Professional Documents
Culture Documents
BASIC RULES
As a multiplayer game progresses, each player
nears their own victory conditions as their
respective power structures grow. Although they
each have more Power available, their power
structures are becoming ever larger and hence
more vulnerable. As such, cooperation decreases
and attacks on rivals increase as each player
focuses on preserving their own victory chances.
INWO SOLO introduces the Intrigue Score to
simulate this multiplayer atmosphere. The turn
sequence section below details how the Intrigue
Score affects play. The rules assume the Intrigue
Score is tracked on a 10-sided die, but tokens
(distinct from Action tokens) may also be used.
Object of the Game
Victory conditions remain the same for INWO
SOLO. You must meet either the basic goal of 11
Groups, the special goal of your Illuminati, or
satisfy the conditions of a Goal card before a rival
declares victory (as determined by the Intrigue
Score; see below). The game also ends if you are
reduced to zero Groups in your Power structure
other than your Illuminati.
Beginning the Game
(1) Follow all the "Beginning the Game"
instructions in the World Domination Handbook,
starting by constructing a normal INWO deck of
any size and continuing all the way to drawing
your Group hand. The rules were playtested using
decks of approximately 45 cards. INWOSOLO
Interfering Power
Interfering Power is a bonus added to the Power
or Resistance of an attacking or defending Group,
as appropriate. Interfering Power represents the
struggle amongst all the rival Illuminati, some of
whom are aiding you (for their own reasons) and
others who oppose you. Compute Interfering
Power by rolling a single die and adding the
resulting die score to the Intrigue Score (Rival
Illuminati are less and less inclined to help you as
both you and they near victory).
Illuminati Closeness Bonus
Group Cards
Attacks to Control from Your Group Hand
Attacks
Deck Exhaustion
Deck Searches
Alignment Adders/Changers
Plots like "Assertiveness Training" which can add
or change alignments can be used against rival
Groups, but the target's closeness to its Illuminati
increases the Power required. Determine the
target's closeness bonus using the same
procedure as when Attacking a rival Power
structure.
UFOs
If the UFOs are played off the top of the Rival Plot
deck, discard it after the second attack it takes part
in or phase 5 of the Rival Illuminati Turn,
whichever comes first.
Tips
Rival Plot Decks should include a lot of cards that
will directly affect your plans. Thus it should
include a lot of Instant Attacks. Some cards that
you'd typically put in a normal INWO deck (+10
bonus cards are a good example) still function
nicely against you in the Rival Plot Deck. Other
cards (like Crop Circles) have no real function in
the Rival Plot Deck and thus should be left
out. Make the Rival Plot Deck nasty and it will be
a lot more satisfying if you win.
Rival Group Decks should have a number of
general themes as well. You don't have to put as
much time into its construction as you do your own
deck, but if Rival Groups have shared alignments
it will make the game more challenging and, again,
more satisfying.
If the game is too hard or too easy, adjust the ratio
of Illuminati cards in the Rival Plot Deck. Adding
even one extra Illuminati card really puts the hurt
on your plans.