I know this topic has popped up in the forums before, and it's recieved varying degrees of attention. So let me preface this by asking all players who tend to play this game one or two player to leave the room....
From the utter dearth of player cards that specifically target treachery encounters, I have to assume that the designers place a high premium on the players capacity to mitigate these effects.
I think there are plenty of good ways to introduce anti-treachery cards that sync with some of the interesting mechanics we've been seeing from the ring-maker cycle, namely the doomed and secrecy keywords which I think would be perfect vehicles for another sort of anti-treachery response. Thoughts?