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<blockquote data-quote="Lord Zardoz" data-source="post: 4614857" data-attributes="member: 704"><p><strong>No mention for Illuminatti?</strong></p><p></p><p>While I would not be surprised to find that it is not overwhelmingly popular, I am surprised to see that Illuminatti by Steve Jackson Games has not once been mentioned.</p><p></p><p>Asymetrical gameplay: Each player is given two ways to win, either gain control of a specific number of groups (determined by the total number of players in the game), or meet the secondary goal.</p><p></p><p>Interference: Each player is able to try to interfere or aid in another players attempt to control a group. You may even opt to switch sides partway through.</p><p></p><p>Open Gameplay: There are two rules in the game that stand out. First, any deal you can come up with in the game is explicitly allowed by the rules. This allows trades, bribes, and outright extortion. The second rule is that no deal is binding unless it takes place immediately. You can offer to sell a group later for money right now, and then later decide not to hold up to your end of the bargain.</p><p></p><p>Humor: When you can have Videogames in control of the International Communist Conspiracy, which are attempting to take control of Virtual Pets with the assistance of Orbital Mind Control Lasers and the Post Office, you know you have a winner.</p><p></p><p>The only downside is that the game has a tendency to get bogged down from working all the modifiers to an attack out (not unlike a high level 3.5 combat). Roll 2d6, roll less then attack power - defending resistance (11 and 12 always fail) is easy. But then you factor in alignment interactions, unique card powers, and transferable power, and it can get cumbersome.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4614857, member: 704"] [b]No mention for Illuminatti?[/b] While I would not be surprised to find that it is not overwhelmingly popular, I am surprised to see that Illuminatti by Steve Jackson Games has not once been mentioned. Asymetrical gameplay: Each player is given two ways to win, either gain control of a specific number of groups (determined by the total number of players in the game), or meet the secondary goal. Interference: Each player is able to try to interfere or aid in another players attempt to control a group. You may even opt to switch sides partway through. Open Gameplay: There are two rules in the game that stand out. First, any deal you can come up with in the game is explicitly allowed by the rules. This allows trades, bribes, and outright extortion. The second rule is that no deal is binding unless it takes place immediately. You can offer to sell a group later for money right now, and then later decide not to hold up to your end of the bargain. Humor: When you can have Videogames in control of the International Communist Conspiracy, which are attempting to take control of Virtual Pets with the assistance of Orbital Mind Control Lasers and the Post Office, you know you have a winner. The only downside is that the game has a tendency to get bogged down from working all the modifiers to an attack out (not unlike a high level 3.5 combat). Roll 2d6, roll less then attack power - defending resistance (11 and 12 always fail) is easy. But then you factor in alignment interactions, unique card powers, and transferable power, and it can get cumbersome. END COMMUNICATION [/QUOTE]
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