What Are Friends For?
To survive the perils of the Dungeons & Dragons Roleplaying Game, you need to keep your friends close . . . and betray them when the time is right. Drow Treachery cards boost your chance of survival, often at the expense of your adventuring companions. Try them out in the Dungeons & Dragons Encounters in-store play program!
Each Drow Treachery booster pack contains 8 randomized cards from a complete set of 80 cards, as well as instructions for how to use the cards in play.
How to Play
At the start of each encounter, shuffle your deck and draw a card.
You can play one card per round. It requires no action to play. The rules on each card state when you can play it and what effect it has. A card takes effect just once unless it states otherwise, and you discard the card when its effect ends.
You can have only one Fortune Card in your hand at a time. At the start of each of your turns, you can do one of the following:
•Discard the card in your hand and draw a new one.
•Draw a new card if you don’t have one in your hand.
•Keep the card that’s in your hand if you haven’t played it.
These cards are an optional addition to a Dungeons & Dragons game, intended for use in a campaign set in a drow city. They use the optional rules on station in drow society as presented in the Menzoberranzan: City of Intrigue supplement.
Treachery cards are a new kind of Fortune Card. Each card has a value in Worth; when that card takes effect, you gain the stated Worth. A few cards have a negative Worth, which reduces your Worth when they take effect. You can play as many Treachery cards in an encounter as you wish, but you cannot gain more Worth than the highest-value card you played during an encounter.
If you are not using the rules on station in drow society, you can still play Treachery cards. When any effect would grant you Worth, you instead gain a bonus to AC equal to the Worth value until the end of your next turn. Negative Worth reduces your AC in the same way. If an effect would reduce an ally’s Worth, that ally instead takes a penalty to AC equal to the Worth value until the end of your next turn. (If a Treachery card’s effect would increase or decrease your AC, use the greater of the card’s effect or the Worth value to determine the modifier.)