INWO Variant: Non-Isolationist INWO

INWO is occasionally criticised for being isolationist, for producing games where the players do not interact. To counter this, try any of the following (unplaytested) suggestions:

  1. When you draw your initial 6 cards, return 3 to your group deck. [The INWO Book, P.30]
  2. You may skip your automatic takeover and instead take a +10 attack to control against a group in a rival's power structure. [Ralph Melton]
  3. You may make automatic takeovers to your Illuminati's control arrows only. [Steve Hatherley]
  4. At least one of the groups that you use to meet your goal must be or have been in a rival's power structure. [Steve Hatherley and Scott David Orr]

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