Mathenyism Core Set - Alliances
Several cards in the game create alliances amongst players. Alliances do several things:
- Allied players can not attack each other.
- Allies must help each other in combat if one of the allies requests aid.
- Allied players can attack on each other’s turns.
- Allies can merge together Fighting Units when defending (see Defending in Combat).
Some cards have effects that include your allies (such as no hand limit or bonuses to Fighting Units). Alliances add great depth and strategy to Mathenyism! Since there are multiple alliance cards (and "end alliance" cards) in the deck, many alliances can occur in the course of a single game. Do not be suprised if you find yourself allied to two or three other players at the same time.
There are five "Form Alliance" cards in the core set:
Axis of Evil - Neutral
Communion (2) - Religious
Form Treaty - Political
Unholy Alliance - Neutral
There are three "End Alliance" cards in the Core Set:
Break Treaty (2) - Political
Renouce Faith - Religious