One of the few card games I have enjoyed for a long time is Illuminati. I haven't played it in awhile, but, one of the great things about Illuminati is that you can create your own cards for the game. Well, one thing led to another and I started working on Dalek cards.

  My first attempt at a Dalek deck started with one card. At the time, I had made a deck that mainly hit people with a lot of attacks. My initial idea was to add Dalek cards to the deck to make it more powerful. However, when I made the first card, it actually lost me games so... I dumped the idea of strengthing the deck I had. I think the main reason it lost was because I was always trying to bring out this card and not use the ones I had.

It reads:

DALEK INVADERS
"Exterminate all Humans."
While this card is in play, all Government and Straight groups must attack Dalek Invaders at a -10 to Attack until destroyed.
Power: 4 Resistance: 5
Violent Science

  I decided, for my next round of cards, to solely concentrate on making a Dalek deck. Again, I didn't win, however, the games were very close and, although it sounds like I'm a bad sport, one of my friends that played had made himself a very powerful card that was along the lines of, "I win, you lose" and was very cheesy in that as soon as he had the card, it was over. I actually liked these cards a lot and they were my inspiration for my final version.

Illuminati

It reads:

DALEK EMPIRE

7/7
+4 to control any Dalek group. Any peaceful group destroyed by Daleks allows you to place one action token on any Dalek group.
Special Goal: Destroy 6 places or personalities in any order.

Group: Personality

It reads:

Dalek Emperor

Dalek Emperor's power is equal to the number of Dalek groups in play. If, at any time, there are no Dalek groups in play, his power is 3.
Power: */3 Resistance: 5
Dalek

Group: Personality

It reads:

Davros

Davros gets two action tokens every turn.
Power: 4 Resistance: 4
Dalek

Group

It reads:

Dalek Soldiers

Dalek Soldiers has a +6 on any attack to destroy and Peaceful group. Increases resistance of all groups in power structure by 2 against attacks by any Violent group.
Power: 4 Resistance: 5
Violent, Fanatic Dalek

Group

It reads:

Special Weapons Dalek

Using Special Weapons Dalek's action, any Peaceful group has a resistance of 1.
Power: 5 Resistance: 5
Dalek

Group: Place

It reads:

Dalek Assault Shuttle

While you control this, no Government group can attack, or help attack, any part of your power structure except this group. They can attack only to destroy, not to control, and it has a +7 against any attacks by Government.
Power: 4 Resistance: 5
Dalek

Group

It reads:

Dalek Saucer

Using Dalek Saucer's action, any place that has a resistance of 3 is now 1.
Power: 3 Resistance: 4
Fanatic Dalek

Group: Place

It reads:

Dalek Mothership

If included on an attack against a place, all Daleks in attack gain +2 to power.
Power: 5 Resistance: 6
Dalek

Group: Place

It reads:

Dalek City

If Dalek City is in play, all attacks against Dalek groups are at a -2.
Power: 4 Resistance: 4
Dalek

Group: Personality

It reads:

Dalek Spy

Using Dalek Spy's action, oponent must show top card of plot deck.
Power: 3 Resistance: 4
Fanatic Dalek

Group

It reads:

Robomen

Using Robomen's action, you may sacrifice them for any Dalek group that has been destroyed this turn.
"Grenade, I got it (BOOM)

Power: 3 Resistance: 3
Fanatic, Violent

Group

It reads:

Renegade Mutations

Must attack any of opponent's Science groups. If destroyed, counts toward opponents goal.
Power: 4 Resistance: 4
Violent Science

Gadget

It reads:

Defensive Perimeter

Using this cards action, any attack on any power structure is at a -4.
Action Unique Gadget

Plot: Goal

It reads:

Dalek Society

All Daleks with a power of 4 or more count double towards your goal.

Plot

It reads:

Dalek Law

Play this card after any die roll (by any player) to control a group is succesful. That roll has immediately failed. This requires ALL action tokens on your Illuminati (a minimum of 1) and 2 plot cards.
Requires all Illuminati actions.

Plot

It reads:

The Machines of War Will Feast on the blood of the Damned

Gives +12 to any attacks by a Dalek group this turn. Discard at end of turn.

Plot

It reads:

Genetic Stability

This card may be played at any time, and counts as the action for the group it affects. The creased power takes effect immediately. The Power for one Dalek group is increased to 6. Link this card to your chosen Dalek group.
Requires Action.

Plot

It reads:

Mind Probe

Using a Dalek action, either any plot cards that are exposed by controller may be brought back into your hand or you may expose any players plot cards.
Requires Dalek action.

  My final attempt at a Dalek Deck. Although I haven't made the cards, there has been no need since I haven't been able to play the game at all. There are a lot of differences in this deck as what I had done is take cards that were already available and transpose them to Dalek cards. Some things stayed pretty close to what they were in the previous deck, others changed drastically. Also, there are many new cards that were not seen before. If anyone does play Illuminati and likes these cards, let me know how they do.

Illuminati

Dalek Empire

Power 8/8

  You have a +4 on any attempt to control a Dalek group. Your power structure is immune to attacks from Science or Computer groups.

  Special Goal: Each destroyed group reduces the number of groups you need to control to win by 1.

Group: Personality

Dalek Emperor

  The power of each of your other Dalek groups is increased by +1.

POWER: 5
RESISTANCE: 4
Violent, Government    Dalek

Group: Place

Skaro

Skaro is the heart of the Dalek Empire.

  Skaro is not affected by any disaster card except Earthquake or Meteor Strike.
  Skaro gives a +4 on any attempt to control a Dalek group.

POWER: 6
RESISTANCE: 8
Violent, Government    Huge, Dalek, Space

Group

Dalek Soldiers

You will be EXTERMINATED!

  Dalek soldiers get a +4 bonus to any attempt to destroy a Government or Violent group, or +8 if the target is both Government and Violent.

POWER: 3
RESISTANCE: 5
Violent    Dalek

Group

Special Weapons Dalek

  Has +10 to directly destroy any Violent group. Gives +4 on any attempt to destroy a Violent group, or +2 on any attempt to control a Violent group.

POWER: 3
RESISTANCE: 5
Violent    Dalek

Group

Gold Dalek

  The power of the Gold Dalek is increased by 1 for each of the other Dalek Government groups in your power structure.

POWER: 3
RESISTANCE: 3
Violent, Government    Dalek

Group

Dalek Prime

  The Dalek Prime can save its actions. It gets an Action token each turn, even if some are already on it - and it can use its tokens together in one attack.
  Gives a +2 to any attack to control a Dalek group.

POWER: 4
RESISTANCE: 3
Violent, Government    Dalek

Group

Dalek Supreme

  Your whole power structure is immune to attacks from Fanatic groups.

POWER: 4
RESISTANCE: 4
Violent, Government    Dalek

Group

Black Dalek

  Black Dalek has a +10 for direct control of any Dalek group.

POWER: 3
RESISTANCE: 4
Violent, Government    Dalek

Group

Hoverbout Daleks

  By using this group's action, you may either decrease the resistance of any Peaceful group by 3 or increase the power of any Violent group by 3. This effect lasts until the beginning of your next turn.

POWER: 2
RESISTANCE: 3
Violent    Dalek

Group

Spider Daleks

  If the Spider Daleks make or aid an attempt to destroy any group, all Violent groups in that attack, on all sides, have doubled Power for the purposes of that attack.

POWER: 3
RESISTANCE: 5
Violent    Dalek

Group

Marine Daleks

  If the Marine Daleks make a direct attack to destroy a Coastal Place, treat the attack as a disaster of 15, 12 if the place is huge. No other Dalek groups can aid in the attack and if the attack fails, the Marine Daleks can not attack that place again for the rest of the game.

POWER: 3
RESISTANCE: 4
Violent    Dalek

Group

Assault Daleks

  The Assault Daleks can use their action to change any die roll by 1, after its rolled... or 2, if any Dalek group was involved.

POWER: 3
RESISTANCE: 5
Violent    Dalek

Group

Omega Units

Commence Saturation Bombing!

  If the Omega Units make a direct attack to destroy either a Personality or a Place, it gets a +15 to its attack. If the attack fails, the owner of the Omega Units must discard a Plot and Group from his decks.

Daleks aren't very subtle, are they?

POWER: 3
RESISTANCE: 4
Violent    Dalek

Group

Robomen

  Everytime the Robomen make or aid a successful attack to destroy, its printed Power is increased by 1. Participation in a failed attack to destroy reduces its Power by 1, but never to less than 1. (Use one or more 6-sided dice to keep track of their Power.)

POWER: 1*
RESISTANCE: 4
Violent    Dalek

Group: Personality

Davros

  As his action, Davros can cancel the action of any other group, even an Illuminati group.

POWER: 3
RESISTANCE: 4
Violent, Government    Dalek

Gadget

Time Corridor

  Link this to a Dalek group. Using the Time Corridor's action and the linked group's action, you can either A) Make one additional automatic takeover, B) draw 2 extra plot cards, or C) give an action token to a randomly chosen Dalek group. After this, roll 1d6. ON a 1-5, do NOT add another action token for as many turns as the die roll. On a 6, add a token on the next turn.

UNIQUE GADGET

Gadget

Contagium

  Using the action of the Contagium allows you to make an Assassination on an opponent's personality with a power of 8. If the Assassination is successful, place the destroyed personality under the Contagium. For every personality under the Contagium, add 1 to the power of the assassination. If the Contagium rolls a natural 11 or 12, it is destroyed and the personalities are placed in the original owner's hand.

UNIQUE GADGET

Gadget

Time Destructor

  Link the Time Destructor to a Dalek Group. This allows the Dalek group to attack an opponent's Illuminati structure as if it were a group, where the Resistance of the Illuminati is equal to its Power. You and the opponent may be able to use any plot cards in the attack, as well as any groups to participate in it. If the attack is a success, the opponent must discard one group of their choice from their power structure. If it rolls an 11 or 12, the Time Destructor is destroyed, as is the Dalek group.

Plot

EXTERMINATE

  Play this card at any time to give +10 Power or Resistance (your choice) to any Dalek group you control.

  If used with an action, it must be played when that action is first declared, and counts only for that action. If used for defense, the bonus lasts until the end of the current turn, is good for defense only, and does not count toward Goals.

Plot: Goal

Daleks Conquer and Destroy

  Destroy opponents groups and control Dalek groups, in any of the following combinations:

Destroy 3 opponent, control 7 Dalek
Destroy 4 opponent, control 6 Dalek
Destroy 5 opponent, control 5 Dalek
Destroy 6 opponent, control 4 Dalek
Destroy 7 opponent, control 3 Dalek

  This goal cannot be combined with other Goals in any way.

Plot

Dalek Technology

Superior Dalek Technology will prevail

  This card may be played at any time, and counts as the action for the group it affects. the increased power takes effect immediately.
  The Power for one Dalek group is increased to 6. Link this card to your chosen Dalek group.
  No player may have more than one Dalek Technology in play.

Plot

The Supreme Dalek is Your Ruler

  Play this card, on your turn, on any Dalek group you control. This is an action for that group.
  The target is now the Supreme Dalek. It gets +2 to Power and becomes Government, if it was not already.
  Link this card to the group.

Requires action.

Plot

We Will Prepare, We Will Grow Stronger

  Link this card to a Violent or Dalek group. That group's Power is doubled... but if it ever rolls an 11 or 12 on any action, it is destroyed. The destroyed Dalek group adds to any opponents goals IF AND ONLY IF they are the Servants of Cthulhu.

Is This the End?

  Probably not. Granted, I don't play, but I still get an idea or two. I have a feeling, if I started playing again, I'd want to create two versions of a Dalek Deck. One for Davros's Daleks, and another for the basic Daleks. Who knows, maybe even one for the Movie Daleks, if I had the gumption. Granted, a lot of cards would be interchangeable between the Decks, like Exterminate and Dalek Soldiers. I did enjoy designing my own cards, but, unfortunately, I have no need to do so now.
  There were a lot of card titles I had that I never really worked on such as "The Daleks True Destiny is to Rule the Universe", "I Obey", and "Exterminate! Annihilate! Destroy!" to name a few. Who knows, maybe someday I will recreate my Dalek Deck for another battle for supremecy.

  To learn more of Illuminati, the card game, visit The Illuminti Website