NEW WORLD ORDER
INTRODUCTION
Card game for 2-6 players.
New World Order Conspiracy Theme.
The World is controlled by a Secretive Elite of Blue Blooded Billionaires.
Their main goal is to create a single world government with which to enslave
the rest of the Human Race.
They hope to achieve this by first achieving total Economic Global Control.
As a Sub-Goal they want to drastically reduce the Worlds Population.
(The fewer there are of us, the easier we are to control)
Each player represents an unnamed faction of these Elites who are trying to gain the
most power and influence for themselves while advancing the main goal.
The hidden presence of Secret Societies, Aliens, Occult Powers, and super advanced
Technologies further empowers and complicates these plans.
GAME END
The game ends at the end of the turn there are no cards left in the Control Deck.
VICTORY
The player with the highest score (most points) in the most Control Categories wins the game.
CONTROL CATEGORIES
There are 8 Control Categories:
1. Economic Control
2. Technology Control
3. Population Control
4. Agenda Control
5. Occult Control
6. Social Control
7. Information Control
8. UFO Control
Each player has a score (point total) in each Category.
Scores change during the course of the game.
Use pen and paper to keep track of Control Category Scores.
Having the highest Score in a particular Category will give you a
Special Category Ability during the turn as described below:
Economic Control: In Influence Phase you gain 2 IC and 1 other target
player of your choice gets 1 IC.
Technology Control: In Event Phase steal one point in any control category from a
target player of your choice and add it to your own score in that category.
Population Control: You get +2 to Control Battle Rolls in Resolution Phase.
Agenda Control: In Influence Phase steal 1 IC from any target player.
Occult Control: In Planning Phase draw 3 cards from the top of the Action
Deck. Add them to your hand. Then discard any 3 cards from your hand.
Social Control: In Event Phase roll 1D6. On a Roll of 5-6 steal 1 Target
Control Card from any target player. Accordingly, your score in the
Category goes up and the victims score goes down.
Information Control: In Secret Society Phase you choose first. Also if you
are tied in any other Control category you win the tie. If players are tied for
Information Control a random contesting player takes control. Also your
max action card hand size is +2.
UFO Control: In Event Phase gain 2 points in any one Control Category of
your choice.
DICE
Six sided dice are needed.
INFLUENCE COUNTERS
Influence is the basic currency of the game.
Influence is represented by Influence Counters (IC).
Players share a common pool of IC.
They may also be referred to as Influence Points.
Use Tokens to keep track of influence.
PLAYER MATS AND SHIELDS
Each player has a Mat and Shield.
These are used for bidding.
The mat has 6 marked spaces, one for each of the 6 Opportunity cards.
IC are placed on these spaces to Bid on the respective cards.
The shield is used to keep the bids secret and is then removed to
reveal the bids at the appropriate time.
DECKS
There are 3 Decks:
1. Secret Society Deck
2. Control Deck
3. Action Deck
Each deck has 1 copy of each card in its list.
SECRET SOCIETY DECK
This deck has 8 Cards.
These represent Secret Societies each player can ally with during the turn to
gain a special Ability.
These cards are kept face up and players choose which one they
want in Secret Society Phase.
SECRET SOCIETY DECK CARD LIST
Name: Special Ability:
Elders of Zion: Gain 2 IC this turn in Influence Phase.
Babylonian Brotherhood: Immediately Look at the next 2D6 cards in the Action or Control Deck
Majestic 12: Automatically Win 1 (target) Tie this turn in Resolution Phase.
Freemasons: After Bids are revealed, you may move one of your IC to another Bid of
your choice in Reveal Phase.
Illuminati: Draw 1 extra Action card in Planning Phase.
Round Table: Immediately gain +1 in any 3 different Control Categories of your choice.
Masters of Ancient Wisdom: Immediately spend 3 IC to draw 1 Random Control Card from
the deck and put it into play under your control.
Fourth Reich: You may rearrange the order of the Opportunity cards in Opportunity Phase.
You may also discard one of these cards.
CONTROL DECK
There are 2 Types of Control Cards:
1. Category Cards
2. Organization Cards
Category cards increase your Score in a single target Control Category.
Each Organization Card you own gives you 1 extra IC in Influence Phase.
In Bid Phase players use IC to bid on a small set of revealed (opportunity) Control Cards.
ACTION DECK
These cards produce a wide range of effects.
Most are played in Event Phase.
SETUP
Each player starts with 5 Points in each Control Category.
TURN SEQUENCE
Each turn has 9 Phases:
1. Secret Society Phase
2. Planning Phase
3. Opportunity Phase
4. Influence Phase
5. Event Phase
6. Bid Phase
7. Reveal Phase
8. Resolution Phase
9. End Phase
SECRET SOCIETY PHASE
Players take turns choosing one of the 8 available Secret Societies to Ally with.
Each player can ally with only one.
You cannot pick a Society someone else has already chosen.
On the first turn of the game players roll high on 1D6 to see who goes first.
On later turn the player with the highest Information Score goes first.
If players are tied roll high on 1D6 to see who goes first.
Roll 1D6: On 1-3 Play proceeds Clockwise. On 4-6 play proceeds Counterclockwise.
PLANNING PHASE
Each player draws 1 card from the Action deck and places it in their hand.
If the deck runs out, shuffle the discard and draw from it.
OPPORTUNITY PHASE
Flip over the top 1D6+2 cards of the Control deck.
This is called the Opportunity Roll.
Line them up in row face-up in the middle of the table.
These are referred to as Opportunity cards.
They are further designated as first, second, third and so on.
If the deck runs out the game ends at the end of this turn.
INFLUENCE PHASE
Each player gets 10 IC.
Get 1 extra IC for each Organization card you control.
Important Note: IC cannot be saved from turn to turn.
The player with highest Economic Control Score
EVENT PHASE
Some Action cards are played during this Phase.
Certain Control Category Abilities are used during this Phase.
Actions are conducted in the same order as in Secret Society Phase.
BID PHASE
Players bid for the Six current available Opportunity Cards.
Players place their bids onto the six spaces on their individual Mats
Bidding is Secret: The Mats are hidden by shields.
Each Mat space corresponds to one of the six Opportunity cards.
A player may bid some, none, or all of his IC on any given space.
Remember IC cannot be saved from turn to turn.
REVEAL PHASE
Players simultaneously lift their Shields and reveal their Bids.
RESOLUTION PHASE
For each opportunity card in turn, starting with the first, determine which player
has the highest IC bid. That player gains control of the card.
If one or more players are tied for a card there will be a Control Battle.
In a Control Battle, each contesting player rolls 1D6 and adds any modifiers.
The player with the highest Battle Roll wins control of the contested card.
If a Battle roll is tied, Players Reroll.
The player with the highest Population Control Score gets +2 to Battle Rolls.
Place Control cards you won face-up in front of you visible to all players.
If it is a Category card your score in that category goes up by the amount
indicated on the card.
Note that as each Opportunity card is resolved players scores in the various
Categories will change, with the possibly new leaders of the Population and
Information Control Categories getting to use their advantage this turn.
END PHASE
Max Action card hand size is 5 cards.
Discard excess cards.
CONTROL DECK CARD NOTATION
E = Economic Control
T = Technology Control
P = Population Control
A = Agenda Control
O = Occult Control
S = Social Control
I = Information Control
U = UFO Control
ORG = Organization
Bonus = Amount your score in that Category is Increased
CONTROL DECK CARD LIST
Name: Type Bonus
Central Banks E 7
Big Business E 7
Blue Blood Billionaires E 6
Multinational Corporations E 6
Regionalism E 5
Socialist Economy E 5
Big Government Spending E 4
Financial Reforms E 4
Single Electronic Global Currency E 3
Suppress Clean Energy Technology E 3
Build Mountain Bases T 7
Denver International Airport T 7
Super Artificial Intelligence T 6
Trans-Humanist Singularity T 6
Montauk Project T 5
HAARP T 5
Weather Control Devices T 4
Earthquake Machines T 4
Stealth Weapons T 3
Black Helicopters T 3
Environmental Disasters P 7
Plagues P 7
Famines P 6
Genocides P 6
Unnecessary Wars P 5
Engineered Viruses P 5
Abortion & Contraception P 4
Suppress Anti-Aging Drugs P 4
Suppress Cures for Cancer & AIDS P 3
Tainted Vaccines P 3
New World Order A 7
One World Government A 7
Global Domination A 6
Shadow Government A 6
Super Imperialism A 5
Inverted Totalitarianism A 5
Militarization A 4
Transition to Police State A 4
Martial Law A 3
Gun Bans & Internment A 3
New Age O 7
Apocalyptic Prophecies O 7
Neo-Pagan Synarchy O 6
Suppress Organized Religions O 6
One World Religion O 5
False Religion O 5
Occult Sciences O 4
Symbolism & Rituals O 4
Guidestones & Monuments O 3
Quantum Mysticism O 3
Brave New World S 7
Culture of Fear S 7
Direct Mind Control S 6
Mass Media S 6
Disinformation S 5
Propaganda S 5
Water Fluoridation S 4
Chem-Trails S 4
Pharmaceutical Pacification S 3
Video Games & Internet Porn S 3
Mass Surveillance I 7
Knowledge is Power I 7
All Seeing Eye I 6
Big Brother is Watching I 6
Government Databases I 5
Cult of Intelligence I 5
Erosion of Privacy I 4
Spy-Chip Implants I 4
Online Social Networks I 3
Bar Codes & Social Security Numbers I 3
Cover-Up Alien Presence U 7
Alien Imperialism U 7
Alien Occupation U 6
Collaboration U 6
Area 51 U 5
Alien Technology U 5
Military Applications U 4
Infiltration U 4
Crossbreeding Experiments U 3
Abductions U 3
Bilderberg Group ORG
Trilateral Commission ORG
Council on Foreign Relations ORG
Federal Reserve System ORG
World Bank ORG
European Union ORG
United Nations ORG
International Monetary Fund ORG
Bohemian Club ORG
The Fellowship ORG
Skull & Bones ORG
ACTION DECK CARD NOTATION
Time = Phase in Which the card is played
IC = Influence Counters
EP = Event Phase
X = Play whenever appropriate
BP = Bid Phase
RP = Resolution Phase
OP = Opportunity Phase
ACTION DECK CARD LIST
Name: Time Notes:
Alien Conspiracy EP Steal 2 IC from Player with lowest UFO Score
Hidden Agenda EP Steal 2 IC from Player with lowest Agenda Score
Luddites EP Steal 2 IC from Player with lowest Techno Score
Money is Power EP Steal 2 IC from Player with lowest Economy Score
Drain on Resources EP Steal 2 IC from Player with lowest Population Score
Cabal Machinations EP Steal 2 IC from Player with lowest Occult Score
Out of Touch EP Steal 2 IC from Player with lowest Social Score
Know Nothings EP Steal 2 IC from Player with lowest Info Score
UFO Sightings EP Steal 2 IC from Player with highest UFO Score
Political Backlash EP Steal 2 IC from Player with highest Agenda Score
Epic Fail EP Steal 2 IC from Player with highest Techno Score
Economic Crisis EP Steal 2 IC from Player with highest Economy Score
War Crimes Trials EP Steal 2 IC from Player with highest Population Score
Lunatic Fringe EP Steal 2 IC from Player with highest Occult Score
Underground Movement EP Steal 2 IC from Player with highest Social Score
Libertarian Victory EP Steal 2 IC from Player with highest Info Score
Moral Majority EP Target Opponent loses 2 IC
Crypto-Politics EP Gain 2 IC
Mastermind EP Steal 1 IC from all other players
Fratricide X Negate Target Action Card just played
Missed Opportunity X Negate Secret Society Card ability just activated
False Flag Operation BP Add 2 IC to Target Bid
Assassination RP Add 5 to Target Battle Roll
Subversion EP Steal Target Organization
Neutralize EP Discard Target Organization
Critical Moment EP Draw 2 Action cards and add them to your hand
Dominoes Fall EP Draw 2 Control Cards. Play 1 and discard 1
Smoke Filled Room EP Steal Target Control Card
Exposed EP All players lose 5 IC this turn
Cover-Up EP Lose 3 IC and draw 3 Action Cards
Common Knowledge EP Discard Target Control Card
Official Conspiracy OP Discard Target Opportunity Card
Military Industrial Complex EP Gain 3 points in any target Control Category
Identity Theft EP Steal 2 points in target Category from target player
Sabotage EP Target player loses 2 points in target Category
Paradigm Shift EP Switch up to 4 points amongst your Control Categories
Coup d’etat EP Gain 5 IC. Lose 5 IC next turn
Plausible Deniability EP Target player discards 3 random Action Cards
Manipulation EP Switch 3 points amongst target Opponents Categories
Think Tank BP Add 3 IC to target Agenda Bid
Men in Black BP Add 3 IC to target UFO Bid
Defense Contractors BP Add 3 IC to target Techno Bid
International Bankers BP Add 3 IC to target Economy Bid
Body Count BP Add 3 IC to target Population Bid
Vril Society BP Add 3 IC to target Occult Bid
Media Moguls BP Add 3 IC to target Social Bid
Intelligence Agencies BP Add 3 IC to target Info Bid
Scapegoat EP Lose 1 IC. Target Opponent loses 3 IC
High Ranking Operatives EP Steal 2 Random Action Cards from Target Player
Front Organizations EP Gain 1 IC this and next turn
Orchestrate Crisis OP Gain 1 IC. Reroll target Opportunity Roll
Secret Elite X Use as any Secret Society Ability
Heads of State EP Gain 1 IC. Look at target Opponents Hand
Power Broker X Use as any Special Category Ability