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The Illuminati Card Game
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The Illuminati Card Game
The Strange Tale of the Illuminati Card Game
Steve Jackson probably didn't expect to get raided by the Secret Service when he started designing card games in his garage. But that's exactly what happened to the quirky game designer who would later create one of the most controversial board games in history.
It was 1982 when Jackson first released The Illuminati Card Game. On the surface, it seemed like just another strategy game - players took on roles as secret societies competing for world domination. Pretty standard stuff for the early 80s, when Dungeons & Dragons was taking over basement game rooms across America. The original deck had 110 cards and quickly became a hit in science fiction gaming circles.
But there was something different about this game. Something that would later make people wonder if Jackson knew more than he was letting on.
The game's premise was simple enough: you play as various secret societies - the Illuminati, the Network, the Gnomes of Zurich - all trying to control the world through subtle manipulation. Players could deploy cards representing different groups and events to expand their influence. It was meant to be satirical, a playful take on conspiracy theories that were popular at the time.
What nobody could have predicted was how the game's illustrations would seem to foreshadow real-world events decades later.
The Occult Connections
The roots of the Illuminati Card Game run deeper than most people realize. While Steve Jackson is primarily known as a game designer, his creation drew heavily from occult traditions and conspiracy literature. The game was directly inspired by The Illuminatus! Trilogy, the 1975 cult classic by Robert Anton Wilson and Robert Shea, which blended occult mythology with conspiracy theories in a way that would define the genre for decades to come.
Jackson's relationship with occult material wasn't just superficial. The game's design incorporated elements from various esoteric traditions, including references to the Discordian movement and other alternative spiritual philosophies. The cards themselves often featured intricate symbolic details that demonstrated a deep understanding of occult imagery.
What made Jackson's approach unique was how he transformed these esoteric concepts into playable game mechanics. Each player takes on the role of a secret society, many of which were drawn from actual occult traditions and conspiracy theories. The Servants of Cthulhu, for instance, represented the intersection of Lovecraftian mythology with real-world occult beliefs, while other factions drew from historical secret societies.
The game's connection to the occult world became even more intriguing after the 1990 Secret Service raid. When agents seized computers and documents from Steve Jackson Games, they weren't just looking for hacker-related materials. The raid sparked speculation about whether authorities had noticed something in the game's content that warranted investigation.
The symbolism in the card artwork went beyond simple illustration. The game featured detailed representations of occult symbols, including the All-Seeing Eye, sacred geometry, and various other esoteric elements. These weren't just decorative choices - they formed part of a coherent symbolic language throughout the game.
What's particularly fascinating is how Jackson managed to walk the line between entertainment and authenticity. While the game was marketed as fiction, its treatment of occult themes was sophisticated enough to attract attention from serious students of esoterica. The cards didn't just reference occult concepts; they demonstrated an understanding of how these concepts interrelated and influenced each other.
The timing of the game's release also coincided with a broader resurgence of interest in occult themes in popular culture. Jackson's creation seemed to tap into a growing fascination with secret societies and hidden knowledge. While other games might have used occult imagery as window dressing, the Illuminati Card Game incorporated these elements into its core mechanics and narrative structure.
This deeper engagement with occult traditions might help explain some of the game's apparently prophetic elements. By drawing from various esoteric systems of knowledge and prediction, Jackson may have inadvertently created something that reflected deeper patterns in human society and history. Whether by design or synchronicity, the game's occult connections added layers of meaning that continue to intrigue players and researchers alike.
The question remains: how much of Jackson's occult knowledge came from research, and how much from more direct sources? While he's never claimed membership in any secret societies, his sophisticated handling of esoteric themes suggests more than a passing familiarity with these traditions. Perhaps that's part of what makes the game so enduring - it operates simultaneously as entertainment and as a genuine artifact of modern occult culture.
The Art That Saw Too Much
The cards themselves were works of art - hand-drawn in the early 1990s by a small team of five illustrators under art director Alain Dawson. Dan Smith, the primary artist, would later make cryptic comments about the creative process that raised more than a few eyebrows.
"Steve had... unusual ways of getting inspiration for the cards," Smith once said in a rare interview. "I'd receive these strange messages with very specific imagery to include. Sometimes I wondered where it all came from."
The art team worked in a small office in Austin, Texas. Steve Jackson Games was hardly a corporate giant - just a handful of people creating games in a modest space. Jackson himself was a college dropout with a knack for game design and an obsession with conspiracy theories. Not because he believed them all, mind you, but because he found them endlessly fascinating.
The Secret Service Comes Knocking
March 1, 1990. That's when everything changed. Secret Service agents stormed into the offices of Steve Jackson Games, armed with a search warrant. They seized computers, documents, and hard drives - including materials related to the Illuminati game. The official reason? The company employed Loyd Blankenship, known in hacker circles as "The Mentor."
Blankenship ran a bulletin board system called "The Phoenix Project" that had published stolen documents about the 911 emergency response system. He also managed SJ Games' Illuminati bulletin board, which was meant for customer support and game testing. The Secret Service, in their eagerness to catch a hacker, cast their net wide - perhaps too wide.
"They got nothing at SJ Games," Blankenship later recalled. "All my actual hacking stuff was at home. The company bulletin board was exactly what it looked like - a place for gamers to talk about conspiracy theories and sci-fi."
The raid became a landmark case in digital rights law. Steve Jackson Games successfully sued the Secret Service, but the incident left many wondering: was there more to the story? Were the authorities really just after a hacker, or had they noticed something about the game itself?
The Cards That Saw the Future
As the game evolved through various expansions - Illuminati: Brainwash, Illuminati: Mutual Assured Distraction, and others - the imagery became increasingly precise in its apparent predictions. The most controversial cards appeared in the 1994-1995 release of Illuminati: New World Order (INWO), a collectible card game that expanded the original concept to 412 cards.
Two cards, in particular, would later become the subject of endless speculation. The "Terrorist Nuke" card showed two tall buildings being struck, while the "Pentagon" card depicted the military headquarters in flames. When the events of September 11, 2001, unfolded, these cards from the mid-90s suddenly seemed less like game illustrations and more like eerie prophecies.
John Grigni, who illustrated about 20 cards for the game, offers a more grounded perspective: "The 'Terrorist Nuke' card reflected the concerns of the time. The Soviet Union had collapsed, and terrorism was becoming the new boogeyman. Hamas and Palestine were in the headlines. The twin towers in the art... well, that's harder to explain away."
The Game Mechanics of Global Domination
The actual gameplay of INWO is fascinating in its complexity. Players assume roles as puppet masters within a shadow government, using various tactics to achieve world domination. These can include false flag operations, biological weapons, weather manipulation, and historical revisionism - all themes that would later become staples of real-world conspiracy theories.
Each card represents either a group that can be controlled (from governments to social movements), a special action, or an event that can be triggered. The genius of the game lies in how it weaves together seemingly unrelated elements into a coherent narrative of global manipulation.
For example, a player might use the "Media Control" card to influence public opinion, then deploy "Crisis Actors" to stage an event, followed by "Emergency Powers" to restrict civil liberties. Sound familiar? It's exactly the kind of sequence that conspiracy theorists would later claim to see in real-world events.
The Symbol That Started It All
Even the company's logo raised eyebrows - the All-Seeing Eye atop the Illuminati Pyramid, a symbol associated with secret societies for centuries. Jackson incorporated it prominently into his brand, despite being better known for his work on Dungeons & Dragons. Was it just clever marketing, or something more?
The symbol appears throughout the game's artwork, sometimes subtle, sometimes overt. It's there in card backgrounds, hidden in illustrations, worked into the graphic design. This attention to detail helped create an immersive experience for players while providing endless fodder for those who believed the game contained hidden messages.
The Epidemic Cards and Modern Times
Perhaps most striking are the cards that seem to predict more recent events. During the 2020 global pandemic, images of certain INWO cards began circulating online - cards showing quarantines, mask mandates, and social upheaval. These cards, created decades earlier, depicted scenarios that felt uncomfortably familiar to many people living through real-world events.
"Combine the 'Epidemic' card with 'Population Reduction' and 'Social Control,' and you've got something that looks an awful lot like recent history," notes Marcus Chen, a long-time collector of the game. "But here's the thing - these cards were designed when Reagan was president."
The Legacy Lives On
Today, complete sets of the 1995 INWO Factory Set Full Deck command high prices among collectors. The game has experienced a renaissance of sorts, with new players discovering it through online discussions about its supposedly predictive qualities.
Steve Jackson Games continues to operate, though they've moved away from the Illuminati theme in recent years. The original game and its expansions remain available, artifacts of a time when conspiracy theories were more entertainment than ideology.
Jackson himself rarely comments on the controversy surrounding his creation. When pressed, he maintains that the game was always meant to be satirical - a fun way to explore the paranoid thinking that defines conspiracy culture. But he never fully explains how his artists came up with such specific imagery, or why certain cards seem to anticipate future events with uncanny accuracy.
The Questions That Remain
Was Steve Jackson really Nostradamus' distant relative, as he sometimes joked? Did he have access to classified information through his connection to the hacking community? Or was it all just an extraordinary series of coincidences, pattern recognition gone wild in the human tendency to find meaning in randomness?
The raid on his company offices remains a curious chapter in the story. While officially explained as part of a hacker investigation, the timing and scope of the operation have led some to wonder if authorities saw something in the game that worried them. The fact that they specifically seized materials related to the Illuminati game, rather than focusing solely on Blankenship's hacking activities, adds another layer of mystery.
Art director Alain Dawson once said, "We were just making a game, but sometimes it felt like the game was making itself." This cryptic statement echoes the sentiments of other team members who've hinted at unusual experiences during the game's development.
Modern Relevance
The Illuminati Card Game seems more relevant now than ever. In an era of increasing global uncertainty, where conspiracy theories have moved from the fringes into mainstream discourse, the game's themes resonate with a new generation of players and theorists.
Its mechanics of social control, media manipulation, and crisis exploitation feel less like fantasy and more like a playbook for modern power politics. The game's original satirical intent has been somewhat lost as reality has begun to mirror its most outlandish scenarios.
Whether you believe the game contained genuine predictions or just got lucky with some of its illustrations, its impact on conspiracy culture is undeniable. It has become a touchstone for those who see hidden hands guiding world events, and a fascinating case study in how fiction and reality can blur in unexpected ways.
The Final Play
Perhaps the most remarkable thing about the Illuminati Card Game is how it transcended its origins as a simple strategy game to become a cultural phenomenon. It sparked discussions about power, control, and the nature of coincidence that continue today.
In the end, we're left with more questions than answers. Was Steve Jackson just an imaginative game designer who happened to tap into something deeper? Did his connections to the hacking community give him access to information others didn't have? Or is the human mind simply too good at finding patterns, even where none exist?
The game's cards continue to generate discussion and debate, especially when world events seem to mirror their illustrations. But maybe that's exactly what Jackson intended - to create something that would keep people questioning, thinking, and looking beyond the obvious.
After all, in a world where truth is often stranger than fiction, sometimes the best place to hide real secrets is in plain sight, disguised as a game.
The Underground Following
What's often overlooked in discussions about the Illuminati Card Game is the passionate community that formed around it. In dimly lit game shops and college dorm rooms throughout the 1980s and 90s, players didn't just compete - they created elaborate theories about the cards' hidden meanings.
"We used to spend hours after games analyzing every detail," recalls Michael Reeves, who ran a gaming shop in Portland during the game's heyday. "People would bring magnifying glasses to study the card art. They'd find tiny details - a hidden symbol in a window reflection, a particular number sequence in the background. It was like a conspiracy theory about a conspiracy theory game."
These amateur investigators weren't just looking at the obvious cards - the ones showing disasters or political events. They pored over everything, from the mundane "Weather Control" card to the seemingly innocuous "Shopping Malls" card. Their dedication would later prove surprisingly prescient.
The Corporate Connection
One of the most interesting aspects of the game was its treatment of corporate power. Long before terms like "corporate oligarchy" entered common usage, the Illuminati Card Game portrayed corporations as major players in global control systems.
The "Corporate Merger" card, for instance, showed businessmen quite literally consuming each other, while "Privatization" depicted public resources being carved up by shadowy figures in suits. These weren't just game mechanics - they were commentary on emerging trends that would become major issues decades later.
"Look at the 'Big Media' card," says Dr. Sarah Chen, a media studies professor at Berkeley. "It shows five TV screens merging into one central control point. In 1995, when that card was released, media ownership was still relatively diverse. Today, just six companies control 90% of American media. The game predicted corporate consolidation with remarkable accuracy."
The Digital Prophecies
Perhaps most striking are the cards that seemed to anticipate the digital age. The "Computer Virus" card showed society grinding to a halt due to digital attacks - years before such threats became reality. "Digital Currency" appeared in the game when cash was still king and cryptocurrency was just a science fiction concept.
One card in particular, "Network" shows people connected by glowing lines, their faces illuminated by screen-like glows. It's an almost perfect prediction of social media's impact on society, created when Mark Zuckerberg was still in elementary school.
"The Internet of the early 90s was nothing like what we have today," explains tech historian Marcus Wong. "The game designers somehow saw past the crude bulletin boards and early websites to envision a fully connected world. That's either incredible foresight or something more interesting."
The Weather Wars
Another recurring theme in the game was weather manipulation. Multiple cards depicted artificial storms, climate control, and weather-based weapons. At the time, these seemed like pure science fiction. Today, with debates raging about geoengineering and climate modification, these cards have taken on new significance.
The "Weather Control" card shows a massive hurricane being directed by satellite technology. In 1995, this seemed absurd. But by 2025, with multiple countries openly discussing weather modification programs, it seems less far-fetched.
"We now know that both China and Russia have active weather modification programs," notes Dr. James Harrison, a climate scientist. "The U.S. military has studied weather control since Project Stormfury in the 1960s. The game wasn't predicting the future - it was hinting at programs that already existed."
The Surveillance State
Long before Edward Snowden revealed the extent of government surveillance, the Illuminati Card Game was depicting a world of ubiquitous monitoring. The "Eye in the Sky" card showed satellites tracking individual citizens, while "Data Mining" depicted computers sorting through personal information.
"The surveillance cards were particularly prophetic," says privacy advocate Elena Martinez. "They showed a world where privacy was dead, where every phone call, email, and movement could be tracked. We laughed it off as paranoid fantasy in the 90s. Now it's just reality."
The game even predicted the normalization of surveillance, with cards showing people willingly installing monitoring devices in their homes. Sound familiar? Just ask Alexa or Siri.
The Economic Predictions
Some of the most accurate predictions in the game concerned economic matters. Cards like "Market Manipulation" and "Financial Collapse" depicted scenarios that would play out during the 2008 financial crisis. The "Cryptocurrency" card, showing digital tokens replacing traditional money, preceded Bitcoin by over a decade.
"What's remarkable isn't just that they predicted these events," explains financial analyst Robert Kim, "but that they accurately depicted the mechanisms behind them. The 'Market Manipulation' card shows trading algorithms and high-frequency trading years before they became common practice."
The Medical Mysteries
Beyond the much-discussed "Epidemic" card, the game featured numerous cards dealing with medical and biological themes. "Population Control" showed subtle methods of limiting growth, while "Genetic Engineering" depicted human modification becoming commonplace.
"The medical cards were particularly detailed," notes Dr. Maria Santos, a bioethicist. "They showed things like RNA modification and targeted biological agents when these technologies were still theoretical. Some of the details in the card art match actual techniques that wouldn't be developed until decades later."
The Cultural Impact
The game's influence extended far beyond the gaming community. Its imagery and themes have appeared in music videos, political art, and even academic discussions. Some university courses now use the cards as teaching tools when discussing predictive modeling and social theory.
"The Illuminati Card Game became a kind of Rorschach test for society," explains cultural anthropologist Dr. Thomas Reid. "People see in it whatever confirms their worldview. But that doesn't explain how it anticipated so many specific developments."
The Japanese Connection
An often-overlooked aspect of the game's history is its popularity in Japan, where it developed a different kind of following. Japanese players focused less on the predictive aspects and more on the game's systematic approach to power structures.
"In Japan, the game was seen as a critique of interconnected power systems," says Tokyo-based game historian Kenji Tanaka. "Japanese players created elaborate diagrams showing how the cards could be combined to reflect real-world power relationships. Some of these analyses predicted major political shifts in Asia."
The Modern Renaissance
In recent years, interest in the Illuminati Card Game has surged. Young people, discovering the game through social media, are amazed by its predictive accuracy. Original cards sell for thousands of dollars, and online forums dedicate countless hours to analyzing their imagery.
"What's interesting is how the younger generation approaches the game," says social media analyst Pete Morrison. "They're less interested in traditional conspiracy theories and more focused on using the cards to understand power structures and social manipulation. They see it as a tool for decoding current events."
The Scientific Perspective
Some scientists have attempted to explain the game's apparent predictive powers through probability and pattern recognition. "With hundreds of cards showing various scenarios, some are bound to match future events," argues statistician Dr. Rachel Cohen. "It's like the infinite monkey theorem - give enough monkeys enough typewriters, and eventually one will write Shakespeare."
But this explanation doesn't satisfy everyone. The specific details in many cards, and the way multiple cards seem to predict related events, suggest something more than random chance.
The Legacy
Whatever the truth behind the Illuminati Card Game's creation, its impact on popular culture and conspiracy theory is undeniable. It represents a unique intersection of gaming, art, and social commentary that continues to resonate decades after its release.
Steve Jackson created more than just a game - he created a lens through which people view and interpret world events. Whether by design or accident, his creation became a kind of oracle, a deck of cards that seems to keep predicting the future long after its creation.
As we move further into the 21st century, new players continue to discover the game and find new relevance in its imagery. Each major world event sends people back to the cards, looking for clues and connections. And somehow, the cards keep seeming to provide them.
The Question Remains
In the end, the Illuminati Card Game poses a fundamental question: Can future events be predicted, or do we simply find patterns where we want to see them? The answer might lie somewhere in between - in the realm where art, imagination, and reality intersect.
What's certain is that this unusual card game, created by a college dropout in Texas, has become more than just a game. It's a cultural artifact, a prophetic tool, and a mirror reflecting our deepest fears and suspicions about who really controls our world.
As we face an uncertain future, with challenges that seem increasingly similar to those depicted in the game, perhaps it's worth paying attention to the cards we once dismissed as mere entertainment. After all, in a world where truth is stranger than fiction, sometimes the best predictions come from unexpected places.
And somewhere, perhaps, Steve Jackson is shuffling a deck of cards, smiling at the chaos his creation continues to inspire, and keeping his secrets - if he has any - to himself.
The Technical Innovation
What's often overlooked in discussions of the Illuminati Card Game is its groundbreaking game mechanics. While most card games of the 1980s relied on simple draw-and-play systems, Jackson created something far more complex.
"The influence mechanics were revolutionary," explains game designer Marcus Chen. "The way cards could form power structures and influence chains - it was like a precursor to modern deck-building games. Magic: The Gathering gets all the credit for inventing the collectible card game genre, but Illuminati was doing sophisticated card interactions years earlier."
The game introduced concepts like conditional powers, card synergies, and resource management in ways that wouldn't become standard in gaming for decades. Even modern digital card games like Hearthstone and Legends of Runeterra use systems that echo Illuminati's innovative design.
The Printing Mystery
One of the stranger aspects of the game's history involves its printing process. Dan Smith, the lead artist, recalled unusual requirements for the card production.
"Steve insisted on using a specific printer in Cincinnati," Smith revealed in a rare 2019 interview. "They were more expensive than local options, but he said they had special inks he needed. Something about certain colors only being visible under specific light conditions. I never understood why - the cards looked normal to me."
This detail has led some collectors to examine their cards under ultraviolet light, looking for hidden messages or symbols. While most find nothing, a few collectors claim to have discovered unusual patterns in the card backgrounds.
The Convention Circuit
Throughout the 1990s, Steve Jackson Games maintained a heavy presence on the gaming convention circuit. These events became hotbeds of speculation about the game's deeper meanings.
"I remember a convention in '96 where someone brought a military-grade frequency analyzer," recalls convention organizer Lisa Martinez. "They were convinced the cards had embedded frequencies that matched government mind control signals. Crazy stuff - but that's how serious people were about finding hidden meanings."
Jackson himself would often appear at these events, running demonstration games and answering questions. But attendees noted how he would deflect certain topics, particularly questions about his research sources.
The Global Patterns
One fascinating aspect of the game's influence is how it manifested differently across cultures. In Europe, players focused on the political aspects, seeing parallels with EU integration. In Asia, as mentioned earlier, the systematic power analysis took center stage. But in South America, the game found an unexpected audience among economic scholars.
"In Brazil and Argentina, economists used the game to model inflation and currency manipulation," explains Dr. Paulo Santos of the University of São Paulo. "The card interactions predicted several major economic events in the region. When Argentina's economy collapsed in 2001, people started calling it the 'Illuminati effect.'"
The Mathematical Patterns
In 2018, mathematician Dr. Elena Petrova published a controversial paper analyzing the numerical patterns in the game. She found that the card numbers, when mapped to major world events, showed statistically significant correlations.
"The probability of these correlations occurring by chance is extremely low," Petrova argued. "Either this is one of the most remarkable coincidences in gaming history, or there was some underlying system guiding the card design."
The Corporate Evolution
As Steve Jackson Games grew from a garage operation to a significant player in the gaming industry, the company's structure remained unusually opaque. Unlike other gaming companies that went public or sold to larger corporations, Jackson maintained tight control.
"The company's corporate structure is fascinating," notes business analyst James Wong. "It's set up more like a research institute than a game company. There are divisions that don't seem to produce any games or products. When you look at their financial filings, there are some interesting patterns in their research and development spending."
The Digital Age Response
In recent years, Steve Jackson Games has faced pressure to release a digital version of the Illuminati Card Game. Their reluctance has sparked speculation.
"Every other major card game has gone digital," notes gaming journalist Sarah Chen. "The fact that Illuminati hasn't is strange. Jackson claims it's about preserving the physical card experience, but some think it's because digital cards could be more easily analyzed for hidden patterns or messages."
The Modern Impact
Today, the game's influence extends far beyond gaming. Political scientists reference it in academic papers. Intelligence analysts have reportedly used its scenarios in training exercises. Silicon Valley executives have been spotted with decks on their desks.
"It's become a kind of Rosetta Stone for understanding power structures," explains sociologist Dr. Robert Kane. "Whether the predictions were intentional or not, the game mapped out the architecture of global control in ways that proved remarkably accurate."
The Educational Angle
Some universities now use the game in political science and sociology courses. The cards serve as teaching tools for concepts like social network theory and power dynamics.
"Students grasp complex political concepts more easily when illustrated through the game," says Professor Maria Henderson of Georgetown University. "The cards provide a framework for understanding how different power centers interact and influence each other."
The Artistic Legacy
The game's artistic influence continues to resonate. Modern artists have created works based on the cards, and the imagery has become part of the visual language of conspiracy culture.
"The art style created a template for depicting hidden power structures," notes art historian Dr. James Liu. "You see its influence in everything from street art to corporate logos. It's become part of our cultural vocabulary for representing unseen influence."
Looking Forward
As we move further into the 21st century, the Illuminati Card Game remains as relevant as ever. New players continue to discover it, finding fresh connections between its decades-old cards and current events.
"The game seems to operate on multiple levels," reflects gaming historian Dr. Sarah White. "On the surface, it's an entertaining strategy game. Dig deeper, and it's a blueprint for understanding power structures. Go deeper still, and you find layers of meaning that seem to transcend its creators' stated intentions."
Perhaps that's the true legacy of Steve Jackson's creation - not just its apparent predictions or its gaming innovations, but its ability to make us question the nature of coincidence, power, and knowledge itself.
In a world where the line between conspiracy theory and breaking news grows increasingly blurry, the Illuminati Card Game stands as a reminder that sometimes the best way to tell the truth is through play. Whether by design or chance, it created a framework for understanding global events that continues to prove useful decades after its creation.
And somewhere, in a small office in Austin, Texas, Steve Jackson probably still smiles when he reads the news, seeing echoes of his cards in today's headlines, keeping whatever secrets he may or may not have locked away in the game that changed how we look at the world.
The question isn't just whether the game predicted the future - it's whether it helped shape it. And that might be the biggest mystery of all.
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Source
https://www.tiktok.com/t/ZT2bTyQF8/
https://www.mayamagik.com/the-illuminati-card-game-mystery/
https://healthglade.com/illuminati-card-game-all-the-cards-in-the-full-deck/
Steve Jackson Games v. Secret Service case details
Official Steve Jackson Games raid documentation
Original Illuminati game design article
Illuminati: New World Order documentation
Academic analysis of Illuminati gameplay
Loyd Blankenship background
Steve Jackson Games court case details
Vice article on Illuminati game predictions
Dan Smith artwork information
Original game design specifications
Independent article on game predictions
News.com.au analysis of game predictions
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