A One With Everything has 1 of each of the cards in the limited edition of INWO. Except the illuminati themselves, of which there are 3 copies of each. So, putting a new spin on the OWE theme, I decided to put 3 Cthulhu players in the same game. That should make the game very fast paced and furious indeed.
To this I added an optional 4th deck, making the decks suitable for both 3 and 4 players. This UFO deck is unlike anything that I've ever done, in that it only has 5 actual groups in the group deck. This adds an element of negotiation to the game, as each hard pressed Cthulhu player attempted to win the favour of that all important 4th player, while the UFO player secretly worked towards his own ends. The all-Cthulhu 3 player version is probably best suited for "beer and pretzels" style games, while the 4 player version adds a huge element of diplomacy to the set-up.
Deck Construction
The decks are built assuming three or four players, automatic takeovers, and a basic goal of eleven groups.
The 3 Cthulhu decks are designed around a single alignment each, and the group deck consists partly of groups that are good at attacking, and partly by groups that will make ideal targets for its rivals! Added to this was a single group that would be hard to destroy. Finally, I added as many destructive plots as I could find. The UFO deck, on the other hand, consists of 5 secret groups that are almost untouchable by the servants of Cthulhu, giving the UFO player the necessary means to survive. These groups, and all the plots that go with them, were selected in order to make sure that the UFO player could terrorize anyone who refused to cooperate - let alone attacked him.
While the Cthulhu players are aided by ancient magic artifacts, the UFO player relies on an impressive collection of technological gadgets, and other non-magic resources.
Deck Description
Each deck description follows a standard format. It opens with a short description of the situation and a brief explanation of why you are involved in the struggle for world domination. This is followed by the card lists - Illuminati, Groups, and Plots. The Strategy section describes the feel of the deck in game terms, points out important card combinations or foes, and suggests possible leads. Preferably, each player should have a print-out of his deck description and deck list available to him before the game begins.
General Guidelines
The strategy sections describe unique and interesting features of each deck, but most of the advice given in The INWO Book also applies. Make sure you also check the latest errata and rules changes at http://www.sjgames.com/inwo/errata/.
Flexibility is vital. There is no guarantee that you will get the cards you really want, so make the best of what you do get.
At the end of this document you'll find a card listing of all of the cards in this deck set, sorted by card type, and within that sorted alphabetically. This should make it easier to construct the decks from a One With Everything set.
The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years infiltrating the Government. There simply isn't a better way to legitimize your violent tendencies. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.
Deck Listing
Illuminati Servants of Cthulhu Groups Al Gore B.A.T.F. Bank of England C.I.A. California Center for Disease Control Federal Reserve I.R.S. NASA Secret Service Supreme Court Hammer of Thor Shroud of Turin The Holy Grail
Plots Bodyguard Bribery Celebrity Spokesman Censorship Computer Virus Corruption Currency Speculation Early Warning Emergency Powers George the Janitor Good Polls Gremlins Hurricane Martial Law Martyrs New Federal Budget Nobel Peace Prize Opportunity Knocks Power Grab Privatization Save the Whales Senate Investigating Committee Sniper Stealing the Plans Sucked Dry and Cast Aside The Big Sellout The Oregon Crud Volcano NWO: Chicken in Every Pot NWO: Military Industrial Complex
Strategy
You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.
Your plot deck is pretty self explanatory.
B.A.T.F. is probably your best hitter. It will have plenty of targets, but remember that
leading with it may spell a quick demise. Center for Disease Control is also awesome -
there are plenty of violent places around. You should seriously consider bringing the Holy
Grail into play before the CDC, just to make sure that it isn't nuked with disasters as
soon as it hits the table. If you have the nerves for it, you might make it corporate with
Privitization. That will allow it to attack all those violent government places with a
massive +23 bonus.
NASA can supply extra tokens for either of these hitters, while Supreme Court can cancel government actions - perhaps Saddams, once he starts cancelling you. C.I.A. and Secret Service is a nasty combo, but just remember that killing anything as long as there is a token on the Clone Arrangers is a waste of time, (unless you've struck a deal with the UFOs).
The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years blending in with the clueless normals, waiting for the right moment to cause havoc. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.
Deck Listing
Illuminati Servants of Cthulhu Groups Big Media Deprogrammers F.B.I. Fast Food Chains International Weather Organization Local Police Departments Moral Minority Pentagon Savings and Loans Tobacco Companies TV Preachers Crystal Skull Soulburner Spear of Longinus
Plots Atomic Monster Blood, Toil, Tears and Sweat Botched Contact Citizenship Award Cold Fusion Commitment Dollars for Decency Eat the Rich! Epidemic Grassroots Support Hit and Run Interference Jake Day Jihad Just Say No March on Washington Media Connections Miracle Diet Plan Monopoly Mothers' March Mutual Betrayal Never Surrender Power Corrupts Seize the Time! Slush Fund Tidal Wave Time Warp Volunteer Aid NWO: Law and Order NWO: Peace in Our Time
Strategy
You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.
Your plot deck is pretty self explanatory.
Deprogrammers and Local Police Departments both give some nice bonuses on "any
attempt to destroy". F.B.I.'s bonus for direct attacks to destroy criminal groups
will also come in handy. Carefully consider when you bring it into play, as your rivals
will no doubt be out to get it. Remember that Local Police Departments can not be
destroyed. They may be a good lead, even if they only have a power of 1. Fast Food Chains
gives +6 to any attempt to destroy green groups, but look out, because those same green
groups have a +4 bonus to destroy the Tobacco Companies.
Fast Food Chains and Tobacco Companies as puppets of the Pentagon will generate a lot of free plots, but it's also a disaster magnet. International Weather Organisation might help you keep it alive. When the attack does come, and it will, Soulburner will punish whoever did the ignoble deed.
The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years dabbling in evil magics and random violence. In short, you've been serving the master like it was intended. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.
Deck Listing
Illuminati Servants of Cthulhu Groups Gun Lobby Israel Manuel Noriega Mossad New York Ninjas Saddam Hussein Semiconscious Liberation army Society for Creative Anarchism The Mafia W.I.T.C.H. Ark of the Covenant Book of Kells Necronomicon
Plots Air Magic Albino Alligators Annual Convention Backlash Crop Circles Dictatorship Giant Kudzu Harmonica Virgins Head in a Jar Ketchup is a Vegetable Kinder and Gentler Market Manipulation Messiah Meteor Strike Mob Influence Murphy's Law New Blood Plague of Demons Read My Lips Reload Savings & Loan Scam Sweepstakes Prize Talisman of Ahrimanes Terrorist Nuke The Second Bullet The Big Score Voodoo Economics Withering Curse NWO: Gun Control NWO: Fear and Loathing
Strategy
You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.
Your plot deck is pretty self explanatory.
Semiconscious Liberation Army and Ninjas add up to a +5 bonus on any attempt to destroy.
Thats a grand total of +14 on each token when attacking your Cthulhoid rivals! Ninjas
actually make a pretty good lead, since there is a -10 penalty to destroy them. On the
other hand, if you wait, you might be able to put them on the table and push them to power
12 in one fell swoop.
Giving power 12 to the ninjas will also allow them to make some
nasty instant attacks with some plots. Just remember that the Necronomicon can backfire,
so keep a token ,(or 2 with Book of Kells), on W.I.T.C.H. for such an occasion. You've got
some potential for seppuku in this deck. Just remember that if you fail, your rivals will
be more than happy to finish the job for you. Ark of the Covenant is a great deterrent,
but it is also well suited for seppuku. The second ingredient in a seppuku play is the
Ninjas/Gun Lobby combo. Any group of yours can attack the Ninjas, giving the ninjas a new
token, while Gun Lobby gives you a plot card.
But as mentioned, seppuku is risky, and the Ninjas/Gun Lobby combo is also good for other
strategies.
Finally, Society for Creative Anarchism is a monster against your straight rival. Furthermore, their group discard ability is also very nasty in a game with tight decks, like this one.
You are the great ancient one, you are Cthulhu! Well, actually, you're not, but you've been pretending to be for quite a while, and you've made the manlings dance to your tune. But it's getting old. Therefore you've given the fanatics the impression that the end is near, in the hope that you can use the ensuing carnage to lay your hands on what you're really after!
Deck Listing
Illuminati UFOs Groups Cattle Mutilators Clone Arrangers Rosicrucians Templars The Men in Black Center for Weird Studies Cyborg Soldiers Flying Saucer Hidden City Mercenaries Midas Mill Orbital Mind Control Lasers Perpetual Motion Machine
Plots Agent in Place Angst Are We Having Fun Yet? Combined Disaster Cover of Darkness Cover-Up Deep Agent Embezzlement Hat Trick Hex Hidden Influence Hoax I Lied Logic Bomb Privileged Attack Reach Out... Sabotage The Internet Worm The Stars are Right The Weak link The Weird Turn Pro Unlucky 13 Unmasked! Upheaval Illuminati: Adepts of Hermes Illuminati: Bermuda Triangle Illuminati: Gnomes of Zurich Goal: Fratricide NWO: Energy Crisis NWO: Solidarity NWO: World Hunger
Strategy
Consider
the facts: You're in a game with 3 cthulhu players, and you haven't got enough groups to
win the game. There is no shame in pulling off a shared victory. Then again, if you can
trick your partner at the moment of triumph - so much the better! This is a game where you
have to get stuck in. Make deals, sweet talk and threaten. Be the kingmaker. Then stick a
knife in his back if you have to - or want to.
One thing is certain: If you don't get involved in the diplomacy, then you can't win the game.
The good news are, your rivals don't have any secret groups. This means that the largest attack that they can muster against you has a power of 31, (3 cthulhu tokens, and the destruction bonus). Keep this figure in mind, so that you know what to keep for defense, and remember that if one of them spends his illuminati token, you have a lot less to fear.
Bring your groups, except the rosicrucians. The rosicrucians are hard to defend, and are good for bringing on that extra group and choice plot, when you're getting close to victory. Also, as long as you have only 4 groups, all of them can be adjacent to your illuminati, for that little extra protection.
You probably won't be able to muster that many attacks yourself in the course of the game, so most of the time you'll be sitting on your tokens. But that doesn't mean that you can't interfere in what the other players do. In fact, this is where you get a lot of your bargaining power from. Once pumped up and fully operational, you'll have power 10 illuminati tokens, meaning that you can effectively swing the force of any attack by 20! And you can easily get 3 of these. Men in Black and Mercenaries are worth 10 more power, as long as you're helping the attacker.
Remember, you may start out being all helpful, but sooner or later you should start charging for your services.
With very few exceptions, your plot cards are for threatening or punishing the other players, or simply for softening up whoever your (current) champion is picking on. Only a few need explaining: Upheaval will deprive an attacker of his target, and if played when a player is about to eliminate his rivals last group, you'll cost him 2 "kills", while moving yourself closer to Fratricide. Reach Out is risky, but at the right time, it might spell doom for whoever has been a thorn in your side. I Lied is best for breaking up a shared victory, but by all means - be creative. Finally, Hat Trick is a key card, so think carefully about which plot you take back.
You have 4 ways of winning.
Fratricide is an option - just tag along with whoever is eliminating a rival. As
mentioned, upheaval may keep him from reaching the game winning 8th destruction, while
being perfectly fine for your Fratricide.
If trying for an Adepts win, you should let your rivals pay you with magic resources. This
might not be so hard, since that way they aren't losing any groups. You might even trade
some of your resources for theirs. Either way, Cover of Darkness and Hex or The Weak Link
can get you that last magic resource.
To win as bermuda, you need to trade your way into groups with 4 alignments. The remaining
2 can be created with the Orbital Mind Control Lasers.
As for the Gnomes win, you need to get (at least) 2 groups, one of which will count double
for the Gnomes. The remaining 2 doubled groups can be generated by the Orbital Mind
Control Lasers.
What follows is a card listing of all of the cards in this deck set, sorted by card type, and within that sorted alphabetically. This should make it easier to construct the decks from a One With Everything set. The columns below are a single digit representing the deck:
1 - Fiends in High Places (Servants of Cthulhu) 2 - I am... duh Law (Servants of Cthulhu) 3 - Crazy Covenant (Servants of Cthulhu) 4 - Deus Ex Machina (UFOs)
followed by a code (usually one letter) representing the card type: G=group, R=resouce, P=plot, I=illuminati, NWO=New World Order, and so on. Note that if extra Illuminati cards are present in the deck as plot cards they are listed with the plots. This allows you to go through the OWE set and place the cards into nine piles (plus a pile of unused cards), saving a lot of time. Note that the order here isn't necessarily the same as in the INWO book, and cards starting with "The" are listed under "T" in this listing.
- G A.M.A.
1 G Al Gore
- G American Autoduel Association
- G Anti-Nuclear Activists
- G Antiwar Activists
1 G B.A.T.F
1 G Bank of England
2 G Big Media
- G Bill Clinton
- G Bjorne
- G Black Activists
- G Boy Sprouts
- G Brazil
1 G C.I.A.
- G Cable TV
1 G California
- G Canada
4 G Cattle Mutilators
1 G Center for Disease Control
- G CFL-AIO
- G China
- G Church of Elvis
4 G Clone Arrangers
- G Comic Books
- G Congressional Wives
- G Conspiracy Theorists
- G Count Dracula
- G Cycle Gangs
- G Dan Quayle
- G Democrats
- G Dentists
2 G Deprogrammers
- G Dinosaur Park
- G Druids
- G E.F.F.
- G Eco-Guerrillas
- G Elders of Zion
- G Elvis
- G Empty Vee
- G England
- G Evil Geniuses for a Better Tomorrow
2 G F.B.I.
2 G Fast Food Chains
1 G Federal Reserve
- G Feminists
- G Fidel Castro
- G Fiendish Fluoridators
- G Finland
- G Flat Earthers
- G Fnord Motor Company
- G France
- G Fraternal Orders
- G Fred Birch Society
- G Gay Activists
- G George Bush
- G Germany
- G Girlie Magazines
- G Goldfish Fanciers
- G Gordo Remora
3 G Gun Lobby
- G Hackers
- G Hawaii
- G Hillary Clinton
- G Hitler's Brain
- G Hollywood
1 G I.R.S.
- G Imelda Marcos
- G Intellectuals
- G International Communist Conspiracy
2 G International Weather Organization
- G International Cocaine Smugglers
3 G Israel
- G Italy
- G Japan
- G Jimmy Hoffa
- G Joggers
- G Junk Mail
- G KKK
- G L-4 Society
- G Las Vegas
- G Lawyers
- G Libertarians
- G Liquor Companies
- G Loan Sharks
2 G Local Police Departments
- G Madison Avenue
3 G Manuel Noriega
- G Margaret Thatcher
- G Media Sensation
- G MI-5
- G Moonbase
- G Moonies
2 G Moral Minority
3 G Mossad
- G Multinational Oil Companies
- G N.S.A.
- G Nancy Reagan
1 G NASA
- G NATO
- G Nephews of God
3 G New York
3 G Ninjas
- G Nuclear Power Companies
- G Offshore Banks
- G Ollie North
- G OPEC
- G Orbit One
- G Paranoids
2 G Pentagon
- G Phone Company
- G Phone Phreaks
- G Pollsters
- G Post Office
- G Prince Charles
- G Princess Di
- G Professional Sports
- G Psychiatrists
- G Punk Rockers
- G Pyramid Marketing Schemes
- G Recording Industry
- G Red Cross
- G Reformed Church/Satan
- G Religious Reich
- G Republicans
- G Rifkinites
- G Robot Sea Monsters
- G Ronald Reagan
4 G Rosicrucians
- G Ross Perot
- G Russia
- G S.M.O.F.
3 G Saddam Hussein
- G Saturday Morning Cartoons
2 G Savings and Loans
- G Science Fiction Fans
1 G Secret Service
- G Secular Humanists
3 G Semiconscious Liberation Army
- G Silicon Valley
3 G Society for Creative Anarchism
- G South American Nazis
- G Stonehenge
- G Subliminals
1 G Supreme Court
- G Survivalists
- G Switzerland
- G Tabloids
- G Telephone Psychics
4 G Templars
- G Texas
- G The Great Pyramid
3 G The Mafia
4 G The Men in Black
2 G Tobacco Companies
- G Trading Card Games
- G Trekkies
- G Triliberal Commission
2 G TV Preachers
- G Underground Newspapers
- G United Nations
- G Urban Gangs
- G Vampires
- G Vatican City
- G Video Games
- G Voudonistas
3 G W.I.T.C.H.
- G Wall Street
- G Wargamers
- R Angel's Feather
3 R Ark of the Covenant
- R Bigfoot
3 R Book of Kells
- R Bronze Head
4 R Center for Weird Studies
- R Clipper Chip
2 R Crystal Skull
4 R Cyborg Soldiers
- R Death Mask
- R Earthquake Projector
- R Eliza
4 R Flying Saucer
- R Hallucinations
1 R Hammer of Thor
4 R Hidden City
- R Immortality Serum
- R Library at Alexandria
- R Loch Ness Monster
4 R Mercenaries
4 R Midas Mill
3 R Necronomicon
4 R Orbital Mind Control Lasers
4 R Perpetual Motion Machine
- R Principia Discordia
- R Rogue Boomer
1 R Shroud of Turin
2 R Soulburner
2 R Spear of Longinus
- R Suicide Squad
- R The Frog God
1 R The Holy Grail
- R Warehouse 23
- R Weather Satellite
4 I Adepts of Hermes
4 I Gnomes of Zurich
- I Servants of Cthulhu
- I Shangri-La
- I The Bavarian Illuminati
4 I The Bermuda Triangle
- I The Discordian Society
- I The Network
- I UFOs
- Goal: Criminal Overlords
4 Goal: Fratricide
- Goal: Hail Eris!
- Goal: Kill for Peace
- Goal: Let Them Eat Cake!
- Goal: Power for its Own Sake
- Goal: Power to the People
- Goal: The Corporate Masters
- Goal: The Hand of Madness
- Goal: Up Against the Wall
- NWO: A Thousand Points of Light
- NWO: Bigger Business
1 NWO: Chicken in Every Pot
- NWO: Don't Forget to Smash the State
4 NWO: Energy Crisis
3 NWO: Fear and Loathing
3 NWO: Gun Control
2 NWO: Law and Order
1 NWO: Military-Industrial Complex
2 NWO: Peace in Our Time
- NWO: Political Correctness
4 NWO: Solidarity
- NWO: Tax Reform
- NWO: World War Three
4 NWO: World Hunger
- P 18 1/2 Minute Gap
4 P Agent in Place
3 P Air Magic
3 P Albino Alligators
- P An Offer You Can't Refuse
- P And STAY Dead!
4 P Angst
3 P Annual Convention
4 P Are We Having Fun Yet?
- P Assertiveness Training
2 P Atomic Monster
3 P Backlash
- P Bank Merger
- P Benefit Concert
- P Bimbo at Eleven
- P Blitzkrieg
2 P Blood, Toil, Tears and Sweat
1 P Bodyguard
2 P Botched Contact
1 P Bribery
- P Car Bomb
1 P Celebrity Spokesman
1 P Censorship
- P Charismatic Leader
2 P Citizenship Award
2 P Cold Fusion
4 P Combined Disasters
2 P Commitment
- P Computer Security
1 P Computer Virus
1 P Corruption
- P Counterspell
4 P Cover of Darkness
4 P Cover-Up
3 P Crop Circles
1 P Currency Speculation
- P Deasil Engine
4 P Deep Agent
3 P Dictatorship
2 P Dollars for Decency
- P Double-Cross
1 P Early Warning
- P Earth Magic
- P Earthquake
2 P Eat the Rich!
4 P Embezzlement
1 P Emergency Powers
2 P Epidemic
- P Exposed!
- P Flower Power
- P Fnord
- P Foiled!
- P Freaking the Mundanes
- P Full Moon
- P Fundie Money
- P Gang War
1 P George the Janitor
3 P Giant Kudzu
1 P Good Polls
2 P Grassroots Support
1 P Gremlins
3 P Harmonica Virgins
4 P Hat Trick
3 P Head in a Jar
4 P Hex
4 P Hidden Influence
2 P Hit and Run
4 P Hoax
1 P Hurricane
4 P I Lied
- P Infobahn
2 P Interference
2 P Jake Day
2 P Jihad
2 P Just Say No
3 P Ketchup is a Vegetable
3 P Kinder and Gentler
- P Let's Get Organized
- P Let's Get REALLY Organized
- P Let's You and Him Fight
- P Liberal Agenda
4 P Logic Bomb
2 P March on Washington
3 P Market Manipulation
1 P Martial Law
1 P Martyrs
- P Mass Murder
2 P Media Connections
3 P Messiah
3 P Meteor Strike
2 P Miracle Diet Plan
- P Mistaken Identity
3 P Mob Influence
2 P Monopoly
2 P Mothers' March
3 P Murphy's Law
2 P Mutual Betrayal
- P Nationalization
2 P Never Surrender
3 P New Blood
1 P New Federal Budget
- P Nice Idea. It's Mine Now.
1 P Nobel Peace Prize
- P Nuclear Accident
1 P Opportunity Knocks
3 P Plague of Demons
- P Pledge Drive
- P Poison
1 P Power Grab
2 P Power Corrupts
1 P Privatization
4 P Privileged Attack
- P Pulitzer Prize
- P Rain of Frogs
4 P Reach Out . . .
3 P Read My Lips
- P Red Scare
3 P Reload!
- P Reorganization
- P Resistance is Useless!
- P Revolution!
- P Rewriting History
4 P Sabotage
1 P Save the Whales
3 P Savings & Loan Scam
- P Scandal
- P Secrets Man Was Not Meant to Know
2 P Seize the Time!
- P Self-Esteem
1 P Senate Investigating Committee
- P Servants of Cthulhu
- P Servants of Cthulhu
- P Shangri-La
2 P Slush Fund
1 P Sniper
- P Spasm of Violence
1 P Stealing the Plans
- P Stock Split
- P Straighten Up
1 P Sucked Dry and Cast Aside!
- P Sweeping Reforms
3 P Sweepstakes Prize
- P Swiss Bank Account
3 P Talisman of Ahrimanes
- P Tax Breaks
3 P Terrorist Nuke
- P The Auditor from Hell
3 P The Big Score
1 P The Big Sellout
- P The First Thing We Do, Let's Kill All The Lawyers
4 P The Internet Worm
1 P The Oregon Crud
3 P The Second Bullet
4 P The Stars Are Right
4 P The Weak Link
4 P The Weird Turn Pro
2 P Tidal Wave
2 P Time Warp
- P Tornado
4 P Unlucky 13
4 P Unmasked!
4 P Upheaval
1 P Volcano
2 P Volunteer Aid
3 P Voodoo Economics
- P Vultures
- P Whispering Campaign
3 P Withering Curse
- P World Cup Victory