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RULES·WHITE DWARF 407

Triumph & Treachery: How It Works

November 2013·p. 64

THE SHORT VERSION

Adam explains extra mercenary allowances, randomly ordered player turns and choosing a single enemy in each phase. Treachery cards keep all players involved outside their own turns. Victory points become tokens that can also be spent on bribes or special effects. The explanation supplies a useful introduction to the expansion, while leaving its complete rules in the separate book.

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Find this article in White Dwarf 407, p. 64.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.