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:
- When you draw your initial 6 cards, return 3 to your
group deck. [The INWO Book, P.30]
- 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]
- You may make automatic takeovers to your Illuminati's
control arrows only. [Steve Hatherley]
- 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]
More variants