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Triumph & Treachery: Free-For-Alls

In Triumph & Treachery, enemies are plentiful and allies are few. Your warband will face not one but multiple opponents, and to achieve victory over all requires both cunning and strength!

Triumph & Treachery battles are for 3-4 players, with each warband fighting against all of the others. These kinds of battles are often humorously chaotic, as the players are free to form temporary alliances - though whether those alliances are upheld with honour or breached in dastardly acts of backstabbing is anyone's guess!

The Warbands

Each player picks a warband following the core rules, with the exception that the points limit for each warband is 800 points.

Once warbands have been picked, players do not roll to determine the attacker and defender. Instead, the players sort themselves into an order using a series of roll-offs and then divide their fighters into battle groups in that order.

The Battleplan

To fight a Triumph & Treachery free-for-all, the players need to first decide upon a battleplan.

The battleplan will determine the terrain, deployment map, victory condition and twist in play.

List of Triumph & Treachery Battleplans

Terrain

If you are using the alternative terrain rules, one player sets up the battlefield terrain and then the other players roll off to decide who orientates the battlefield with the deployment map.

Deployment Points

In Triumph & Treachery freefor-alls, there are 4 deployment colours instead of 2: red, blue, green and yellow. In the deployment step, the players sort themselves into an order using a series of roll-offs and then, in that order, each player picks a colour.

Fighting The Battle

A Triumph & Treachery free-forall is fought using the core rules, with the following amendments:

Initiative Phase

In the initiative phase, an initiative order is determined by counting the number of singles each player has.

The player with the most singles is first in the initiative order, the player with the second most is second in the initiative order, and so on through to the player with the least singles, who is last in the initiative order.

If any players are tied for the same place in the initiative order, those players roll off to determine who is before the other in the initiative order. Players declare how they will use wild dice in initiative order.

Seizing The Initiative

Players can still attempt to seize the initiative as normal. Once all players have declared how they will use their wild dice in a battle round, count the number of singles each player has once more to redetermine the initiative order. If the number of singles any players have is now tied (and was not previously), those players roll off to determine who is before the other in the initiative order.

Reserve Phase

The reserve phase is resolved in initiative order.

Combat Phase

The players take turns to activate a fighter in initiative order (the player first in the initiative order does not pick which player takes the first turn).

If a fighter falls, the player next in the initiative order to the player taking their turn picks the point where the falling fighter is placed.

Optional Rule

Underhand Dealings

Every Triumph & Treachery battle will involve temporary truces between players as they team up to take down a bigger threat. A player might say, 'You have my word that 1 will not attack you this battle round if you promise not to attack me.' Not only is this allowed, but it is also encouraged!

In addition, when it is a player's turn to decide how to use their wild dice, other players who have yet to use theirs can choose to give any of their wild dice to that player (usually with some expected consideration, e.g. 'I will give you one of my wild dice if you promise not to attack me this battle round').

Note that any deals made are non-binding; players can choose not to honour them and betray their ally if they wish!