|Publisher||Great Northern Games|
|Suggested Age||12 and up|
The Last Alliance
Noble Treachery™ is a card and dice game fusion: form alliances, test the fates, declare war, invoke diplomacy, poison enemies and claim the throne. The game is typically played with 4 to 6 players (there are several game variants including a 3 player version on our “Game Variants” page). Game time is approximately 1 hour.
Ever plan a game event with 4 to 6 players that have various gaming experiences that range from casual to hardcore gamers? What game do you break out? You want to give your hardcore gamer friends an immersive, rich gaming experience. At the same time you don’t want to overwhelm your casual gamer friends with a 3 hour game that has a 25 page rulebook and a 30 minute learning curve. What do you do?
Break out Noble Treachery™. Teach it in 10 minutes, learn it for a life time. Your hardcore gamers won’t lament their drive over to your house and your casual gamers won’t be wishing they had stayed home.
Noble Treachery™ easily scales to 5 and 6 players without adding significant game time. Check it out !
From the back of the box:
The time of peace and prosperity for the Kingdom of Black Rose has ended with the untimely and mysterious death of the king. With no heir, it is now up to the five great noble houses to choose a successor to the throne. Only the most cunning and treacherous player will be able to unify the five noble houses and ascend to the throne.
Noble Treachery TM is a card and dice game for 4 to 6 players where players risk their tenuous political alliances during the chaos of war or the treachery of diplomacy to form new alliances with the noble houses of Black Rose. The first player to form an alliance with each of the noble houses becomes the King or Queen of Black Rose and wins the game. Players utilize armies, knights, nobles, clerics, spies, castles, witches, thieves, mages and poison in an ever-changing quest to win the support of the noble houses.
Noble Treachery is about thrills, love of the chase, close finishes, moments of shock and comeback victories.