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MTG Treachery

Comprehensive Rules

Last updated August 9th, 2018

Introduction

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.

1. Game Concepts

109. Objects
115. Special Actions

2. Parts of a Card

205. Type Line

3. Card Types

314. Identities

7. Additional Rules

702. Keyword Abilities (Unveil & Undercover)
705bis. Rolling a die

9. Casual Variants

907. Treachery


1. GAME CONCEPTS

109. Objects
115. Special Actions

2. PARTS OF A CARD

205. Type Line

3. CARD TYPES

314. Identities

7. ADDITIONAL RULES

702. Keyword Abilities (Unveil & Undercover)
705bis. Rolling a die

9. CASUAL VARIANTS

907. Treachery