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2025/03/10 19:41:07
Subject: Guards of Traitor's Toil Rules Overview .PDF
I wish they had some of the detailed rules for what a guard squad needs to include or what the villagers need to play the game. I know it's fairly open-ended, but I imagine there are some limitations.
Thanks. If you've pre-ordered, you can get a free copy of the rules in pdf. If you place a pre-order now, you can add the pdf to the basket and it is free. The rules cover both the guards and civilians.
and very nice it is too. there are bases in the box, not the stone texture ones from the pictures (not entirely unexpected that) but the usual plain Wargames Atlantic ones which I actually like. nice hole for a magnet is especially nice, now to find the magnets.
rulebook is good, already had the pdf but this is good. may be worth getting is spiral bound or similar though.
now of course have the cards, with which the rules make a lot more sense, and the full counter sheets (two in the box, another in the expansion) and the dice which are actually quite nice and have two sets of them now.
Roster sheets are nice, A4 sized and the pad has plenty of them. would be easy to scan & copy more if needed but the pad will be plenty to start with, and if just doing one shot games the cards are fine anyway - can see the pad being good for basic starter games as a one page "this is what you have" reference though
need to spend a bit of time thinking how best to assemble the models, specifically how to equip the guards, can see getting another box to have more options as they will be very useful as generic "guards" in other games (e.g. warhammer roleplay), ditto the civilians really.
already pondering crossovers with 0200 hours for midnight raids in the dark ages and similar
2025/03/27 17:16:27
Subject: Guards of Traitor's Toil Rules Overview .PDF
Can't wait to see more in-depth reviews of the game. I really want to know more of the details. I also keep waiting for the game to go up for sale at a US seller so I don't need to pay through the nose for shipping.
2025/03/31 12:20:52
Subject: Guards of Traitor's Toil Rules Overview .PDF
A few questions have come up about how the Patron cards from the Busy Streets set work... In retrospect I should have added a note in the rulebook somewhere:
Patron cards are an optional rule, suggested for use once all players are familiar with the game. They reward playing in a style that your patron would approve of and provide some secret objectives for players to achieve!
Each player should choose one of the four Patron lords and ladies as described in the rulebook - if you are playing an ongoing campaign, your patron cannot change.
Before each the game starts, randomly draw three of the four cards for your patron. Keep your cards secret and reveal them at the end of the game to hopefully claim some extra coins and perhaps snatch victory!
NB. If multiple players have the same patron, there won't be enough cards so you'll have to make do.
Sergeants
If you are using patrons, then you may only recruit the sergeant with the matching colour shield.
2025/04/04 19:22:01
Subject: Re:Guards of Traitor's Toil Rules Overview .PDF
At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.
2025/04/05 01:15:32
Subject: Re:Guards of Traitor's Toil Rules Overview .PDF
Have now had a couple of games, part painted models etc.
This plays seriously nicely, actually arresting someone requires a bit of thought and ganging up, its not a "one turn I arrest you, next turn I arrest you" think (basically need a critical success to actually subdue someone, which takes a few of you or over a few turns as they struggle)
the way the plots keep on coming means stuff very quickly snowballs unless you cooperate to keep on top of it too.
points of note:
- seriously needs a way to identify suspects when they have no action tokens, and also which suspect applies to which ongoing plot - planning some coloured sabot bases and tokens for the plot cards - the training scenario isn't too hard but we quickly had half a dozen suspects from three different plots on going here
- the way the townsfolk move is fun and plays a lot better than it reads, especially if you are creative with the 'identify' process, really do need to take care building the models to have the options though
- you really need to think about the order you activate guards in so that you can gang up effectively for the arrest
- training scenario was pretty fast, about two hours and thats with a lot of rules reading and people wandering over asking questions, the first proper scenario took longer and we didn't quite get through all the plots before we called time
so far plenty of rules not yet tried, e.g. the different weapons were left out today just to get a hang of the basic stuff
2025/04/05 17:09:12
Subject: Guards of Traitor's Toil Rules Overview .PDF
- seriously needs a way to identify suspects when they have no action tokens, and also which suspect applies to which ongoing plot - planning some coloured sabot bases and tokens for the plot cards - the training scenario isn't too hard but we quickly had half a dozen suspects from three different plots on going here
I'm in the FB group for this as I wait and this is one of the more common issues people are looking to solve as it gets confusing.
2025/04/05 17:16:32
Subject: Guards of Traitor's Toil Rules Overview .PDF
- seriously needs a way to identify suspects when they have no action tokens, and also which suspect applies to which ongoing plot - planning some coloured sabot bases and tokens for the plot cards - the training scenario isn't too hard but we quickly had half a dozen suspects from three different plots on going here
I'm in the FB group for this as I wait and this is one of the more common issues people are looking to solve as it gets confusing.
was the only real problem today, well a few others but down to not reading the book clearly (e.g. some suspect actions you look at and go eh? but the book does cover how it works). the rest worked but this bit was the harder part to keep track of. think coloured or numbers (or both!) markers with something for the model to stand on and something to sit on the card or sit the card in will be the easy solution without being too obtrusive in game
2025/04/06 18:35:05
Subject: Guards of Traitor's Toil Rules Overview .PDF
Have now had a couple of games, part painted models etc.
This plays seriously nicely, actually arresting someone requires a bit of thought and ganging up, its not a "one turn I arrest you, next turn I arrest you" think (basically need a critical success to actually subdue someone, which takes a few of you or over a few turns as they struggle)
the way the plots keep on coming means stuff very quickly snowballs unless you cooperate to keep on top of it too.
points of note:
- seriously needs a way to identify suspects when they have no action tokens, and also which suspect applies to which ongoing plot - planning some coloured sabot bases and tokens for the plot cards - the training scenario isn't too hard but we quickly had half a dozen suspects from three different plots on going here
- the way the townsfolk move is fun and plays a lot better than it reads, especially if you are creative with the 'identify' process, really do need to take care building the models to have the options though
- you really need to think about the order you activate guards in so that you can gang up effectively for the arrest
- training scenario was pretty fast, about two hours and thats with a lot of rules reading and people wandering over asking questions, the first proper scenario took longer and we didn't quite get through all the plots before we called time
so far plenty of rules not yet tried, e.g. the different weapons were left out today just to get a hang of the basic stuff
Thank you! I have been hoping someone with the rules would post commentary like this. I've heard a few people say that you need to be really careful with how you build the villagers and guards, but wasn't sure exactly what that meant. This helps a lot.
2025/04/07 00:26:09
Subject: Guards of Traitor's Toil Rules Overview .PDF
Thank you! I have been hoping someone with the rules would post commentary like this. I've heard a few people say that you need to be really careful with how you build the villagers and guards, but wasn't sure exactly what that meant. This helps a lot.
You don't need to be as strict with villagers as you do guards. There are charts to determine what type of villager get selected to be a suspect that starts with a broad type and then gets narrowed down by items they may have on them. If nothing matches the items then you just choose one (which is also a possible result on a die). So as long as you can classify the type (Arcane, expensive, consume, weaponry, tools, perform) easily -- which people are doing via colored bases generally -- you can simply take items that aren't on the list but similar enough to the items to count to keep the suspect randomness. Though the plastic kits will have less of an issue with this vs adding models from different lines. Once selected they all play pretty much the same from what the rules imply. If they have weapons on the model then they have those in game but if they don't they have daggers for both melee and ranged or use magic.
For guards its much more important as the game wants you to play WYSIWYG for them and what actions you can take. You need "empty" hands (no item or carrying an item that doesn't exist in the game's equipment list) to use magic or grab someone for example.
This message was edited 1 time. Last update was at 2025/04/07 00:27:19
2025/04/07 15:11:10
Subject: Guards of Traitor's Toil Rules Overview .PDF
Indeed, there are more than a few items on the identify card that don't have components in the existing plastic kit ("goblet" is one that springs to mind but there are several) so you can't really rely on the modelling, better to have your citizens match the general vibe of the 6 archetypes and have a variety of things in their hands so you can easily tell them apart.
Enormously fun model kit to play with, just as the 0200 hrs kits were, I am pleased with my purchase.
2025/04/08 20:24:01
Subject: Guards of Traitor's Toil Rules Overview .PDF
for stuff like "goblet" here we went along the lines of "well he looks like he came from the pub" and similar. specifically not marking them into the six general classes here. want the models for other games for one thing but also makes it easy to find the ones with eyes too close together.
its fun, you need to approach it in a slightly light hearted way, I suspect thats partly why its fantasy and not historical, though it could easily be made so if you wished.
goblins, halflings, elves, dwarfs etc can all be here if you want, or missing if you don't want
you do want to build townsfolk as a varied bunch though
have for now at least been a bit more flexible with the guards, though that will close down as more models are built
2025/04/08 21:26:00
Subject: Guards of Traitor's Toil Rules Overview .PDF
Have now had a couple of games, part painted models etc.
This plays seriously nicely, actually arresting someone requires a bit of thought and ganging up, its not a "one turn I arrest you, next turn I arrest you" think (basically need a critical success to actually subdue someone, which takes a few of you or over a few turns as they struggle)
the way the plots keep on coming means stuff very quickly snowballs unless you cooperate to keep on top of it too.
points of note:
- seriously needs a way to identify suspects when they have no action tokens, and also which suspect applies to which ongoing plot - planning some coloured sabot bases and tokens for the plot cards - the training scenario isn't too hard but we quickly had half a dozen suspects from three different plots on going here
- the way the townsfolk move is fun and plays a lot better than it reads, especially if you are creative with the 'identify' process, really do need to take care building the models to have the options though
- you really need to think about the order you activate guards in so that you can gang up effectively for the arrest
- training scenario was pretty fast, about two hours and thats with a lot of rules reading and people wandering over asking questions, the first proper scenario took longer and we didn't quite get through all the plots before we called time
so far plenty of rules not yet tried, e.g. the different weapons were left out today just to get a hang of the basic stuff
Thank you! I have been hoping someone with the rules would post commentary like this. I've heard a few people say that you need to be really careful with how you build the villagers and guards, but wasn't sure exactly what that meant. This helps a lot.
Seconding this; thank you for the write up for those curious!
hopefully having another run at this Thursday and will try to get some of the stuff I got wrong, right this time.
annoyingly not had real time to print up more terrain or work on the townsfolk, just a bit of highlighting on some more guards.
happy to look at and specific questions.
worth noting you will want a way to tell guards apart, numbered bases or something. most of the stats they have are similar, typically 3 or 4, but it does vary and you can add traits to vary them a bit more but need to identify specific models