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Inwo Subgenius box art

Inwo Subgenius

Players

2-4

Time

?-?

Age

12+

Weight

2.65

Rating

6.14

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game inwo subgenius has a high variability gameboard, good expansions available, deep strategic possibilities, moderate player interaction, good scalability, and moderate easiness to learn. Overall, it offers a high replayability score of 7.85.

Luck profile

The final luck score for Inwo Subgenius is 7, indicating a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The object of INWO is to control the world. You start with a single "Church of the SubGenius" card, representing your own faction of the Church. During the game, you take over other Group cards. They are added to your Power Structure as your puppets - unless a rival takes them from you. You can use Plot cards to advance your own position or harass your opponents. You may win by controlling enough groups, or by fulfilling the special goal of your own Illuminati, or by meeting the objectives on a Goal card, or, of course, by crushing all of your rivals! Thus, you prove that YOU are the True Church, and the others are deluded posers. This is not a collectible card game. It is a stand-alone game that may be added to INWO or vice versa.

Media

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Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Lynette R. F. Cowper Steve Jackson (I)

Publishers

1
Steve Jackson Games

Linked items

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