INWO光明会扑克牌共济会桌游卡牌lluminati: New World Order

  • INWO光明会扑克牌共济会桌游卡牌lluminati: New World Order
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    发货地:那曲
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  • 品牌:蒂夫·杰克逊游戏SteveJackson,PegasusPress
  • 货号:556e6add58c9
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  • 品牌:蒂夫·杰克逊游戏SteveJacksonPegasusPress
  • 桌面游戏:其他
  • 时长:31分钟(含)-60分钟(含)
  • 最少人数:2人
  • 最多玩家数:8人
  • 游戏难易级别:中级
  • 游戏类型:策略推理
  • 是否有导购视频:无

 

 

品名:光明会游戏扑克牌 世界新秩序lluminati: New World Order简写:INWO

设计师史蒂夫·杰克逊
出版商史蒂夫·杰克逊游戏
玩家2-8(推荐4-6)
安装时间1-5分钟
玩时间1@6小时
商品包括:全套扑克牌769多张其中135张已翻译备注中文
购买前请先咨询店铺客服
官网首页http://picimg.lshou.com/pic/www.sjgames.com/inwo/
官网订购页面http://picimg.lshou.com/pic/www.sjgames.com/inwo/products/
卡牌说明书http://picimg.lshou.com/pic/www.sjgames.com/inwo/rules/inwo-rules-12.pdf

大名鼎鼎的光明会卡牌,95年就预言了911和五角大楼被撞击,墨西哥石油泄露,卡扎菲倒台等事件。当时获得了95年最佳卡牌游戏奖,但在短暂发行后绝版,作者被威胁。

无论游戏、收藏还是预测都很适合。

目前已经汉化完成了95年版本游戏规则和95年版本第一的412张卡牌。正在将中文PS到卡牌上,并准备印刷。 首次预售将提供规则手册和3个光明会派系牌组供选择。每个派系65(432张一盒的正版卡现在起码卖2000,而且凭运气拆卡包,会出现重复和缺少的卡),45张卡(开始桌游时每个玩家要求的最低牌数),包括一张派系卡和44张单位卡+因谋卡。

首发3个派系是:

巴伐利砚明会(也就什济会,欧美光明会分支) 

香格里拉(光明会亚洲、正义势力)
他们是神秘主义者、接受极好的教育。他们在空气纯净的山顶出生和接受教育。在光明会中,他们真正想要让世界更好,不认同利己主义力量....据说。
他们的标志是三角蓝宝石(象征和譬和吃蛇天鹅(代表打败邪恶)。
优势:只要所有人场上带有和平主义路线的单位的总力量达到30以上(就是说不一定要香格里拉自己的单位卡)所有用香格里拉派系的玩家就胜利,而且可以允许某些或全部其他派系分享胜利(共同胜利)。对任何攻击都有5的防御加成。你可以把你的最后一个单位送给对手控制,即使他成功发动破坏攻击。
但是,香格里拉只能破坏带有暴力路线的单位,对其他路线单位不能进行破坏性攻击。
 

苏黎世侏儒(光明会欧洲金融势力分支)

 

SJ Games vs. the Secret Service

 

On March 1, 1990, the offices of Steve Jackson Games, in Austin, Texas, were raided by the U.S. Secret Service as part of a nationwide investigation of data piracy. The initial news stories simply reported that the Secret Service had raided a suspected ring of hackers. Gradually, the true story emerged.

More than three years later, a federal court awarded damages and attorneys' fees to the game company, ruling that the raid had been careless, illegal, and completely unjustified. Electronic civil-liberties advocates hailed the case as a landmark. It was the first step toward establishing that online speech IS speech, and entitled to Constitutional protection . . . and, specifically, that law-enforcement agents can't seize and hold a BBS with impunity.

The Raid

On the morning of March 1, without warning, a force of armed Secret Service agents – accompanied by Austin police and at least one civilian "expert" from the phone company – occupied the offices of Steve Jackson Games and began to search for computer equipment. The home of Loyd Blankenship, the writer of GURPS Cyberpunk, was also raided. A large amount of equipment was seized, including four computers, two laser printers, some loose hard disks and a great deal of assorted hardware. One of the computers was the one running the Illuminati BBS.

The only computers taken were those with GURPS Cyberpunk files; other systems were left in place. In their diligent search for evidence, the agents also cut off locks, forced open footlockers, tore up dozens of boxes in the warehouse, and bent two of the office letter openers attempting to pick the lock on a file cabinet.

The next day, accompanied by an attorney, Steve Jackson visited the Austin offices of the Secret Service. He had been promised that he could make copies of the company's files. As it turned out, he was only allowed to copy a few files, and only from one system. Still missing were all the current text files and hard copy for this book, as well as the files for the Illuminati BBS with their extensive playtest comments.

In the course of that visit, it became clear that the investigating agents considered GURPS Cyberpunk to be "a handbook for computer crime." They seemed to make no distinction between a discussion of futuristic credit fraud, using equipment that doesn't exist, and modern real-life credit card abuse. A repeated comment by the agents was "This is real."

Over the next few weeks, the Secret Service repeatedly assured the SJ Games attorney that complete copies of the files would be returned "tomorrow." But these promises weren't kept; the book was reconstructed from old backups, playtest copies, notes and memories.

On March 26, almost four weeks after the raid, some (but not all) of the files were returned. It was June 21, nearly four months later, when most (but not all) of the hardware was returned. The Secret Service kept one company hard disk, all Loyd's personal equipment and files, the printouts of GURPS Cyberpunk, and several other things.

The raid, and especially the confiscation of the game manuscript, caused a catastrophic interruption of the company's business. SJ Games very nearly closed its doors. It survived only by laying off half its employees, and it was years before it could be said to have "recovered."

Why was SJ Games raided@ That was a mystery until October 21, 1990, when the company finally received a copy of the Secret Service warrant affidavit – at their request, it had been sealed. And the answer was . . . guilt by remote association.

While reality-checking the book, Loyd Blankenship corresponded with a variety of people, from computer security experts to self-confessed computer crackers. From his home, he ran a legal BBS which discussed the "computer underground," and he knew many of its members. That was enough to put him on a federal List of Dangerous Hoodlums! The affidavit on which SJ Games were raided was unbelievably flimsy . . . Loyd Blankenship was suspect because he ran a technologically literate and politically irreverent BBS, because he wrote about hacking, and because he received and re-posted a copy of the /Phrack newsletter. The company was raided simply because Loyd worked there and used its (entirely different) BBS!

As for GURPS Cyberpunk, it had merely been a target of opportunity . . . something "suspicious" that the agents picked up at the scene. The Secret Service allowed SJ Games (and the public) to believe, for months, that the book had been the target of the raid.

The one bright spot in this whole affair was the creation of the Electronic Frontier Foundation. In mid-1990, Mitch Kapor, John Barlow and John Gilmore formed the EFF to address this and similar outrages. It's a nonprofit organization dedicated to preserving the Constitutional rights of computer users. (For more information, look at the EFF web site, or write them at 454 Shotwell St., San Francisco, CA 94110.) The EFF provided the financial backing that made it possible for SJ Games and four Illuminati users to file suit against the Secret Service.

Two active electronic-civil-liberties groups also formed in Texas: EFF-Austin and Electronic Frontiers Houston, which have since merged to become Electronic Frontiers Texas.

And science fiction writer Bruce Sterling turned his hand to journalism and wrote The Hacker Crackdown about this and other cases where the law collided with technology. A few months after it was published in hardback, he released it to the Net, and you can read it online.

In early 1993, the case finally came to trial. SJ Games was represented by the Austin firm of George, Donaldson & Ford. The lead counsel was Pete Kennedy.

And we won. The judge gave the Secret Service a tongue-lashing and ruled for SJ Games on two out of the three counts, and awarded over $50,000 in damages, plus over $250,000 in attorney's fees. In October 1994, the Fifth Circuit turned down SJ Games' appeal of the last (interception) count . . . meaning that right now, in the Fifth Circuit, it is not "interception" of your e-mail messages when law enforcement officials walk out the door with the computer holding them.

Case Documents

  • The affidavit under which the Secret Service obtained its warrant to raid SJ Games. (This was first made public in issue 2.11 of the Computer Underground Digest, which we have reproduced here in its entirety to recognize the work of the CuD editors.)
  • The complaint filed by SJ Games against the Secret Service.
  • The final judge's decision in the case.
  • The Fifth Circuit opinion on the "interception" question.

Articles and Commentary on Privacy, Search and Seizure, Etc.

  • Bruce Sterling's Speech to the High Technology Crime Investigation Association (Lake Tahoe, November, 1994). Sterling tells the cops not to be pawns . . .
  • Chilling Effect of BBS Raids on Electronic Speech. An example of self-censorship by a sysop group afraid of retaliation.
  • Crime and Puzzlement (John Perry Barlow). The seminal article that launched the modern electronic civil liberties movement.
  • CyberLaw Report on the SJ Games Case (Jonathan Rosenoer). The relevant issue of CyberLaw.
  • Formulating A Company Policy on Access to and Use and Disclosure of Electronic Mail on Company Computer Systems (David R. Johnson and John Podesta)
  • Practical Privacy Protection (Unless Congress Prohibits It) (Jim Warren). Electronic mail, cryptography and privacy.
  • Press releases issued by SJ Games and the EFF after their victory in court.
  • Steve Jackson Games v. U.S. Secret Service (Peter D. Kennedy). Analysis and discussion of the case, by one of the attorneys who won it.
  • The Constitution in Cyberspace (Laurence H. Tribe). A noted legal scholar calls for explicit Constitutional protection for electronic speech and writing.
  • The Top Ten False Facts About The Secret Service Raid (Steve Jackson). A lot of things that the media "knows," that aren't so . . .
  • The EFF's ten-year-later recap of the story.
  • 20th Anniversary of The Raid on Steve Jackson Games

Computer Law

  • Texas Penal Code provisions regarding "computer crime." Updated 1994 . . .

Articles and Commentary on Censorship and Freedom of the Press

  • Mike Godwin's speech against Usenet censorship at Carnegie-Mellon University.

Other Sources

  • The Electronic Frontier Foundation
  • Computer Underground Digest
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