This document is the ultimate authority for Magic: The Gathering™"Treachery" variant. It consists of an add-on to the official Magic: The Gathering Comprehensive Rules document (thereafter referred as "Official CR") with a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters "l" and "o" due to potential confusion with the numbers "1" and "0"; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)
This document is NOT meant to be read beginning to end; instead it’s meant to be consulted when specific rules questions come into play.
Changes may have been made to this document since its publication. You can download the most recent version from this website, right here. If you have questions, you can get the answers from us at Forum.mtgTreachery.net.
Below you may find all Treachery extra rules added to the Official CR.
109.2tr. If an ability of an identity card includes the text "this identity," it means the identity card in the command zone on which that ability is printed.
109.4tr. In a Treachery game, each identity card is, by default, controlled by its owner. See rule 314.5.
115. Special Actions
115.2. There’s an extra special action:
115.2tr. In a Treachery game, turning a face-down identity card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 907.4b.
2. PARTS OF A CARD
205. Type Line
205.3g-bis. In a Treachery game, there’s an additional artifact type: Junk.
205.3tr. Identities have their own unique set of subtypes; the subtypes are called identity types (or roles). The identity types are Leader, Guardian, Assassin, and Traitor.
3. CARD TYPES
314.1. Identity is a card type seen only on nontraditional Magic cards. Only the Treachery casual variant uses identity cards. See rule 907, "Treachery."
314.2. Identity cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If an identity card would leave the command zone, it remains in the command zone. Identity cards that aren’t in the game can’t be brought into the game.
314.3. Identity subtypes are always a single word and are listed after a long dash: "Identity — Leader." Each word after the dash is a separate subtype. Identities may have multiple subtypes. Identity subtypes are also called identity types. See rule 205.3tr for the complete list of identity types.
314.3a. The Leader subtype comes with an inherent static ability that set its controller as the starting player. If multiple players would be the starting player, one of those players is chosen at random.
314.4. An identity card may have any number of static, activated and triggered abilities. As long as an identity card is face up in the command zone, its static abilities affect the game, its activated abilities may be activated and its triggered abilities may trigger.
314.4a. Abilities of identity cards may affect the start-of-game procedure.
314.4b. Face-down identity cards have no characteristics.
314.5. The owner of an identity card is the player who put it into the command zone at the start of the game. The controller of an identity card is, by default, its owner.
314.6. If an ability of an identity card includes the text "this identity," it means the identity card in the command zone that’s the source of that ability. This is an exception to rule 109.2 in the official CR.
314.7. If an ability of an identity card includes the text "[identity subtype] player," it means a player controlling a face-up identity card with that type.
314.8. Most identity cards have a triggered ability that triggers when it’s unveiled. "When [this identity] is unveiled" means "When [this identity] is turned face up as part of an unveil special action."
314.9. At any time, you may look at a face-down identity card you control. You can’t look at face-down identity cards controlled by other players unless an ability allows you to do so.
314.10. As a face-down identity card is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down identity card still apply to the face-up card.
314.11. If a face-down identity card becomes a copy of another identity card, its copiable values become the copiable values of that identity card, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other identity card. See rule 706.3 in the official CR.
314.12. If a face-down identity card would have an "As [this identity] is unveiled . . ." ability after it’s turned face up, that ability is applied while that identity card is being turned face up (as part of an unveil special action), not afterward.
7. ADDITIONAL RULES
702. Keyword Abilities (Unveil & Undercover)
702.187a. Unveil represents two replacement effects. The first functions as an identity card with unveil is put into the command zone. The second effect applies when its controller leaves the game. "Unveil [cost]" means "This identity card enters the command zone face down" and "As you lose the game, turn this identity face up."
702.187b. Identity cards can’t normally start the game face down. An unveil ability allows you to do so.
702.187c. Any time you have priority, you may turn a face-down identity card you control with an unveil ability in the command zone face up. This is a special action; it doesn’t use the stack (see rule 115.2tr). To do this, show all players what the identity card’s unveil cost would be if it were face up, pay that cost, then turn the identity card face up. (If the identity card wouldn’t have an unveil cost if it were face up, it can’t be turned face up this way.)
702.187d. Most identity cards with unveil have abilities that trigger when they’re unveiled. "When [this card] is unveiled" means "When [this card] is turned face up as part of an unveil special action."
702.187e. If an identity card’s unveil cost includes X, other abilities of that identity may also refer to X. The value of X in those abilities is equal to the value of X chosen as the unveil special action was taken.
702.187f. Some identity cards, usually with the Guardian subtype, have a special unveil restriction indicated over their unveil ability. They’re preceded by the ability word "Undercover" in italics at the beginning of that restriction. Players can’t use the unveil ability from such identity cards as long as the restriction hasn’t been met.
702.187g. If a player leaves the game, all face-down identity cards controlled by that player must be revealed to all players. At the end of each game, all face-down identity cards must be revealed to all players.
705bis. Rolling a die
705bis.1. To roll a six-sided die for an object, the affected player rolls a six-sided die and reads the number showed by the upper face of the die. This number is referred to as the result of the roll.
705bis.2. Some objects asking for those rolls list a series of six effects preceded by a number followed by a long dash (—). After rolling the die, the player resolves the effect preceded by the number corresponding to the obtained result.
705bis.3. A six-sided die must be a six-sided object with easily distinguished sides and equal likelihood for each side to land face up. Each side must represent a different number, comprised between 1 and 6. Other methods of randomization may be substituted for rolling a six-sided die as long as there are six possible outcomes of equal likelihood and all players agree to the substitution.
9. CASUAL VARIANTS
907.1. In the Treachery variant, a group of players play Magic with identity cards. The Treachery variant was created and popularized by fans; an independent rules committee maintains additional resources at mtgTreachery.net. The Treachery variant uses all the normal rules for a Magic game or any other game variant, with the following additions.
907.2. A Treachery game is always a multiplayer game, played with four or more players (best played with five or six). The default setup for a Treachery game is the Free-for-All multiplayer variant with the attack multiple players option (see rule 802 in the official CR) and without the limited range of influence option. See rule 806, "Free-for-All Variant" in the official CR.
907.2a. The Treachery variant is best paired with the Commander/EDH variant. In this case, the Commander decks are chosen before preparing the Treachery variant.
907.3. In addition to the normal game materials, an identity deck must be prepared.
907.3a. An identity deck must consist of exactly one identity card per player. All identity cards remain in the command zone throughout the game.
907.3b. An identity deck must contain no more and no less than one identity card with the Leader subtype, at least one identity card with the Traitor subtype, and a number of identity cards with the Assassin subtype equal to half the number of players, rounded down. The remaining identity cards must be of the Guardian or Traitor subtype. The default setup for an identity deck for a five-player game is 1 Leader, 1 Guardian, 2 Assassins and 1 Traitor.
907.4. At the start of the game, the identity deck is shuffled, and then each player is dealt face-down an identity card from the identity deck. This identity card is considered in that player’s possession and they put it into the command zone. Once all identity cards have been dealt, the owner of the identity card with the Leader subtype turns it face up.
907.4a. Each player carries out any secret effects that affect the start-of-game procedure via a neutral party.
907.4b. Identity cards with unveil are put into the command zone face down. Any time a player has priority, they may turn a face-down identity card they control face up by using an unveil special action. See rule 702.TrUnv-1, "Unveil."
907.5. Each player’s starting life total is 20 (unless an ability or game variant modifies the starting life total). Each player’s starting hand size is seven cards (unless an ability or game variant modifies the starting hand size).
Note: If you play a game of Treachery with the Commander/EDH variant, each player’s starting life total is 40 and each player’s starting hand size is seven cards. If you play with the Vanguard variant, each player’s starting totals are modified according to their Vanguard character card.
907.6. Rather than a randomly determined player, the Leader player is the starting player. If multiple players would be the starting player, one of those players is chosen at random.
907.7. The Treachery variant includes the following specifications for winning and losing the game, which are bound to the identity card dealt to the player. All other rules for ending the game also apply (see rule 104, "Ending the game" in the official CR), with the exceptions outlined in rule 907.8.
907.7a. The Leader player and the Guardian players are members of the same team. The Assassin players form a second opposing team. The Traitor players have no team and fight for themselves.
907.7b. The Leader player wins the game if all other players, except for the Guardian players, have lost the game.
907.7c. Guardian players win the game if the Leader player wins, even if a Guardian player had previously lost that game (see rule 104.2c in the official CR, or below). Guardian players lose the game if the Leader player loses.
907.7d. Assassin players win the game if the Leader player loses the game. If an Assassin player had previously lost that game, they still do win the game (see rule 104.2c in the official CR, or below).
907.7e. Assassin players cannot win the game anymore if all Assassin players have lost the game. See rule 104.3g in the official CR, or below.
907.7f. Traitor players consider all other players in the game, including other Traitor players, as opponents. The Traitor player wins the game if all of that player’s opponents have lost the game. This happens immediately and overrides all effects that would prevent that player from winning the game.
Note: This role is very difficult because you will have to eliminate each of your opponents before they reach their respective win conditions. But keep in mind that your role is granted with a more powerful unveil triggered ability.
907.7g. Players are considered opponents to each other as long as their identities are face-down.
907.8. Before a player leaves the game, several special rules occur.
907.8a. As a player loses the game, they reveal their identity card.
907.8b. When a player loses the game, allow all objects owned by that player that have an identity source to trigger and resolve before priority is passed, and before that player leaves the game. All other objects the player owns leave the game as normal, as outlined in rule 800.4a in the official CR.