Conspiracy Theory Dossier — Complete Archival Record
Fig. 0 — A selection of Group cards from the Illuminati card game. For most owners, a strategy game about secret societies. For proponents, a working map of who actually runs things.
JULY 2026
The Illuminati card game began as a conversation in September 1981 between game designer Steve Jackson and artist Dave Martin, drawing loosely on Robert Anton Wilson and Robert Shea’s 1975 novel series The Illuminatus! Trilogy. Jackson chose not to license the novels directly, citing both cost and the difficulty of adapting their sprawling plot, and instead built a game around the broader idea of secret societies competing for control of the world. After researching historical Illuminati lore and the wider landscape of conspiracy theory, and after extensive playtesting, the game was published in July 1982 by Steve Jackson Games in the company’s compact “Pocket Box” line. It was conceived and marketed throughout as satire — a tongue-in-cheek exaggeration of conspiracy thinking, not an argument for it.
From Boxed Game to Collectible Card Game
The original 1982 edition supported two to eight players, who built power structures by controlling or neutralising rival Groups through attacks, defences, and shifting alliances. Its core mechanics — Power, Resistance, Income, and Alignment categories such as Government, Weird, and Violent — governed how factions interacted. Two early expansions were later folded into a deluxe edition. In 1994, Steve Jackson Games released a collectible card game (CCG) version, Illuminati: New World Order, expanding the roster to more than four hundred cards drawn from both contemporary and speculative conspiracies. Both editions sit within a much older cultural fascination with secret societies, one that predates the game by two centuries and traces back to the actual Bavarian Illuminati, founded in 1776 and dissolved within a decade of its creation.
A Satirical Premise Taken Seriously by Some Readers
From its first printing, the game’s premise was that everything is secretly controlled by somebody, and that every faction — the CIA, the Mafia, Trekkies, even a card literally named “Orbital Mind Control Lasers” — believes itself to be the one pulling the strings. That premise is played for laughs throughout the rulebook and card text. It is also, proponents argue, close enough to how actual institutional power is discussed in earnest conspiracy literature that later readers had little trouble taking the joke seriously, or half-seriously, once specific cards appeared to line up with real headlines.
The following cards are among those most frequently cited by online communities as evidence that the game anticipated events that had not yet occurred at the time of its printing. The Directorate records each claim alongside the more conventional explanation for the resemblance.
- Terrorist Nuke and Pentagon — September 11, 2001 Two of the most frequently cited cards, “Terrorist Nuke” and “Pentagon,” are read by proponents as an early depiction of a coordinated terrorist attack on American soil striking the U.S. military’s headquarters — a resemblance that gained traction after the September 11 attacks. Skeptics note that both cards predate 2001 by years and that terrorism aimed at prominent American targets, including the Pentagon itself, was a well-established subject of both fiction and real intelligence assessment throughout the 1980s and 1990s; a card depicting an attack on a famous building is not, on this reading, a specific prediction of any one event.
- Oil Spill — Deepwater Horizon, 2010 The “Oil Spill” card, part of the game’s catalogue of “Disaster” cards representing generic calamities that can strike any faction, has been pointed to as a forecast of the 2010 Deepwater Horizon spill in the Gulf of Mexico. Proponents note the specificity of oil infrastructure as a target; the more conventional reading is that oil spills were already a recurring, well-publicized category of industrial disaster well before 2010 — the Exxon Valdez spill of 1989 alone ensured the concept needed no special foresight to include in a “disasters that happen to powerful industries” card set.
- Epidemic — COVID-19, 2020 The “Epidemic” card resurfaced in online discussion during the COVID-19 pandemic, with some arguing it anticipated a global disease outbreak used to justify expanded institutional control. As with “Oil Spill,” this card belongs to a broader category of catastrophe cards designed to represent any large-scale calamity a Group might exploit or suffer; global epidemics were a familiar disaster trope in fiction and public health discourse for decades before 2020, most visibly following the 1918 influenza pandemic and later outbreaks such as SARS and H1N1.
- Charismatic Leader and Enough Is Enough — Populist Political Figures Cards such as “Charismatic Leader” and “Enough Is Enough” have been read retrospectively as depictions of Donald Trump or of populist political figures more broadly, particularly in discussion that circulated around the 2016 and subsequent U.S. election cycles. Both cards represent generic archetypes — a magnetic public figure and a backlash movement against establishment politics — that the game’s satirical framework applies to any era; proponents counter that the recurrence of this archetype across the last decade of politics is itself part of what the game is describing, whether or not any single card was aimed at a single person.
Illuminati: New World Order contains more than four hundred cards spanning disasters, technologies, political archetypes, and institutions. With a card set that large, covering nearly every recognisable category of crisis and public figure, some resemblance to later real-world events is close to unavoidable. The Directorate records this as relevant context for evaluating any individual “prediction” claim, without treating it as a rebuttal of the claims themselves.
A separate and somewhat more recent strand of discussion around the game sets aside the question of specific predictions and asks a broader one: does the game’s underlying model of how power works resemble how power actually seems to work today?
The Argument From Mechanics
In the game, factions accumulate Power by controlling Groups — media outlets, government agencies, corporations, criminal organisations — and by converting Income into Resources that can buy influence, suppress rivals, or exploit Disasters for gain. Alignments such as Government, Criminal, and Media determine how easily one faction can absorb another. Proponents of the “mirrors reality” reading argue that this is, functionally, a simplified but recognisable model of how institutional power actually consolidates: media consolidation, revolving doors between regulators and industry, and crises used as opportunities for further control. On this reading, the game’s value lies not in any single predicted headline but in its portrait of a system where visible institutions are understood, within the game’s own logic, to be fronts for factions competing behind the scenes.
The Conventional Counter-Reading
The more conventional response is that any strategy game modelling competition between powerful institutions will necessarily resemble real institutional behaviour, since that behaviour is the game’s explicit subject matter and satirical target — media companies really do consolidate, regulators really do sometimes favour the industries they regulate, and crises really are sometimes exploited by the powerful. Designer statements describe this resemblance as the intended satirical point rather than a coded warning: the game works as commentary precisely because its exaggerated version of institutional self-interest remains recognisable. The Directorate notes that both readings can be true of the same material — a satire of corruption can double as a rough map of it — and does not treat the mechanical parallel as evidence of either predictive or corrupt intent behind the game’s design.
No single event has done more to cement the game’s conspiratorial reputation than the 1990 raid on its publisher’s offices. The Directorate records the documented sequence of events alongside the narrative that has grown up around it.
What the Court Record Shows
On March 1, 1990, the United States Secret Service raided the Austin, Texas offices of Steve Jackson Games as part of a nationwide investigation into data piracy. The raid stemmed from the activities of Loyd Blankenship, an SJG employee who separately operated a bulletin board system on which a proprietary Bell South document related to the 911 emergency telephone system had been posted. Agents seized computers, printers, and more than three hundred floppy disks — including the master manuscript of an unrelated, not-yet-released role-playing sourcebook, GURPS Cyberpunk, which the Secret Service characterised in court filings as “a handbook for computer crime.” Steve Jackson Games later sued and won: a federal court found the raid careless and unjustified, awarding the company damages and attorneys’ fees, and the case became a landmark early precedent for treating online communications as protected speech.
Where the Conspiracy Narrative Diverges
Because the company’s in-house bulletin board system was named “Illuminati” after its flagship game, and because the raid touched a game company at all, a parallel narrative developed holding that federal agents had targeted the Illuminati card game itself — either to suppress content the game had stumbled onto, or because associates of Blankenship had supplied the game with genuine insider material. The documentary record does not support this: the warrant, the litigation, and the eventual settlement all concern the Bell South document and GURPS Cyberpunk, not the Illuminati card game’s content. The Directorate records the raid as a confirmed historical event and the “the game was raided for what it knew” framing as a proponent embellishment layered onto that event after the fact.
The game’s creators and its most direct literary inspiration have not always agreed on how it should be understood. Robert Anton Wilson, co-author of The Illuminatus! Trilogy, criticised Steve Jackson Games for drawing on the concepts and tone of his and Robert Shea’s novels without a licensing arrangement or royalty — a dispute over credit and compensation rather than over the game’s content or intent. Illustrators including Dan Smith, Shea Ryan, John Kovalic, Rick Harris, and Jeff Koke produced the artwork that gave the game’s factions and events their distinctive look, working under art direction that favoured visual jokes and exaggeration over verisimilitude.
Steve Jackson Games has continued to describe the game in these terms across three decades of reprints and expansions, including the Y2K-themed set (1999), Bavarian Fire Drill (2007), and Mutual Assured Distraction (2010), each of which added cards referencing the anxieties current at the time of release — a practice that, on the company’s own account, is closer to topical satire than to prophecy.
The claims catalogued in this file rest on a small handful of cards out of a set that runs to several hundred. Readers who want to check any individual “prediction” against the full body of material — rather than relying on the small set of cards that circulate repeatedly online — can consult the Directorate’s companion database.
The Realm33 Illuminati: New World Order Card Archive is a searchable database covering the full card set, with filtering by faction, card type, and expansion. It exists so that any resemblance between a card and a real-world event can be checked against the complete catalogue, rather than the same handful of examples that tend to circulate.
Browse the Card ArchiveThe Illuminati card game presents a familiar archival pattern: the underlying material — the cards, the raid, the designers’ statements — is well documented. What proponents and skeptics disagree on is what that material means.
Evidentiary Status — July 2026
Archival Status and Classification
The Directorate observes that the Illuminati card game occupies an unusual position in conspiracy culture: a work of deliberate satire whose very success at cataloguing every conspiracy archetype in circulation gave it, almost by construction, a wide net for catching future headlines. The cards are real. The 1990 raid is real, though its target was not the game itself. The mechanical resemblance between the game’s model of institutional power and the way power visibly operates today is a matter of interpretation — one the game’s own satirical intent invites, without confirming.
Recommended classification: CONSPIRACY THEORY — TIER TWO — INDIVIDUAL CARDS AND HISTORICAL EVENTS CONFIRMED TO EXIST — PREDICTIVE INTENT NOT ESTABLISHED — MECHANICAL PARALLEL TO REAL INSTITUTIONAL POWER PLAUSIBLE BUT INTERPRETIVE — ARCHIVAL STATUS: ACTIVE, RECURRING IN ONLINE DISCUSSION DURING PERIODS OF INSTITUTIONAL CRISIS
Source References
- Wikipedia — Illuminati (game): en.wikipedia.org — Publication history, mechanics, and expansions.
- Steve Jackson Games — Official Illuminati Page: sjgames.com — Publisher’s own account of the game’s design and history.
- VICE — Did the Illuminati Make This RPG?: vice.com — Interview material on the 1990 raid and Loyd Blankenship’s account of it.
- The Independent — The 1990s Card Game That “Predicted” 9/11: the-independent.com — Coverage of the prediction narrative.
- News.com.au — Out-of-Print Conspiracy Card Game: news.com.au — Renewed interest in the game amid COVID-19.
- TV Tropes — Illuminati: New World Order: tvtropes.org — Card set overview and recurring fan discussion.
- Wikipedia — Steve Jackson Games, Inc. v. United States Secret Service: en.wikipedia.org — Court record of the 1990 raid and subsequent litigation.
- Steve Jackson Games — SJ Games vs. the Secret Service: sjgames.com — Publisher’s first-hand account of the raid and its aftermath.
- YouTube — The 1995 Game Nobody Was Supposed to Find: youtube.com — Popular retelling of the prediction narrative.
- YouTube — Dead CCGs: Illuminati New World Order: youtube.com — Retrospective on the collectible card game’s mechanics and legacy.
- Reddit — r/HighStrangeness discussion thread: reddit.com — Community discussion of specific “predicted” cards.
- Realm33 — Illuminati: New World Order Card Archive: realm33.org — Companion database of the full card set.
Last updated: July 2026. Compiled by the Directorate of Information Preservation and Archival, Realm33.org. A game built to satirise every conspiracy theory in circulation will, given enough cards and enough years, eventually resemble the news. Whether that resemblance is coincidence, insight, or something in between is left to the reader — and to the full archive linked in Chapter VI.









