- Just about all the Successor States in BattleTech were quite happy to blow each other to kingdom come. And then the Clans came, and all of a sudden, Arch Enemies were forming alliances to stop the threat. A few decades later, the Word of Blake started nuking everyone. So the Successor States ended up forming an alliance with the Clans to nuke the Blakists back.
- Heroes in Beast: The Primordial will happily team up with every other race in the New World of Darkness for the sake of hunting down and killing Beasts. This is intended to show just why they are Designated Heroes; they are so obsessive that they will gladly ally with actually evil monsters to kill a harmless Beast, simply because they are just that fixated on killing Beasts that they regard other races as harmless.
- It's not unheard of for Hunters, the people Heroes think they are, to form alliances of convenience between cells that dislike each other for personal or ideological reasons against the horrors in the dark - a fundamentalist Protestant from the Tribulation Militia likely doesn't have much regard for the secular, scientific compact of Null Mysteriis, for example, but at least a Godless evolutionist is somewhat better than a vampire. (Although any Hunter cell with a white nationalist or Neo-Nazi bent is not going to be able to form an alliance with the Loyalists of Thule under any circumstances, and indeed can consider themselves lucky if they survive the encounter.) Some cells will even ally with the less evil monsters in order to drive out something worse; however, because Hunters don't generally have access to the core books from other game lines, their ability to tell which monsters are the "good" ones isn't necessarily reliable...
- In Paranoia, even if someone's ideology is directly opposed to yours (Psion vs. Anti-Mutant, Corpore Metal vs. Frankenstein Destroyers), alliances can always shift to suit the demands of the moment. You can always hose them later.
- Magic: The Gathering has a number of scenarios:
- Almost all cards in Magic: The Gathering are divided into one of five categories, defined by certain characteristics and assigned a colour. The five colours are seen on the back of the cards in a pentangle. The characters and creatures associated with any particular colour are hated by the colours on either of the nearer points, but even they will ally to fight against a colour further away (physically and thematically) from one of them.
- This forms a significant part of the dynamic for the good guys in the Archenemy variant (since they can easily be colors that either do or would hate each other slightly less than they hate the main opponent).
- The events of the Zendikar block have the vampires, elves, humans, Kor, minotaurs, goblins, merfolk and what-have-you uniting against the Eldrazi).
- In the Scars of Mirrodin block, the Mirran forces in all five colors were forced to team up against Phyrexia... although the Black-aligned section was wiped out by the second set, and Phyrexia won in the end.
- In the Eldritch Moon set the non-mutated humans, werewolves, and vampires all team up to battle the abominations created by Emrakul, and Liliana's zombie army proves to be immune to this corruption and vital to driving them back (while none of her teammates are explicitly her enemies, few of them would team up with her unless forced to).
- Mage: The Awakening generally sees the Pentacle Orders locked in battle against the Seers of the Throne, with Banishers attacking both sides. However, when The Mad, Reaper Legacies or the Abyss-aligned Scelesti show up, all three sides will most likely declare a truce to stop them.
- Mage: The Ascension has pretty much the same dynamic, with the Traditions and the Technocracy setting aside their conflict long enough to take down a Nephandus or Marauder.
- Werewolf: The Forsaken does the same thing as well, with the Forsaken and the Pure reluctantly willing to put aside differences and put down Bale Hounds or the Idigam whenever they pop up. An entire Lodge, the Lodge of the Hunt, exists to invoke this trope, bringing together werewolves who have a common Arch-Enemy.
- In Rocket Age when humanity started pushing its interests on Mars many warring city states put aside their differences to combat the new threat. Thus far this hasn't worked so well for them. There are also some adventures where the heroes could find themselves shoulder to shoulder with their rivals and enemies, at least for a little while.
- Warhammer 40,000 very, very occasionally has instances where the more reasonable factions will hold off on killing each other to deal with a mutual threat. For a few minutes, anyway.
- This most common variant occurs between forces of the Imperium, Eldar, and Tau against Tyranids, Necrons, or Chaos, and matching temporary alliances may occur between Chaos, Orks, and Dark Eldar, as prominently seen during Dawn of War: Winter Assault.
- The Eldar, being who they are, will often manipulate any allies they do make so that they take the brunt of the fighting (and thus casualties), in essence back-stabbing their allies during the alliance, as well as overtly so 5 minutes before its usefulness ends. Their evil cousins, the Dark Eldar, pretty much always do the same.
- It wouldn't be too much to suggest that this is the standard Ork state of being. Individual Orks are naturally hostile to everything else, even each other, but they will form into tribes to fight other tribes, and no matter how much the Ork tribes fight each other, they'll nearly always join forces to fight non-Orks.
- Dawn of War II has a new mode which exemplifies this, known as "The Last Stand", where a Space Marine Captain, an Ork Mekboy and an Eldar Farseer cooperate to Hold the Line against a swarm of enemies. The Chaos Rising expansion throws the Chaos Sorcerer and the Tyranid Hive Tyrant into the mix of heroes in the play mode, which technically cements — if it wasn't apparent with the widely opposing team we had before — that the game mode is not to be taken as canon, especially when a loyalist Marine cooperates with a Chaos Marine in any way.
- Rules for the 6th Edition allow "allies"; if the player's army allows, they can take a HQ and a Troop choice (or more if they really want to) from another army. Specifically, the categories Desperate Allies and Unholy Alliance allow players to invoke this trope if they want. The example given involved the Blood Angels fighting alongside the Necrons to stop a Tyranid invasion, without either side backstabbing the other, which led to many cries of "WAAARD!!!" among the fandom. Many of the alliance categories also seem rather unintuitive, though there's usually an underlying logic to it as of 7th Edition.
- In Warhammer, this comes up often between the Empire and Bretonnia, who often join forces against the Greenskins, Skaven and Chaos despite the two human nations being rivals. The Empire has also in their past wars against Chaos received some rather... unexpected help from the Vampire Counts and their undead minions, though here the dynamic is more like a rancher protecting his cattle from wolves even though he plans to slaughter them later.
- Came to a head with The End Times, which saw the Skaven and Chaos joining forces, the Skaven curbstomping much of the world and the forces of Order (the Empire, Dwarfs and united Elves) joining up with the forces of Death (the Vampire Counts and Tomb Kings) against the combined forces of Chaos in a final battle at Middenheim to decide the fate of the Old World. Chaos won. That didn't mean the end though.
- Several years ago, Arcanacon in Australia featured a freeform called "Mars Attacks! the World of Darkness". The blurb for the game included:Will the Camarilla fight alongside the Sabbat?Will the Garou fight alongside the Wyrm?Will the Traditions fight alongside the Technocracy?Will the Seelie fight alongside the Unseelie?...and will the Malkavians fight alongside the Martians?
Enemy Mine / Tabletop Games