Treachery Official Rules Guide

Treachery is an ever-expanding collaborative or solo game of limited resources and alliance-building, where each game poses unique victory conditions, and you must race time, coordinate efforts, and improve your odds in order to flourish and win.


* The object of the game is to collaborate overcome  a combination of Plot cards.

* Players rely on their loyal Character cards to venture out and meet these requirements, augmenting Characters with Horizon cards while staving off Hazards and recruiting rogue Characters.

* Players work together to manage 6 resources – energy }, knowledge |, influence [, loyalty {,   wealth ], and damage @ to survive and succeed.

* Your Characters can and will turn against you!


1. Each player builds a Society deck with 10 Charatcer cards shuffled. 2-3 motives is usually easiest.

2. Place the 20-sided die in center to track the amount of sustenance players share. Place the die on 5x the number of players. 10 for 2 players, 15 for 3, etc.

3. Each player chooses and places a Plot around the sustenance tracker to show this game’s victory conditions. Players read over Plot START conditions and add the amount of resources indicated by each Plot to the shared Player Zone. A player’s Charactes always enter play in front of her/his own Plot.  It is a wise to match the resources on your Plot to the motives in your Society.

4. Each Player chooses any Character as her/his ‘Captain,’ facing her/his Plot, and pays resources from the Player Zone for the recruiting cost of their Captains – see RECRUITING.


Revive Phase: ‘Feed’ loyalists, counting down sustenance on the 20-sided die. 1 sustenance feeds up to 2 loyalists. Players may choose to not feed 1 or more loyalists. Sacrifice all loyalists that are not fed. Unexhaust all Characters. Players lose the game if sustenance ever reaches 0.

Discovery Phase: Each creates a hand by drawing 1 card from HORIZON 2 cards on the first round. Players with any Hazard in hand must play at least 1 of them, or reveal hands to show they’re Hazard-free.

Rogue Phase: Each player puts cards directly into Rogue Zone from atop her/his SOCIETY as ‘rogues’ until each Plot has at least 2 rogues in front of it. Rogues exhaust and perform their rogue abilities one by one against players, in order of rogue with most motive to least, repeating the process until all are exhausted. If a rogue ability ‘uses { or ]‘ remove that resource from the Player Zone or from a Plot. If players only have {, they must give up 1 {. The ability fails if players have neither.

Action Phase: Players chose any play order each round:

1. Spend any amount of resources to play Horizon cards from hand and/or recruit rogues.

2. Exhaust loyalists in any order to perform characer abilities:

Charatcter abilities:

    A. Provide resources matching her/his motives to Player Zone. A loyalist with _\* can exhaust to add {[|.

    B. Use printed ability, or one on an Item s/he holds.

    C. Move to an adjacent Plot.

    D. Venture a Plot – see VICTORY. 

Round’s End: If a player has 0 loyalists, s/he discover top card of SOCIETY and recruits that Character for free.


The game ends as soon as players complete all VICTORY requirements on all Plots: all players win! How to meet VICTORY conditions: Plots require a number certain of resources marked by the Plot’s  victory tracker. The instant the tracker is full, the Plot is considered complete, and players reap its reward. Resources can be added to the Plot victory tracker in any order, but can’t be used or removed once added, except by rogues & Hazards.

Venturing to provide resource: To ‘venture,’ a loyalist with **` may or exhaust to provide ||@ to the Plot victory tracker where s/he is located. This is the only way resource may be added to a Plot unless a card notes otherwise. First, roll a 6-sided die and note the RISK requirements of the Plot. If the result is > and the RISK is ‘<>: Venturer dies,’ you have failed the attempt. Place no resource gems on the Plot as a result of this failed attempt, and follow the RISK instructions by killing the venturing loyalist. However, if the result is not < or >, you succeed – add ||@ directly to the Plot tracker and ignore the RISK text. Any resource gained from venturing that doesn’t match the tracker can be placed into the Player Zone instead of the Plot.

All players lose if sustenance reaches 0, or if a player has 0 cards left in her/his Society at start of turn.



Motives: Values a Character upholds, corresponding to Resources – game currencies with unique game advantages. When you have become comfortable with basic play, you may spend a resource at any time to gain its unique advantage. Some may seem counterintuitive, but may come in handy.

MOTIVE                                                 RESOURCE      ADVANTAGE

_: Honor – inspire and protect followers……………{: Loyalty       ) Use 1 { as any 1 motive when recruiting Characters.  

\: Power – reap territory and influence society….[: Influence     ) Use 1 [ to make 1 of your loyalists to go rogue.  

*: Exploration – invent Items and draw cards…….|: Knowledge   ) Use 2 | to draw 1 from Horizon.

~: Magic – power items, heal, and foretell…………}: Energy       ) Use 2 } to gain 1 of any resource.         

`: Strength – fight, defend, and conquer………………@: Damage      ) ‘Hit,’ i.e. place @ on an opposing card. See ‘Health.’    

$: Greed – gamble, smuggle, and tip the odds……..]: Wealth       ) Use 1 ] to reroll a 6-sided die.

Health: A card with a health value dies/is destroyed if it has @ on it equal to or greater than its health. To hit, you may move any number of @ from Player Zone onto a card typically a Character or Item. @ marking damage on a Character cannot be used or spent, but can be ‘healed’ removedby certain card abilites.

ROGUE TEXT: This font indicates rogue and Hazard abilities that work against players. If a rogue or Hazard ‘uses’ a resource, take it from any Plot or Player Zone – resources are not protected from rogues or Hazards by being at a different Plot.

‘Grab’:  Reveal cards from Horizon until a card with the           ‘Rig’ :   Look at and rearrange as desired.

          specified type is revealed. Draw that card and put the    ‘Here’:  At the same Plot.

          other revealed cards back in the same order.              £ temporary: Discard this card immediately after its effect

Uniqueness: You may include up to 1 copy of this card in a deck for each ^ printed besides the copyright information.


To recruit a rogue, spend 1  matching resource gem for each of the rogue’s motives. A Character with \ requires @@[ to recruit. Note in the GLOSSARY that { loyalty can be a stand-in for any other resource when recruiting a rogue. Any player can recruit any player’s rogue. New recruits are immediately unexhausted, can perform an ability on the same round.

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