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Trench Crusade adds multiplayer rules, new scenarios, and betrayal deck

Trench Crusade’s All Out War turns multiplayer into a hobby trigger, adding three-player-plus scenarios and a betrayal deck that rewards extra painted warbands.

Nina Kowalski··2 min read
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Trench Crusade adds multiplayer rules, new scenarios, and betrayal deck
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Trench Crusade’s newest rules drop did more than widen the way games are played. It changed the kind of armies, tables, and event nights painters may want to build for.

All Out War, published on 18 May 2026, pushed Trench Crusade beyond its original two-player focus and opened the door to games with three or more players. The package added three brand new multiplayer scenarios and a second pack of playing cards used as a Betrayal deck, which is built for dirty tricks like bribing another player or talking them into giving up 1 victory point. That makes the update feel less like a side rule and more like a signal that the game is moving toward larger, messier, more social table experiences.

For painters, that matters immediately. Multiplayer support usually rewards having more finished warbands ready at once, not just one carefully tuned force for a head-to-head matchup. It also pushes terrain toward bigger, more theatrical builds, because a three-player scenario needs more board presence, more lanes of approach, and more reasons for painted models to stay visible and distinct in the middle of the fight. In a game like Trench Crusade, where the look of a warband is part of the appeal, that kind of support encourages collections that can show up in campaign nights, narrative events, and multiplayer one-offs without feeling like they were built for a single format.

The release also fits the way Trench Crusade has been positioning itself over the past several months. The game moved its digital rules from playtest into an official 1.0 release on 4 November 2025, and the Digital Rulebook was downloaded more than 10,000 times in its first 30 minutes. On 5 February 2026, Trench Crusade launched its Community License, further encouraging projects built around the setting. The Trench Wire, meanwhile, has been set up to cover rules, lore, painting, modelling, photography, and model showcases, which puts hobby content squarely inside the same conversation as gameplay updates.

Trench Crusade describes itself as a skirmish-scale tabletop miniatures game set in a horrifying alternate timeline of World War I, and that identity keeps expanding with releases like Carcass Front, the starter and supplement box that includes two opposing warbands, introductory rules, scenarios, two campaigns, and accessories. All Out War now adds another layer to that pitch: more players, more scenarios, more betrayal, and more reason to have painted forces ready when the table fills up.

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