Triumph & Treachery
November 2013·pp. 20–23
THE SHORT VERSION
A slipcased expansion brings three to five armies into battles of shifting alliances and bribes. Treachery cards, player cards and Imperial-style coins make its social decisions tangible. Historical examples and three detailed encounters connect the system to the Old World. The review stresses accessible rules and mercenaries as ways to include an uneven gaming group.
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Find this article in White Dwarf 407, pp. 20–23.
The heading correctly reads Triumph & Treachery; two passages on printed21 instead say Triumph & Treason.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.