Board Game
Treasonable Doubt
By Brian Compter · Art by Louis Durrant
In Treasonable Doubt, players take the role of factions fighting by night to gain control of the remote nation of Intrepigo. On their turn, players send agents, each of whom have been trained to various levels, to key locations on the island. Once all agents have been dispatched, they are revealed, and the player with the highest value of agents on each location gets the first choice of the available actions at that location. Actions include gaining and trading resources like documents, guns and luxuries, completing missions, training agents, and gaining intel in one of three research areas (Training, Combat and Politics.) After the 6th round, the coup is won by the player who has gained the most Influence over the island - be that through missions, political influence, or completion of their secret agenda. —description from the publisher
- Area Majority / Influence
- Worker Placement
- Secret Unit Deployment
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