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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.
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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.
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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
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Group: Personality

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

It reads:
Defensive Perimeter
Using this cards action, any attack on any power structure is at a -4.
Action Unique Gadget
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Plot: Goal

It reads:
Dalek Society
All Daleks with a power of 4 or more count double towards your goal.
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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.
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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.
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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.
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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.
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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.
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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.
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Group: Personality
Dalek Emperor
The power of each of your other Dalek groups is increased by +1.
POWER: 5
RESISTANCE: 4
Violent, Government Dalek
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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
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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
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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
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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
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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
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Group
Dalek Supreme
Your whole power structure is immune to attacks from Fanatic groups.
POWER: 4
RESISTANCE: 4
Violent, Government Dalek
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Group
Black Dalek
Black Dalek has a +10 for direct control of any Dalek group.
POWER: 3
RESISTANCE: 4
Violent, Government Dalek
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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
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