended the game line.
* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play for Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata. (This was played during a tournament, no less.)
* LethalJokeCharacter: Some cards are clearly in the game to be jokes, although they all have *some* sort of utility. For example, Regi$tered Trademark forces players to use a card's full name when referring to it (with a penalty of giving up a card if you fail to do so). Of special note: Al Amarja, the island from OverTheEdge, is in the game; this was in "retaliation" for the CCG version of that game including a card called the Bavarian Illuminati. (Both designers, of course, were in on it.)


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!! The cards themselves provides examples of:

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Two expansions were released: Assassins (adding three new types of cards) and {{Church of the SubGenius}} (based on the organization of the same name; it was marketed as a standalone, non-collectable expansion that could be used with the base game.)

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Two expansions were released: Assassins (adding three new types of cards) and {{Church [[ParodyReligion The Church of the SubGenius}} SubGenius]] (based on the organization of the same name; it was marketed as a standalone, non-collectable expansion that could be used with the base game.)





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\n* BribingYourWayToVictory: Largely averted. Rare cards were often simply unique or funny, not necessarily the most powerful cards.
* ExpansionPack: Two. Assassins (a 125-card set) and the standalone [[ParodyReligion The Church of the SubGenius]]. Both were released soon after the CCG glut; Assassins held its own, but SubGenius flopped and effectively ended the game line.
* GameBreaker: In the Assassins expansion, many cards weren't quite playtested well enough. A deadly combo: Oil Spill (allowing you to reload cards with the Green attribute) let you draw more cards, which let you play for Oil Spills, which let you draw more cards...until all your Green groups were FULL of tokens. Cue victory. It was called the "Essen Deck" and required a lot of errata.
*LoadsAndLoadsOfRules: Somewhat averted. While the base game itself isn't too horrible (by CCG standards, anyway) the large number of cards (each with its own special ability) caused all sorts of problems. The errata ended up being about ten lines the length of the rule book, most of which were for relatively obscure situations.
* ObviousRulePatch: The first released (Limited Edition) saw some minor issues, mostly with balance and simple mistakes. The main release (Unlimited) saw very, very few errors and was pretty stable. However, the rushed Assassins expansion saw some cards get complete rewrites.
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Each player has an eventual goal. There is a Basic Goal that all players qualify for (normally, it's simply "control 12 groups); each Illuminati also has a specific public goal (the Gnomes of Zurich, for example, are attempting to control Corporate groups and Banks.) Finally, there are hidden goals players can put in their deck; they're a surprise, but you have to draw and hold them (and are vulnerable to being discarded).

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Each player has an eventual goal. There is a Basic Goal that all players qualify for (normally, it's simply "control 12 groups); groups"); each Illuminati also has a specific public goal (the Gnomes of Zurich, for example, are attempting to control Corporate groups and Banks.) Finally, there are hidden goals players can put in their deck; they're a surprise, but you have to draw and hold them (and are vulnerable to being discarded).



Two expansions were released: Assassins (adding three new types of cards) and {{Church of the SubGenius}} (based on the organization of the same name; it was marketed as a standalone, non-collectable expansion that could be used with the base game.)

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Two expansions were released: Assassins (adding three new types of cards) and {{Church of the SubGenius}} (based on the organization of the same name; it was marketed as a standalone, non-collectable expansion that could be used with the base game.))

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Illuminati: New World Order is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games.

Each player takes on the role of a secret conspiracy ("Illuminati") such as the UFOs, the Bermuda Triangle, or the Servants of Cthulhu.

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Illuminati: New World Order (INWO) is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games.

Each player takes on the role of a secret conspiracy ("Illuminati") such as the UFOs, Gnomes of Zurich, the Bermuda Triangle, or the Servants of Cthulhu.Cthulhu. Your eventual goal is, of course, to control the world--what good conspiracy worth its weight *isn't* doing that? These Illuminati then control a number of Groups, representing organizations, places, and people that help you control the world. Pretty much any conspiracy theory that has ever been proposed is represented somehow in the game: examples include the Elders of Zion, the Rosicrucians, the Nuclear Power Companies, MI-5, Jimmy Hoffa, and Stonehenge. These groups control other groups, forming a sort of spiderweb-style layout in the playing area.

Resources (various items or gadgets, like the Hammer of Thor or Hitler's Brain) as well as one-shot Plot cards aid players.

Certain cards called "New World Order" cards can also be played: these cards affect *all* players. Each one is color-coded and only one of each color can be out at any given time.

Each player has an eventual goal. There is a Basic Goal that all players qualify for (normally, it's simply "control 12 groups); each Illuminati also has a specific public goal (the Gnomes of Zurich, for example, are attempting to control Corporate groups and Banks.) Finally, there are hidden goals players can put in their deck; they're a surprise, but you have to draw and hold them (and are vulnerable to being discarded).

At the time, INWO was unique in that it had a HUGE base set of cards (over 400!) and that rarity did NOT always mean a more powerful card. In fact, the game mechanics generally became self-balancing, so that a player with a powerful card could be countered by another player with that same powerful card...thus making it *less* powerful.

Two expansions were released: Assassins (adding three new types of cards) and {{Church of the SubGenius}} (based on the organization of the same name; it was marketed as a standalone, non-collectable expansion that could be used with the base game.)
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Illuminati: New World Order is the Collectable Card Game version of the classic {{Illuminati}} game by Steve Jackson Games.

Each player takes on the role of a secret conspiracy ("Illuminati") such as the UFOs, the Bermuda Triangle, or the Servants of Cthulhu.

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