The Master of Treachery
November 2013·pp. 146–147
THE SHORT VERSION
Jervis explains how Pete Foley’s uneven gaming groups prompted a free-for-all expansion. Fun, clarity and a recognisably Warhammer setting guide the rule changes. Random turn order and cards prevent idle waiting, while mercenaries expand collecting possibilities. Physical victory tokens grow naturally from the idea of paying opponents and troops.
EXPLORE RELATED TOPICS
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Find this article in White Dwarf 407, pp. 146–147.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.