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Illuminati: Y2K
Strategy Social

Illuminati: Y2K

Requires:Illuminati

Designed by Steve Jackson (I)

Published by Steve Jackson Games

Expansion
Moderate Depth: 30 Min Teach
Game: Illuminati

Players

2-6

Play Time

60-180 min

Complexity

2.5 / 5

Rating

7.0

Year

1999

Community Snapshot

Medium complexity
60–180 min
7.0 on BGG (622)
Some text

Categories

Card Game
Cards are the primary component — may involve hand management, drafting, or deck building.
Expansion for Base-game
This is an expansion — requires the base game to play.
Negotiation
Make deals, form alliances, and persuade others — diplomacy is key.
Political
Navigate politics — elections, legislation, influence, and power struggles.
Science Fiction
Futuristic settings — space travel, alien worlds, advanced technology.

A medium tile placement game playable in 60–180 min, rated 5.8 on BGG.

How It Plays

Dice Rolling

You roll dice to determine outcomes — there's always that thrilling moment of suspense before they land!

Network and Route Building

You connect locations to form networks — the bigger and smarter your network, the more points you earn.

Tile Placement

You lay tiles on the table to build a map, landscape, or pattern — every piece you place changes the board.

Variable Player Powers

Each player has unique abilities that make their experience different — finding the best way to use yours is half the fun.

About This Game

Illuminati Y2K is an expansion set to the newly-released colour Illuminati. Y2K introduces 76 new groups, 26 new special cards and two new Illuminati: The Church of the SubGenius and the Shangri-La. Most of the new cards depict groups or things that have become commonplace in modern society (the WWW, El Nino, paparazzi) and that fit in comfortably with any conspiracy theory; other cards just add some new oddball organizations (vampires, arms smugglers, chain letters). Expands: Illuminati

Source: BoardGameGeek

View on BoardGameGeek