Kings of Treachery Cards

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PARANOIA

Play if a player picks you as


the enemy player. The
player must pick a different
enemy player.
HIDDEN
TRAP
Play this card when a player
announces that one of their
units is going to move. The
unit may not be given an
Advance! or At the Double!
order.
AMBUSH
FIRE
Play if you are a neutral
player in a Shoot phase. One
of your units may
immediately shoot at a unit
belonging to the player
chosen as the enemy player
this phase.
TRICKSTER’S
RING
Play when a Wizard
nominates a spell to cast.
The spell will fail if there are
duplicate values on the dice
roll.
ALLIANCE
Play if a player with an army of
the same alignment picks you
as the enemy player. That
player must pick a different
enemy player.
ANCIENT
ENMITY
Play if a player with an army of
the same alignment or a
neutral alignment picks you as
the enemy player. That player
must pick a different enemy
player.
CUNNING
RUSE
Play at the start of the Melee
phase. When the unit rolls to
hit in this combat, it can reroll
all dice that score a natural,
unmodified 1.
SECRET
AGENDA
Play if the player deployed on
your right wins a combat. You
receive one Victory Token.
SECRET
AGENDA
Play if the player deployed on
your right wins a combat. You
receive one Victory Token.
MASTERSTROKE
Play if the player deployed on
your left wins a combat. You
receive one Victory Token.
MASTERSTROKE
Play if the player deployed on
your left wins a combat. You
receive one Victory Token.
SABOTAGE
Play in the Shoot phase when a
war machine is picked to make
a shooting attack. It may not
shoot that phase.
“BAD LUCK
SIR!”
Discard two Victory Tokens to
allow a unit attacking an
individual in combat to reroll
all dice that score a natural,
unmodified 1, when rolling to
hit.
FORGERY
Play when a unit declares a
Charge! against another unit.
The charged unit can not
benefit from Inspiring this turn.
MISDIRECTION
Play when a wizard is selected
to cast a spell. Discard one
Victory Token to pick the target
for the spell.
INSPIRE FURY
Play at the start of a Melee
phase. Select a unit - all melee
hits inflicted by the unit have a
+1 modifier when rolling to
damage
SCRATCHING
POWDER
Play this card in the Shoot
phase when a unit is
nominated to shoot. That unit
counts as having moved this
turn.
BRIBE
Play this card in the Shoot
phase when a unit is nominated
to shoot. Discard two Victory
Token to stop that unit shooting
in that phase.
TRAITOR!
Play this card at the start of the
Melee phase. Discard one
Victory Token to prevent one
unit from using the Inspiring
rule for that phase.
RICHES
Play this card when a charging
unit destroys its targets. It may
not complete a Regroup move,
and must remain in the same
position.
SECRET RAID
Play this card when a unit is
picked to make a shooting
attack. The unit must re-roll all
successful To Hit rolls.
DIRTY TRICK
Play when one of your units is
charged. When attacking this
unit in its front, enemies suffer
an additional -1 to hit in
melee.
OIL SLICK
Play at the start of a Melee
phase. Select one of your
units. All melee that takes
place within 12” of it must re-
roll all successful To Hit rolls .
GAS BOMB
Play at the start of a Move
phase. Select another player’s
unit within 12” of one of your
units. That unit is considered
to be Hindered for the
remainder of this turn.
SURPRISE
ATTACK
Play at the start of your Move
phase. Pick one of your units.
That unit has +D3 Speed for
that phase.
NULL STONE
Play when a wizard is selected
to cast a spell. They roll half
the dice (rounding down) for
that spell than they normally
would.
CALTROPS
Play when a player nominates
one of your units as the target
of a Charge!. The charging
must complete the move,
however will Halt! one inch
away from the intended target.
RETRIBUTION
Play if you win a combat in
your turn against the last
player to chose you as the
enemy player. You receive two
extra Victory Tokens.
UNDERDOG
Play when the player with the
least valuable paychest wins a
combat, You receive two
Victory Tokens.

If no single player has the least


valuable paychest this card
cannot be used.
SECRET
INFORMATION
Play at the start of the Melee
phase. Pick one of your units –
that unit receives +1 on all To
Hit rolls for that phase only.
LOOK BEHIND
YOU!
Play this card at the start of the
Melee or Shoot phase.
Nominate one unit – their
defence is lowered by 1.
DON’T LISTEN
TO HIM!
Play this card when a unit is
given a Charge! order. That
unit immediately gains the
Yellow Belly rule for that
phase.
SORCEROROUS
AID
Play if you are a neutral player
when a wizard fails to cast a
spell. The spell will immediately
succeed however the wizard
may not cast next turn.
DUPLICITOUS
MAGE
Play when a wizard is
selected to cast a spell.
Discard two Victory Tokens to
stop that wizard from casting
any spells for the remainder
of the phase.
BETTER PART
OF VALOUR
Play when a player is
making a nerve test. Discard
one Victory Token - that
player must roll an
additional D6 for that test.
CLANDESTINE
AID
Play when a player is
making a nerve test within
12” of one of your units.
That player must roll one
less D6 for that test.

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