Treachery! is the first expansion for Professor Pugnacious’ Portfolio of Perils, Pugilism, and Perfidy. It will be a reach goal for the Kickstarter campaign. It consists of 11 new Main Deck cards, 4 new Adversaries, and a new Finale.

Treachery!’s theme is Failure. There’s a new class, the Traitor, who joins up with the enemies: he can’t fight Adversaries, and he gains XP whenever his opponents lose to their adversaries. (Classes are a special kind of card: they remain in play after you play them, giving you a bonus each turn, and you can only have 1 Class in your deck). There are a number of new cards with Failure on them, and a new card keyword: Stealth. Cards with Stealth are played facedown and revealed during the Combat Phase, after everyone has chosen what they’re going to fight, and usually give Failure. This makes it harder to tell if you’re going to win, making the decision on what to fight more difficult. The Traitor can play any card as though it had Failure, which brings an element of bluffing into play.

The new monsters include the Infiltrator, which covers the Training Dummy and makes it so you can’t fight that as long as it’s in play,  and Standoff, which forces you to fight it if you’re able, and doesn’t go away unless everyone defeats it. This changes up the options and forces new forms of player interaction, and makes for interesting new scenarios. It was designed with games with more than 2 players in mind, but is working surprisingly well in 2 player games.

Treachery! also has a Location, a new kind of card found in the Adversary, but which is more focused on in the next expansion, Locomotion!, so I’ll discuss it there.

Finally, Treachery has a new Finale: working name the Rival Professor. He’s actually a Mastermind, which is a bit different than a Finale. You can have up to 2 Finales and up to 1 Mastermind in play. The core game only comes with 1 Finale, but each expansion comes with either a Finale or a Mastermind-if you get Treachery! and Locomotion! and any other expansions or promo sets, you’ll soon max out the number you can play a game with. Normally, defeating a Finale ends the game, but if there’s a Mastermind in play, then it doesn’t-Finales are basically a bigger Adversary. Not quite minions, more of lieutenants to the Mastermind, they’re big bruisers, but not the final opponent. Now you have to defeat the Mastermind himself to end the game (or run out of either deck, of course). If you have two Finales in play and no Masterminds, defeating either of them ends the game.

In the next post I’ll discuss Locomotion!, and talk about Locations.

Leave a comment

Leave a comment

Your email address will not be published. Required fields are marked *