The Old World: Triumph & Treachery

This Old World: Triumph & Treachery set has been based on the Age of Sigmar ruleset found inside Dawnbringers Book V: The Mad King Rises.

In Triumph and Treachery multiple armies can meet on the same battlefield, determined to claim victory for themselves. The rules below detail how to fight Old World battles with three or more players, where makeshift alliances and dastardly backstabbing are the only ways to succeed. A clever general must use diplomacy and tactics to defeat their foes. Trust no one, and make your plans in secret.

COMMAND POINTS

In Triumph and Treachery battles, players receive 50 command points at the beginning of the battle.

Command Points are used in battle to purchase ploys and bribe other players. You keep track of your Command Points throughout the game, these are not secret and players are free to ask an opponent how many Command Points they have remaining at any time.

MAKING DEALS

At the start of each turn, before anything else all the players are allowed to give command points or victory points to another player. What you receive in return is up to you to negotiate. For example, you could ‘gift’ a player a command point or victory point for an agreement not to attack you in a phase. These deals are not binding however, and it is up to the other player whether they honour that deal.

ROLLING OFF

To roll-off in a Triumph and Treachery game, all players roll a dice and the player who rolls the highest wins the roll off. If several players are tied, players roll again, this continues until one player wins the roll off.

TURN ORDER

All players roll off at the start of the turn, and the player who wins decides which players will take their turn. They then take their turn. The remaining players then roll off once more with the winner deciding which player goes next that turn. This carries on until all players have had their turn that battle round.

ENEMY PLAYERS AND NEUTRAL MODELS

At the start of each phase (Shooting, Combat etc), the player whose turn it is picks one opponent to be their ‘enemy’ for that phase. A different player can be picked to be the enemy in each phase. Only models in the army of the opponent picked to be the enemy are considered to be enemy models in that phase. The models in the armies of all other opponents’ armies are instead considered to be neutral models and cannot be affected by abilities, spells or attacked in any way during that phase. Neutral models cannot use abilities.

Designer’s Note: When it is time for a player to pick who is their enemy for a phase, you can expect for the other players to plead their case or to offer to form temporary alliance. This is allowed and is all part of the fun. Don’t be surprised if your so-called ‘ally’ turns around to stab you in the back later on!

TURN SEQUENCE

Movement Phase: Neutral models are treated as enemy models in your movement phase.

Charge Phase: Units can only charge at enemy models.

Shooting Phase: In the shooting phase, only enemy units may be picked to be the target of a shooting attack. Attacks that affect models within a certain distance of a point do not affect neutral models.

Combat Phase: Only enemy units can be picked to fight against, neutral unit combats are considered tied for that phase.

TREACHEROUS PLOYS

Triumph and Treachery would hardly live up to its name if the players couldn’t pull off a dirty trick or two during the game! To this end, the following rules allow you to perform all kinds of shenanigans and lay sneaky traps for your foes.

GAINING PLOYS

Players can gain ploys in the following ways:

  • By paying the ploy’s command point cost at the start of each battle round (see ‘Start of Round Ploys’, below).
  • By rolling successfully for a bonus ploy in any phase in which they are a neutral player.
  • By making a deal with another player.

Each ploy gained by a player is recorded in secret on its own piece of paper. If a player wished to use a ploy, they must declare which ploy they are using and show the other players the relevant piece of paper. After a ploy us used, they piece of paper should be discarded to avoid confusion in later turns.

PLOY TABLES

Each table contains ploys that can be used in a specific phase of the turn, with the exception of the miscellaneous ploys table.

START OF ROUND PLOYS

At the start of each battle round before the roll off is carried out to determine who goes first, each player can purchase number of ploys depending on their total number of victory points.

  • If they have the most victory points at the start of the battle round, they can purchase up to 1 ploy.
  • If they have the fewest victory points at the start of the battle round, they can purchase up to 3 ploys.
  • Otherwise, they can purchase up to 2 ploys.

PLOY RESTRICTIONS

The following restrictions applies to all ploys:

  • A player cannot purchase a ploy from the same table more than once in the same turn, with the exception of the Miscellaneous Ploys.
  • The same ploy cannot be gained more than once in the same turn.
  • A player cannot have more than one of the same type of ploy at any given time.
  • A player cannot have more than 3 ploys in their possession at any given time.
  • If a player would gain more than 3 ploys, they must discard another before that plot comes into their possession.

NEUTRAL PLAYER BONUS PLOY

Immediately after a player chooses their enemy for a phase, all of the neutral players get a chance to gain a bonus ploy. This represents them hatching devious plots while their opponents are distracted in the heat of battle. Each neutral player rolls a D6. If playing a game with three players, a roll of 5 or 6 gains the neutral player a bonus ploy for no cost. If playing a game with more than three players, the bonus ploy is only gained on a roll of a 6.

USING PLOYS

During the turn, the plots a player possesses can be used to carry out the affects of the ploy. Once it has been used, the ploy is spent and cannot be used again until it is purchased or gained once more. Any ploys not used by a player can be kept and used in future turns.

Note that, unless specified otherwise a ploy can be used if the situation if affects does not involve any units belonging to the player using the ploy. In addition, some ploys are triggered by the actions of a unit -A player who plays such a unit can choose to change their mind and cancel the action.

START OF TURN PLOYS

Ploy and EffectCost
Allies of Convenience: You can use this ploy whenever a player chooses you as their enemy. If you do so, that player must pick a different player to be their enemy this phase.3 CP
Smuggled Nullstone: You can use this ploy when an enemy player attempts to cast a spell. If you do so subtract D3 from their casting roll.1 CP
Trickster’s Ring: You can use this ploy when an enemy wizard attempts to cast a spell. If you do so, a miscast occurs on any doubles in the casting roll.1 CP
Duplicitous Mage: You can use this ploy when an enemy wizard attempts to cast a spell. If you do so, that Wizard can cast no further spells that phase.2 CP
Magical Redirection: You can use this ploy when an enemy wizard attempts to cast a spell. If you so so, you may choose the target of that spell and not the controlling player.2 CP
Sorcerous Aid: You can use this ploy when a Wizard fails their casting attempt and you are a neutral player. That spell is successfully cast instead of failing.2 CP

MOVEMENT PHASE PLOYS

Ploy and EffectCost
Hidden Pitfalls: You can use this ploy when a player picks a unit to march. If you do so, that unit cannot march in that phase.1 CP
Surprise Attack: You can use this ploy at the start of your movement phase. If you so, pick one friendly unit and add D6″ to that unit’s movement characteristic until the end of the phase.2 CP

CHARGE PHASE PLOYS

Ploy and EffectCost
Caltrops: You can use this ploy when another player declares a charge, their charge distance is halved, rounding down.2 CP
Favourable Winds: You can use this ploy when another player declares a charge. Change one of their dice that is rolled to a 62 CP

SHOOTING PHASE PLOYS

Ploy and EffectCost
Target Their Blind Side: You can use this ploy at the start of the shooting phase. If you do so, pick 1 unit belonging to a different player. That unit must reroll successful saves until the end of that phase.2 CP
Sabotage: You can use this ploy in the shooting phase when a unit is picked to shoot. If you do so their range is halved for their missile weapons in this phase.2 CP
Scratching Powder: You can use this ploy in the shooting phase when a unit is picked to shoot. If you do so, subtract one from their hit rolls and wound rolls until the end of that phase.2 CP
Temporary Blindness: You can use this ploy in the shooting phase when a unit is picked to shoot. If you so so, the unit must reroll successful hit rolls until the end of that phase.2 CP
Ambushing Fire: You can use this ploy in the shooting phase if you are a neutral player. If you do so, pick 1 friendly unit. That unit can immediately shoot in that phase, if it does so, it must pick an enemy unit to target.3 CP
Pilfered Ammo: You can use this ploy in the shooting phase, when a unit is picked to shoot. If you do so, that unit cannot shoot in that phase.3 CP

COMBAT PHASE PLOYS

Ploy and EffectCost
Opportune Fury: You can use this ploy at the start of the combat phase. If you do so, pick 1 friendly unit. Add 1 to that units wound rolls for that phase.1 CP
Behind You!: You can use this ploy at the start of the combat phase. If you do so, that unit must reroll successful rolls until the end of that phase.2 CP
Enervating Hex:: You can use this ploy at the start of the fight phase. If you do so, that unit must reroll successful hit rolls this phase.2 CP
Obfuscations of Smoke and Bombs: You can use this ploy at the start of the combat phase. Pick 1 unit, that unit gains the Strike Last special rule for this phase.3 CP
Hidden Agents: You can use this ploy at the start of the combat phase if you are a neutral player. Pick 1 unit belonging to a different player, that unit gains the Strike First special rule for this phase.3 CP
Underhanded Strikes: You can use this ploy at the start of the combat phase. Pick 1 friendly unit, that unit gains the Strike First special rule for this phase.3 CP

MISCELLANEOUS PLOYS

Ploy and EffectCost
Projection of Strength: You can use this ploy at the end of any turn. When a player is determining the number of models contesting an objective, pick 1 unit and add D6 to the number of models that count as contesting the objective.2 CP
Misheard Orders: You can use this ploy when another player issues a ploy. If you do so, that ploy has no affect, though it still counts as being used.3 CP

SCENARIOS

ALTAR OF THE GODS

Armies march on a hallowed site. It is said the Gods themselves can be beseeched from this sacred altar.

THE BATTLEFIELD Place terrain as described on page 268 of the core rules.. One terrain feature must be set up in the centre of the battlefield. This terrain feature is the altar.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which long edge of the battlefield is the northern edge and assigns a territory to each player. That player then decides who will set up their units first, the remaining players roll off with the winner deciding who will set up their units second, continue this until all players have an order of set up. All players set up their units as shown on the map below and more than 9″ away from other players’ territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

BATTLE LENGTH The Game lasts for four battle turns.

THE ALTAR While a player controls the altar terrain feature, units in their army that are contesting is have a 5+ ward save.

VICTORY POINTS Victory points are scored as follows:

  • Each time a player’s unit destroys another unit, they score 1 victory point for every 100 points the destroyed unit costs.
  • At the end of each turn, the player who controls the altar scores 3 Victory Points

CONTROLLING THE ALTAR To control an objective, an army must have more models within 6″ of the objective than their opponent.

OLD WORLD CONQUEST: BONUS RENOWN Each friendly unit within 6″ of the Altar at the end of the battle gains 1 renown point.

GLORIOUS VICTORY When the battle ends players are ranked from 1st to 4th in descending order of their victory points.

If 2 or more players tie on victory points, they roll off to determine who finishes above the other.

The player who came first, wins a major victory, the player who came 2nd wins a minor victory.

RELIC OF POWER

After months of searching, the scouts of a marching force have at last located the powerful relic they sought. However, they were being tailed by the spies of their enemies, who now seek to claim the treasure for themselves!

THE BATTLEFIELD Place terrain as described on page 268 of the core rules.. One terrain feature must be set up in the centre of the battlefield. This terrain feature is the relic.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which long edge of the battlefield is the northern edge and assigns a territory to each player. That player then decides who will set up their units first, the remaining players roll off with the winner deciding who will set up their units second, continue this until all players have an order of set up. All players set up their units as shown on the map below and more than 9″ away from other players’ territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

THE RELIC If a character moves within 1″ of the relic during their movement phase, that player can choose for them to pick it up. If they do so, they must place relic next to that character to show that they are carrying it. If the character is slain, the relic is dropped. The commanding player must set up the relic within 1″ of the character before removing them from play. If it is dropped, the relic can be picked up again by another character.

BATTLE LENGTH The Game lasts for four battle turns.

VICTORY POINTS Victory points are scored as follows:

  • Each time a player’s unit destroys another unit, they score 1 victory point for every 100 points the destroyed unit costs.
  • At the end of each turn, the player who controls the relic scores a number of victory points equal to the turn number.

GLORIOUS VICTORY When the battle ends players are ranked from 1st to 4th in descending order of their victory points.

If 2 or more players tie on victory points, they roll off to determine who finishes above the other.

The player who came first, wins a major victory, the player who came 2nd wins a minor victory.

OLD WORLD CONQUEST: BONUS RENOWN Each friendly unit within enemy territory at the end of the battle gains 1 renown point.

RAIN OF STARS

Portents scryed from the stars above have foretold of this night and its rain of meteoric ore.

THE BATTLEFIELD Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which long edge of the battlefield is the northern edge and assigns a territory to each player. That player then decides who will set up their units first, the remaining players roll off with the winner deciding who will set up their units second, continue this until all players have an order of set up. All players set up their units as shown on the map below and more than 9″ away from other players’ territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

BOUNTY OF THE HEAVENS At the start of the second turn, before determining who has the first turn, one player rolls a dice and checks the map to determine where the first objective is set up. At the start of the third battle round set up two more objectives in this way.

BATTLE LENGTH The Game lasts for four battle turns.

VICTORY POINTS Victory points are scored as follows:

  • Each time a player’s unit destroys another unit, they score 1 victory point for every 100 points the destroyed unit costs.
  • At the end of each turn, players earn D6 victory points for each objective they hold.

GLORIOUS VICTORY When the battle ends players are ranked from 1st to 4th in descending order of their victory points.

If 2 or more players tie on victory points, they roll off to determine who finishes above the other.

The player who came first, wins a major victory, the player who came 2nd wins a minor victory.

OLD WORLD CONQUEST: BONUS RENOWN Each friendly unit within enemy territory at the end of the battle gains 1 renown point.

BLOOD IN THE BADLANDS

Rich in resources, this territory is hotly contested by multiple factions who each seek dominance over their rivals.

THE BATTLEFIELD Place terrain as described on page 268 of the core rules.

DEPLOYMENT Once the battlefield has been set up, the winner of a roll-off chooses which long edge of the battlefield is the northern edge and assigns a territory to each player. That player then decides who will set up their units first, the remaining players roll off with the winner deciding who will set up their units second, continue this until all players have an order of set up. All players set up their units as shown on the map below and more than 9″ away from other players’ territory. Players deploy their armies using the alternating units method, as described on page 285 of the core rules.

BATTLE LENGTH The Game lasts for four battle turns.

VICTORY POINTS Victory points are scored as follows:

  • Each time a player’s unit destroys another unit, they score 1 victory point for every 100 points the destroyed unit costs.
  • At the end of each turn, players earn D6 victory points for Border Zones which contain friendly units and no other player units.

GLORIOUS VICTORY When the battle ends players are ranked from 1st to 4th in descending order of their victory points.

If 2 or more players tie on victory points, they roll off to determine who finishes above the other.

The player who came first, wins a major victory, the player who came 2nd wins a minor victory.

OLD WORLD CONQUEST: BONUS RENOWN Each friendly unit within enemy territory at the end of the battle gains 1 renown point.

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4 thoughts on “The Old World: Triumph & Treachery”

  1. Love this, want to try it for a friendly event. One question though: Why does each player start with 50 Command Points? It seems way too much, when the maximum amount of points you can spend is 4*3*3 =36 points. Am I missing something here?

    1. Glad you like it! You get 50 because you can also use command points to bribe opponents from not attacking you. Though I agree it probably needs some tweaking

      1. I will be trying the rules with four players this weekend. We are houseruling that you get 1 Victory Point per 10 unspent Command Points (rounding down) at the end of the game. That way you get a dynamic economy with the Command Points.

        The rules could do with a little cleaning up, especially with how the word “turn” is used, and there are a few TOW specific things like Vortex spells that need to be adressed. We will be playing as if they only move in the turn of the player that was designated as the enemy player when the spell was cast, and that they can only be dispelled by players who designate the casting player as their enemy in their start of turn/movement phase.

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