A One With Everything has 1 of each of the cards in the limited edition of INWO. Except the illuminati themselves, of which there are 3 copies of each. So, putting a new spin on the OWE theme, I decided to put 3 Cthulhu players in the same game. That should make the game very fast paced and furious indeed.

To this I added an optional 4th deck, making the decks suitable for both 3 and 4 players. This UFO deck is unlike anything that I've ever done, in that it only has 5 actual groups in the group deck. This adds an element of negotiation to the game, as each hard pressed Cthulhu player attempted to win the favour of that all important 4th player, while the UFO player secretly worked towards his own ends. The all-Cthulhu 3 player version is probably best suited for "beer and pretzels" style games, while the 4 player version adds a huge element of diplomacy to the set-up.

Deck Construction

The decks are built assuming three or four players, automatic takeovers, and a basic goal of eleven groups.

The 3 Cthulhu decks are designed around a single alignment each, and the group deck consists partly of groups that are good at attacking, and partly by groups that will make ideal targets for its rivals! Added to this was a single group that would be hard to destroy. Finally, I added as many destructive plots as I could find. The UFO deck, on the other hand, consists of 5 secret groups that are almost untouchable by the servants of Cthulhu, giving the UFO player the necessary means to survive. These groups, and all the plots that go with them, were selected in order to make sure that the UFO player could terrorize anyone who refused to cooperate - let alone attacked him.

While the Cthulhu players are aided by ancient magic artifacts, the UFO player relies on an impressive collection of technological gadgets, and other non-magic resources.

Deck Description

Each deck description follows a standard format. It opens with a short description of the situation and a brief explanation of why you are involved in the struggle for world domination. This is followed by the card lists - Illuminati, Groups, and Plots. The Strategy section describes the feel of the deck in game terms, points out important card combinations or foes, and suggests possible leads. Preferably, each player should have a print-out of his deck description and deck list available to him before the game begins.

General Guidelines

The strategy sections describe unique and interesting features of each deck, but most of the advice given in The INWO Book also applies. Make sure you also check the latest errata and rules changes at http://www.sjgames.com/inwo/errata/.

Flexibility is vital. There is no guarantee that you will get the cards you really want, so make the best of what you do get.

At the end of this document you'll find a card listing of all of the cards in this deck set, sorted by card type, and within that sorted alphabetically. This should make it easier to construct the decks from a One With Everything set.


1. Fiends in High Places

The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years infiltrating the Government. There simply isn't a better way to legitimize your violent tendencies. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.

Deck Listing

Illuminati
   Servants of Cthulhu

Groups
   Al Gore 
   B.A.T.F. 
   Bank of England 
   C.I.A. 
   California 
   Center for Disease Control 
   Federal Reserve 
   I.R.S. 
   NASA 
   Secret Service 
   Supreme Court 
   Hammer of Thor 
   Shroud of Turin
   The Holy Grail 
Plots
   Bodyguard
   Bribery
   Celebrity Spokesman
   Censorship
   Computer Virus
   Corruption
   Currency Speculation
   Early Warning
   Emergency Powers
   George the Janitor
   Good Polls
   Gremlins
   Hurricane
   Martial Law
   Martyrs
   New Federal Budget
   Nobel Peace Prize
   Opportunity Knocks
   Power Grab
   Privatization
   Save the Whales
   Senate Investigating Committee
   Sniper
   Stealing the Plans
   Sucked Dry and Cast Aside
   The Big Sellout
   The Oregon Crud
   Volcano
   NWO: Chicken in Every Pot
   NWO: Military Industrial Complex

Strategy

You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.

Your plot deck is pretty self explanatory.
B.A.T.F. is probably your best hitter. It will have plenty of targets, but remember that leading with it may spell a quick demise. Center for Disease Control is also awesome - there are plenty of violent places around. You should seriously consider bringing the Holy Grail into play before the CDC, just to make sure that it isn't nuked with disasters as soon as it hits the table. If you have the nerves for it, you might make it corporate with Privitization. That will allow it to attack all those violent government places with a massive +23 bonus.

NASA can supply extra tokens for either of these hitters, while Supreme Court can cancel government actions - perhaps Saddams, once he starts cancelling you. C.I.A. and Secret Service is a nasty combo, but just remember that killing anything as long as there is a token on the Clone Arrangers is a waste of time, (unless you've struck a deal with the UFOs).


2. "I am... duh Law"

The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years blending in with the clueless normals, waiting for the right moment to cause havoc. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.

Deck Listing

Illuminati
   Servants of Cthulhu

Groups
   Big Media
   Deprogrammers 
   F.B.I. 
   Fast Food Chains 
   International Weather Organization 
   Local Police Departments 
   Moral Minority 
   Pentagon 
   Savings and Loans 
   Tobacco Companies
   TV Preachers 
   Crystal Skull
   Soulburner
   Spear of Longinus
Plots
   Atomic Monster
   Blood, Toil, Tears and Sweat
   Botched Contact
   Citizenship Award
   Cold Fusion
   Commitment
   Dollars for Decency
   Eat the Rich!
   Epidemic
   Grassroots Support
   Hit and Run
   Interference
   Jake Day
   Jihad
   Just Say No
   March on Washington
   Media Connections
   Miracle Diet Plan
   Monopoly
   Mothers' March
   Mutual Betrayal
   Never Surrender
   Power Corrupts
   Seize the Time!
   Slush Fund
   Tidal Wave
   Time Warp
   Volunteer Aid
   NWO: Law and Order
   NWO: Peace in Our Time

Strategy

You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.

Your plot deck is pretty self explanatory.
Deprogrammers and Local Police Departments both give some nice bonuses on "any attempt to destroy". F.B.I.'s bonus for direct attacks to destroy criminal groups will also come in handy. Carefully consider when you bring it into play, as your rivals will no doubt be out to get it. Remember that Local Police Departments can not be destroyed. They may be a good lead, even if they only have a power of 1. Fast Food Chains gives +6 to any attempt to destroy green groups, but look out, because those same green groups have a +4 bonus to destroy the Tobacco Companies.

Fast Food Chains and Tobacco Companies as puppets of the Pentagon will generate a lot of free plots, but it's also a disaster magnet. International Weather Organisation might help you keep it alive. When the attack does come, and it will, Soulburner will punish whoever did the ignoble deed.


3. Crazy Covenant

The ascension is near. You are a faithful servant of Cthulhu, and you and your followers have spent years dabbling in evil magics and random violence. In short, you've been serving the master like it was intended. Now, the stars are right! Great Cthulhu will reveal himself, and those who are found worthy shall get their reward.

Deck Listing

Illuminati
   Servants of Cthulhu

Groups
   Gun Lobby
   Israel 
   Manuel Noriega 
   Mossad 
   New York 
   Ninjas 
   Saddam Hussein 
   Semiconscious Liberation army 
   Society for Creative Anarchism
   The Mafia 
   W.I.T.C.H.
   Ark of the Covenant
   Book of Kells 
   Necronomicon  
Plots
   Air Magic
   Albino Alligators
   Annual Convention
   Backlash
   Crop Circles
   Dictatorship
   Giant Kudzu
   Harmonica Virgins
   Head in a Jar
   Ketchup is a Vegetable
   Kinder and Gentler
   Market Manipulation
   Messiah
   Meteor Strike
   Mob Influence
   Murphy's Law
   New Blood
   Plague of Demons
   Read My Lips
   Reload
   Savings & Loan Scam
   Sweepstakes Prize
   Talisman of Ahrimanes
   Terrorist Nuke
   The Second Bullet
   The Big Score
   Voodoo Economics
   Withering Curse
   NWO: Gun Control
   NWO: Fear and Loathing

Strategy

You're in a game with 3 Cthulhu players. Attacking to destroy against them has a +9 bonus. That should leave plenty of opportunities for destruction. It will also make your own groups a big fat target. Don't ignore diplomacy - 2 against 1 is a bad situation. If the UFO player is in the game, you can probably get him to help you - for a price.

Your plot deck is pretty self explanatory.
Semiconscious Liberation Army and Ninjas add up to a +5 bonus on any attempt to destroy. Thats a grand total of +14 on each token when attacking your Cthulhoid rivals! Ninjas actually make a pretty good lead, since there is a -10 penalty to destroy them. On the other hand, if you wait, you might be able to put them on the table and push them to power 12 in one fell swoop.

Giving power 12 to the ninjas will also allow them to make some nasty instant attacks with some plots. Just remember that the Necronomicon can backfire, so keep a token ,(or 2 with Book of Kells), on W.I.T.C.H. for such an occasion. You've got some potential for seppuku in this deck. Just remember that if you fail, your rivals will be more than happy to finish the job for you. Ark of the Covenant is a great deterrent, but it is also well suited for seppuku. The second ingredient in a seppuku play is the Ninjas/Gun Lobby combo. Any group of yours can attack the Ninjas, giving the ninjas a new token, while Gun Lobby gives you a plot card.
But as mentioned, seppuku is risky, and the Ninjas/Gun Lobby combo is also good for other strategies.

Finally, Society for Creative Anarchism is a monster against your straight rival. Furthermore, their group discard ability is also very nasty in a game with tight decks, like this one.


4. Deus Ex Machina

You are the great ancient one, you are Cthulhu! Well, actually, you're not, but you've been pretending to be for quite a while, and you've made the manlings dance to your tune. But it's getting old. Therefore you've given the fanatics the impression that the end is near, in the hope that you can use the ensuing carnage to lay your hands on what you're really after!

Deck Listing

Illuminati
   UFOs

Groups
   Cattle Mutilators 
   Clone Arrangers 
   Rosicrucians 
   Templars 
   The Men in Black 
   Center for Weird Studies 
   Cyborg Soldiers 
   Flying Saucer 
   Hidden City 
   Mercenaries 
   Midas Mill 
   Orbital Mind Control Lasers 
   Perpetual Motion Machine 
Plots
   Agent in Place
   Angst
   Are We Having Fun Yet?
   Combined Disaster
   Cover of Darkness
   Cover-Up
   Deep Agent
   Embezzlement
   Hat Trick
   Hex
   Hidden Influence
   Hoax
   I Lied
   Logic Bomb
   Privileged Attack
   Reach Out...
   Sabotage
   The Internet Worm
   The Stars are Right
   The Weak link
   The Weird Turn Pro
   Unlucky 13
   Unmasked!
   Upheaval
   Illuminati: Adepts of Hermes
   Illuminati: Bermuda Triangle
   Illuminati: Gnomes of Zurich
   Goal: Fratricide
   NWO: Energy Crisis
   NWO: Solidarity
   NWO: World Hunger

Strategy

Consider the facts: You're in a game with 3 cthulhu players, and you haven't got enough groups to win the game. There is no shame in pulling off a shared victory. Then again, if you can trick your partner at the moment of triumph - so much the better! This is a game where you have to get stuck in. Make deals, sweet talk and threaten. Be the kingmaker. Then stick a knife in his back if you have to - or want to.
One thing is certain: If you don't get involved in the diplomacy, then you can't win the game.

The good news are, your rivals don't have any secret groups. This means that the largest attack that they can muster against you has a power of 31, (3 cthulhu tokens, and the destruction bonus). Keep this figure in mind, so that you know what to keep for defense, and remember that if one of them spends his illuminati token, you have a lot less to fear.

Bring your groups, except the rosicrucians. The rosicrucians are hard to defend, and are good for bringing on that extra group and choice plot, when you're getting close to victory. Also, as long as you have only 4 groups, all of them can be adjacent to your illuminati, for that little extra protection.

You probably won't be able to muster that many attacks yourself in the course of the game, so most of the time you'll be sitting on your tokens. But that doesn't mean that you can't interfere in what the other players do. In fact, this is where you get a lot of your bargaining power from. Once pumped up and fully operational, you'll have power 10 illuminati tokens, meaning that you can effectively swing the force of any attack by 20! And you can easily get 3 of these. Men in Black and Mercenaries are worth 10 more power, as long as you're helping the attacker.

Remember, you may start out being all helpful, but sooner or later you should start charging for your services.

With very few exceptions, your plot cards are for threatening or punishing the other players, or simply for softening up whoever your (current) champion is picking on. Only a few need explaining: Upheaval will deprive an attacker of his target, and if played when a player is about to eliminate his rivals last group, you'll cost him 2 "kills", while moving yourself closer to Fratricide. Reach Out is risky, but at the right time, it might spell doom for whoever has been a thorn in your side. I Lied is best for breaking up a shared victory, but by all means - be creative. Finally, Hat Trick is a key card, so think carefully about which plot you take back.

You have 4 ways of winning.
Fratricide is an option - just tag along with whoever is eliminating a rival. As mentioned, upheaval may keep him from reaching the game winning 8th destruction, while being perfectly fine for your Fratricide.
If trying for an Adepts win, you should let your rivals pay you with magic resources. This might not be so hard, since that way they aren't losing any groups. You might even trade some of your resources for theirs. Either way, Cover of Darkness and Hex or The Weak Link can get you that last magic resource.
To win as bermuda, you need to trade your way into groups with 4 alignments. The remaining 2 can be created with the Orbital Mind Control Lasers.
As for the Gnomes win, you need to get (at least) 2 groups, one of which will count double for the Gnomes. The remaining 2 doubled groups can be generated by the Orbital Mind Control Lasers.


What follows is a card listing of all of the cards in this deck set, sorted by card type, and within that sorted alphabetically. This should make it easier to construct the decks from a One With Everything set. The columns below are a single digit representing the deck:

1 - Fiends in High Places (Servants of Cthulhu)
2 - I am... duh Law (Servants of Cthulhu)
3 - Crazy Covenant (Servants of Cthulhu)
4 - Deus Ex Machina (UFOs)

followed by a code (usually one letter) representing the card type: G=group, R=resouce, P=plot, I=illuminati, NWO=New World Order, and so on. Note that if extra Illuminati cards are present in the deck as plot cards they are listed with the plots. This allows you to go through the OWE set and place the cards into nine piles (plus a pile of unused cards), saving a lot of time. Note that the order here isn't necessarily the same as in the INWO book, and cards starting with "The" are listed under "T" in this listing.

- G A.M.A.
1 G Al Gore
- G American Autoduel Association
- G Anti-Nuclear Activists
- G Antiwar Activists
1 G B.A.T.F
1 G Bank of England
2 G Big Media
- G Bill Clinton
- G Bjorne
- G Black Activists
- G Boy Sprouts
- G Brazil
1 G C.I.A.
- G Cable TV
1 G California
- G Canada
4 G Cattle Mutilators
1 G Center for Disease Control
- G CFL-AIO
- G China
- G Church of Elvis
4 G Clone Arrangers
- G Comic Books
- G Congressional Wives
- G Conspiracy Theorists
- G Count Dracula
- G Cycle Gangs
- G Dan Quayle
- G Democrats
- G Dentists
2 G Deprogrammers
- G Dinosaur Park
- G Druids
- G E.F.F.
- G Eco-Guerrillas
- G Elders of Zion
- G Elvis
- G Empty Vee
- G England
- G Evil Geniuses for a Better Tomorrow
2 G F.B.I.
2 G Fast Food Chains
1 G Federal Reserve
- G Feminists
- G Fidel Castro
- G Fiendish Fluoridators
- G Finland
- G Flat Earthers
- G Fnord Motor Company
- G France
- G Fraternal Orders
- G Fred Birch Society
- G Gay Activists
- G George Bush
- G Germany
- G Girlie Magazines
- G Goldfish Fanciers
- G Gordo Remora
3 G Gun Lobby
- G Hackers
- G Hawaii
- G Hillary Clinton
- G Hitler's Brain
- G Hollywood
1 G I.R.S.
- G Imelda Marcos
- G Intellectuals
- G International Communist Conspiracy
2 G International Weather Organization
- G International Cocaine Smugglers
3 G Israel
- G Italy
- G Japan
- G Jimmy Hoffa
- G Joggers
- G Junk Mail
- G KKK
- G L-4 Society
- G Las Vegas
- G Lawyers
- G Libertarians
- G Liquor Companies
- G Loan Sharks
2 G Local Police Departments
- G Madison Avenue
3 G Manuel Noriega
- G Margaret Thatcher
- G Media Sensation
- G MI-5
- G Moonbase
- G Moonies
2 G Moral Minority
3 G Mossad
- G Multinational Oil Companies
- G N.S.A.
- G Nancy Reagan
1 G NASA
- G NATO
- G Nephews of God
3 G New York
3 G Ninjas
- G Nuclear Power Companies
- G Offshore Banks
- G Ollie North
- G OPEC
- G Orbit One
- G Paranoids
2 G Pentagon
- G Phone Company
- G Phone Phreaks
- G Pollsters
- G Post Office
- G Prince Charles
- G Princess Di
- G Professional Sports
- G Psychiatrists
- G Punk Rockers
- G Pyramid Marketing Schemes
- G Recording Industry
- G Red Cross
- G Reformed Church/Satan
- G Religious Reich
- G Republicans
- G Rifkinites
- G Robot Sea Monsters
- G Ronald Reagan
4 G Rosicrucians
- G Ross Perot
- G Russia
- G S.M.O.F.
3 G Saddam Hussein
- G Saturday Morning Cartoons
2 G Savings and Loans
- G Science Fiction Fans
1 G Secret Service
- G Secular Humanists
3 G Semiconscious Liberation Army
- G Silicon Valley
3 G Society for Creative Anarchism
- G South American Nazis
- G Stonehenge
- G Subliminals
1 G Supreme Court
- G Survivalists
- G Switzerland
- G Tabloids
- G Telephone Psychics
4 G Templars
- G Texas
- G The Great Pyramid
3 G The Mafia
4 G The Men in Black
2 G Tobacco Companies
- G Trading Card Games
- G Trekkies
- G Triliberal Commission
2 G TV Preachers
- G Underground Newspapers
- G United Nations
- G Urban Gangs
- G Vampires
- G Vatican City
- G Video Games
- G Voudonistas
3 G W.I.T.C.H.
- G Wall Street
- G Wargamers
- R Angel's Feather
3 R Ark of the Covenant
- R Bigfoot
3 R Book of Kells
- R Bronze Head
4 R Center for Weird Studies
- R Clipper Chip
2 R Crystal Skull
4 R Cyborg Soldiers
- R Death Mask
- R Earthquake Projector
- R Eliza
4 R Flying Saucer
- R Hallucinations
1 R Hammer of Thor
4 R Hidden City
- R Immortality Serum
- R Library at Alexandria
- R Loch Ness Monster
4 R Mercenaries
4 R Midas Mill
3 R Necronomicon
4 R Orbital Mind Control Lasers
4 R Perpetual Motion Machine
- R Principia Discordia
- R Rogue Boomer
1 R Shroud of Turin
2 R Soulburner
2 R Spear of Longinus
- R Suicide Squad
- R The Frog God
1 R The Holy Grail
- R Warehouse 23
- R Weather Satellite
4 I Adepts of Hermes
4 I Gnomes of Zurich
- I Servants of Cthulhu
- I Shangri-La
- I The Bavarian Illuminati
4 I The Bermuda Triangle
- I The Discordian Society
- I The Network
- I UFOs
- Goal: Criminal Overlords
4 Goal: Fratricide
- Goal: Hail Eris!
- Goal: Kill for Peace
- Goal: Let Them Eat Cake!
- Goal: Power for its Own Sake
- Goal: Power to the People
- Goal: The Corporate Masters
- Goal: The Hand of Madness
- Goal: Up Against the Wall
- NWO: A Thousand Points of Light
- NWO: Bigger Business
1 NWO: Chicken in Every Pot
- NWO: Don't Forget to Smash the State
4 NWO: Energy Crisis
3 NWO: Fear and Loathing
3 NWO: Gun Control
2 NWO: Law and Order
1 NWO: Military-Industrial Complex
2 NWO: Peace in Our Time
- NWO: Political Correctness
4 NWO: Solidarity
- NWO: Tax Reform
- NWO: World War Three
4 NWO: World Hunger
- P 18 1/2 Minute Gap
4 P Agent in Place
3 P Air Magic
3 P Albino Alligators
- P An Offer You Can't Refuse
- P And STAY Dead!
4 P Angst
3 P Annual Convention
4 P Are We Having Fun Yet?
- P Assertiveness Training
2 P Atomic Monster
3 P Backlash
- P Bank Merger
- P Benefit Concert
- P Bimbo at Eleven
- P Blitzkrieg
2 P Blood, Toil, Tears and Sweat
1 P Bodyguard
2 P Botched Contact
1 P Bribery
- P Car Bomb
1 P Celebrity Spokesman
1 P Censorship
- P Charismatic Leader
2 P Citizenship Award
2 P Cold Fusion
4 P Combined Disasters
2 P Commitment
- P Computer Security
1 P Computer Virus
1 P Corruption
- P Counterspell
4 P Cover of Darkness
4 P Cover-Up
3 P Crop Circles
1 P Currency Speculation
- P Deasil Engine
4 P Deep Agent
3 P Dictatorship
2 P Dollars for Decency
- P Double-Cross
1 P Early Warning
- P Earth Magic
- P Earthquake
2 P Eat the Rich!
4 P Embezzlement
1 P Emergency Powers
2 P Epidemic
- P Exposed!
- P Flower Power
- P Fnord
- P Foiled!
- P Freaking the Mundanes
- P Full Moon
- P Fundie Money
- P Gang War
1 P George the Janitor
3 P Giant Kudzu
1 P Good Polls
2 P Grassroots Support
1 P Gremlins
3 P Harmonica Virgins
4 P Hat Trick
3 P Head in a Jar
4 P Hex
4 P Hidden Influence
2 P Hit and Run
4 P Hoax
1 P Hurricane
4 P I Lied
- P Infobahn
2 P Interference
2 P Jake Day
2 P Jihad
2 P Just Say No
3 P Ketchup is a Vegetable
3 P Kinder and Gentler
- P Let's Get Organized
- P Let's Get REALLY Organized
- P Let's You and Him Fight
- P Liberal Agenda
4 P Logic Bomb
2 P March on Washington
3 P Market Manipulation
1 P Martial Law
1 P Martyrs
- P Mass Murder
2 P Media Connections
3 P Messiah
3 P Meteor Strike
2 P Miracle Diet Plan
- P Mistaken Identity
3 P Mob Influence
2 P Monopoly
2 P Mothers' March
3 P Murphy's Law
2 P Mutual Betrayal
- P Nationalization
2 P Never Surrender
3 P New Blood
1 P New Federal Budget
- P Nice Idea. It's Mine Now.
1 P Nobel Peace Prize
- P Nuclear Accident
1 P Opportunity Knocks
3 P Plague of Demons
- P Pledge Drive
- P Poison
1 P Power Grab
2 P Power Corrupts
1 P Privatization
4 P Privileged Attack
- P Pulitzer Prize
- P Rain of Frogs
4 P Reach Out . . .
3 P Read My Lips
- P Red Scare
3 P Reload!
- P Reorganization
- P Resistance is Useless!
- P Revolution!
- P Rewriting History
4 P Sabotage
1 P Save the Whales
3 P Savings & Loan Scam
- P Scandal
- P Secrets Man Was Not Meant to Know
2 P Seize the Time!
- P Self-Esteem
1 P Senate Investigating Committee
- P Servants of Cthulhu
- P Servants of Cthulhu
- P Shangri-La
2 P Slush Fund
1 P Sniper
- P Spasm of Violence
1 P Stealing the Plans
- P Stock Split
- P Straighten Up
1 P Sucked Dry and Cast Aside!
- P Sweeping Reforms
3 P Sweepstakes Prize
- P Swiss Bank Account
3 P Talisman of Ahrimanes
- P Tax Breaks
3 P Terrorist Nuke
- P The Auditor from Hell
3 P The Big Score
1 P The Big Sellout
- P The First Thing We Do, Let's Kill All The Lawyers
4 P The Internet Worm
1 P The Oregon Crud
3 P The Second Bullet
4 P The Stars Are Right
4 P The Weak Link
4 P The Weird Turn Pro
2 P Tidal Wave
2 P Time Warp
- P Tornado
4 P Unlucky 13
4 P Unmasked!
4 P Upheaval
1 P Volcano
2 P Volunteer Aid
3 P Voodoo Economics
- P Vultures
- P Whispering Campaign
3 P Withering Curse
- P World Cup Victory