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ESTBG Rulebook Preview

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100% found this document useful (1 vote)
427 views52 pages

ESTBG Rulebook Preview

Uploaded by

budi dongo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T H E ADVE N T U RE G A M E
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RU L E B O O K
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® ®
MODIPHIUS ENTERTAINMENT
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Lead Game Design and Writing Chief Creative Officer Development Coordinator Playtesters
Javier Angeriz-Caburrasi Chris Birch Jason Enos Dominic Westerland, Eric Halil,
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Juan Echenique Gavin Jones, Jakob Friis, Kevin
Stefano Guerriero Chief Operations Officer Developers Guillotin, Leith Brownlee,
Rita Birch Jono Green, Ethan Heywood Nathan Perry, Odyn Rosa, Pat
Additional Design Shaw, Samantha Laydon, Scott
Noah Cohen Managing Director 2d20 Developer Vandersee, Sean Bailey, Steve
Rob Harris Cameron Dicks Nathan Dowdell Friedrichs, Adamis DeLeon, Adrian
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Brian Neff Estregaard, Alejandro Acevedo,
Head of Product QA Testers Alex Andersson, Alex Carver,
Editing Sam Webb Samantha Laydon, Nathan Perry, Alex Gibbs, Amy Williams, Arron
Bryce Johnston Dominic Westerland Chapman, Bashira Colmenero
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Head of Creative Services Mendiola, Bobby Vruwink,
Graphic Design Jon Webb Senior Project Manager Bosse Centerhed, Caleb Rochat,
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Michal E. Cross Gavin Dady Charlie Perkins, Charlotte Boone,
Stephanie Toro Gurumendi Creative Coordinator Charlotte Dawes, Chris Dunn,
Tom Hutchings Kieran Street Project Managers Chris Slater, Christian James
Chris Webb Chris Shepperson, James Barry Footsoy, Claes Florvik, Cory
Mark Whittington Financial Controller Lauer, Craig Walmsley, Daniel
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Luc Woolfenden Assistant Project Managers Kiskery, Desmond Thackeray,
Additional Graphic Design Matias Timm, Haralampos Tsakiris Edward Jackson, Enrique José
Tracy Allen Logistics and Estévez Campo, Ethan Heywood,
Stephanie Katz-Barnes Production Manager Operations Managers Ewen Davies, Federico Sohns,
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Peter Marshall Peter Grochulski Benn Beaton, John Wilson Francisco Solier Perez, Frank
Karn Sylvester Simkins, Fredrik Holmbom, Giles
Art Directors Factory Manager Pritchard, Henry Grieve, Ian
3D Design Kris Auburn, Rocío Martín Pérez, Martin Jones Harris, Ignacio Vilchez Santos,
Joana Abbott Katya Thomas James Holmes, Jason Woodall,
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Domingo Díaz Fermín Senior Production Joaquín García de la Cruz, Joel


Jonathan La Trobe-Lewis Studio Coordinator Operative Williams, Johnathon Pittman,
Christopher Peacey Rocío Martín Pérez Drew Cox Jon Dawes, Jono Green, Jorge
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Gary Storkamp Rodríguez Alcedo, Josh Coombs,


Lead 3D Designer Production Operatives Josh Ivans, Keld Hjortskov,
Art Direction Jonathan La Trobe-Lewis Thomas Bull, Joshua Froud- Kieran Street, Lloyd Gyan, Luis
Kris Aubin Silverstone, Luke Gill, David Fernández García, Mark Threlfall,
Katya Thomas Senior 3D Designers Hextall, Anthony Morris, Alex Martin Constantineau, Matt Burns,
Domingo Díaz Fermín, Taylor, Miles Turner, Warrick Matthew Bernard-Laurin, Michael
Cartography Christopher Peacey Voyzey Jamieson, Michael Vruwink,
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Damien Mammoliti Nicholas Chevallier, Parker


3D Designer Customer Service and Jacob Runge-Schmuckal, Paul
Project Management Joana Abbott Accounts Manager Foster, Peter Pribula, Peter Tran,
Gavin Dady Lloyd Gyan Rachel Cook, Rachel Ellingham,
Lead Graphic Designer Rasmus Mellström, Raymond
Production Michal E. Cross Marketing Coordinator Terry, Richard Green, Rob Baxter,
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Eastar Game Manufacturing Co.,Ltd Shaun Hocking Roger Ellingham, Steve Daldry,
Graphic Designers Teddy Pugh, Tobias Mader, Wyatt
Stephanie Toro Gurumendi, Customer Support Roehler, Rachel Walkowiak, Alex
Christopher Webb, Mark Representative Ryan, Ollie Smith.
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Whittington Chris Dann


With Thanks to
Audio and Video Producer Webstore Managers Rob Harris, Sam Webb and the
Steve Daldry Apinya Ramakomud, Kyle Bethesda Design Team: Michael
Shepard Kochis, Alan Banes, Matt Daniels,
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Kurth Kuhlmann, Jon Paul Duvall,


Data Analyst Jessica Daniels, Emily Pagliarulo
Benn Graybeaton and Jessica Williams

Bookkeeper Special thanks


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Valya Mkrtchyan David Evans


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CONTENTS
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OVERVIEW. . . . . . . . . . . . 5 Visiting the Market. . . . . . . . . . . . . . . . . . 21 Dealing Damage . . . . . . . . . . . . . . . . . . . 33
Goal of the Game. . . . . . . . . . . . . . . . . . . . 5 Trading with Other Players. . . . . . . . . . . 21 Damage Against Players . . . . . . . . . . . . 33
Holds and Strongholds . . . . . . . . . . . . . . . 22 Track Damage. . . . . . . . . . . . . . . . . . . 33
COMPONENTS. . . . . . . . 6
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Strongholds and Unrest. . . . . . . . . . . . . . . 22 Damage Against Enemies. . . . . . . . . . . . 34
SETUP . . . . . . . . . . . . . . . . 8 Matching Attack and Armor . . . . . . . . . . 34
EVENT CARDS. . . . . . . . 23
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Game board Setup. . . . . . . . . . . . . . . . . . . 8 Final Blow. . . . . . . . . . . . . . . . . . . . . . 35
End of Turn. . . . . . . . . . . . . . . . . . . . . . . 23
Character Cards. . . . . . . . . . . . . . . . . . . 8 Critical Injuries. . . . . . . . . . . . . . . . . . . 35
Game Events that Affect All Players. . . . . 23
Threat!. . . . . . . . . . . . . . . . . . . . . . . . . 8 Potions. . . . . . . . . . . . . . . . . . . . . . . . 35
The High King . . . . . . . . . . . . . . . . . . . . 8 QUEST CARDS. . . . . . . . 24 Escaping Combat. . . . . . . . . . . . . . . . . 35
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Character Board Setup . . . . . . . . . . . . . . . 10 Drawing Cards. . . . . . . . . . . . . . . . . . . 24 Fighting Multiple Enemies . . . . . . . . . . . 36
Track Limit Tokens and Final Blow Tokens. 10 Skill Tests. . . . . . . . . . . . . . . . . . . . . . . . 25 Switching Equipped Items . . . . . . . . . . . 37
Track Tests. . . . . . . . . . . . . . . . . . . . . . 25 Ending a Combat. . . . . . . . . . . . . . . . . 37
HEROES OF THE GAME. . 12
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Elder Scrolls Dice . . . . . . . . . . . . . . . . . 25 Rewards. . . . . . . . . . . . . . . . . . . . . . . . . 37
Orsimer. . . . . . . . . . . . . . . . . . . . . . . .12
Dungeon Quests. . . . . . . . . . . . . . . . . . . . 26 Encounter Cards. . . . . . . . . . . . . . . . . . 37
Altmer . . . . . . . . . . . . . . . . . . . . . . . . 12
Success and Failure . . . . . . . . . . . . . . . . . 26
Khajiit. . . . . . . . . . . . . . . . . . . . . . . . .12 EXPLORATION . . . . . . . 38
Difficulty Icons. . . . . . . . . . . . . . . . . . . 26
Nord. . . . . . . . . . . . . . . . . . . . . . . . . .13 Narrative Exploration . . . . . . . . . . . . . . . . 38
How to read a Skill Test. . . . . . . . . . . . . 26
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Dunmer . . . . . . . . . . . . . . . . . . . . . . . 13 Dungeon Exploration. . . . . . . . . . . . . . . . . 39


Choices Matter. . . . . . . . . . . . . . . . . . . . . 27
Imperial. . . . . . . . . . . . . . . . . . . . . . . 13 Completing a Dungeon . . . . . . . . . . . . . 40
Special Quests. . . . . . . . . . . . . . . . . . . . . 27
REFERENCE GUIDE. . . 14 Not Enough Resources!. . . . . . . . . . . . . 27 IMPROVING YOUR
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Starting the Game . . . . . . . . . . . . . . . . 14 Discarding Treasures. . . . . . . . . . . . . . . 27 CHARACTER . . . . . . . . . 41


Turn Actions. . . . . . . . . . . . . . . . . . . . . 14 Experience Cap . . . . . . . . . . . . . . . . . . 27 Levelling Up . . . . . . . . . . . . . . . . . . . . . . 41
Turn Sequence. . . . . . . . . . . . . . . . . . . 15 Legendary Skills. . . . . . . . . . . . . . . . . . . . 41
COMBAT. . . . . . . . . . . . . 28
Remember!. . . . . . . . . . . . . . . . . . . . . 15 Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Combat Sequence . . . . . . . . . . . . . . . . . . 28
Might Skills. . . . . . . . . . . . . . . . . . . . . 42
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COMBAT REFERENCE Turns and Rounds. . . . . . . . . . . . . . . . . 28


Shadow Skills . . . . . . . . . . . . . . . . . . . 43
GUIDE. . . . . . . . . . . . . . . 16 Sneak, Awareness, Ambush. . . . . . . . . . . . 29
Sorcery Skills. . . . . . . . . . . . . . . . . . . . 43
Combat Round Sequence. . . . . . . . . . . . 16 Traps . . . . . . . . . . . . . . . . . . . . . . . . . 29
Upgrading and Enchanting. . . . . . . . . . . . . 44
Remember!. . . . . . . . . . . . . . . . . . . . . 17 Enemy Actions. . . . . . . . . . . . . . . . . . . . . 30
Status Cards. . . . . . . . . . . . . . . . . . . . . . 45
Follower Actions. . . . . . . . . . . . . . . . . . . . 30
STARTING THE GAME.18 Character Cards. . . . . . . . . . . . . . . . . . . . 45
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Player Actions. . . . . . . . . . . . . . . . . . . . . 30
GAME TURN Pushing in Combat. . . . . . . . . . . . . . . . 31 SAVING THE GAME . . . 46
STRUCTURE . . . . . . . . . 18 Types of Player Actions. . . . . . . . . . . . . . . 31
PLAYING SOLO . . . . . . . 46
Game Turn Sequence Summary . . . . . . . . . 18 Defensive Actions. . . . . . . . . . . . . . . . . . . 31
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Draw an Event Card. . . . . . . . . . . . . . . . . 19 Special Actions . . . . . . . . . . . . . . . . . . . . 32 AN EXPLORER’S GUIDE


Roaming Monsters. . . . . . . . . . . . . . . . . . 19 Summoning. . . . . . . . . . . . . . . . . . . . . 32 TO SKYRIM. . . . . . . . . . .47
Moving on the Game board. . . . . . . . . . . . 20 Healing. . . . . . . . . . . . . . . . . . . . . . . . 32 Cooperation . . . . . . . . . . . . . . . . . . . . . . 47
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . 20 Resting. . . . . . . . . . . . . . . . . . . . . . . . 32 Explore the World. . . . . . . . . . . . . . . . . . . 47
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Carriages . . . . . . . . . . . . . . . . . . . . . . 20 Bows. . . . . . . . . . . . . . . . . . . . . . . . . 32 Balance Your Skillset . . . . . . . . . . . . . . . . 47


Offensive Actions. . . . . . . . . . . . . . . . . . . 33
CARDS. . . . . . . . . . . . . . . 48
GLOSSARY OF ICONS . 52
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Modiphius Entertainment Ltd. Modiphius Entertainment © 2021 Bethesda Softworks, a ZeniMax Media Company. All Rights Reserved.
39 Harwood Rd, Product Numbers: Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional
London SW6 4QP, United Kingdom MUH052386 manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and
[email protected] events, past or present, is purely coincidental and unintentional except for those people and events
www.modiphius.com Printed in China described in an historical context.

All Rights Reserved., except the Modiphius Logo which is Modiphius Entertainment Ltd.
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RULEBOOK
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4
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OVERVIEW
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The Elder Scrolls V: Skyrim The Adventure Game is a 1 to 4 The game is divided into two campaigns of three chapters
player game of adventure and exploration in the region of each. The decisions the players make have a distinct effect
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Skyrim. Each player takes on the role of a hero involved in high as the story goes by, making the game different every time
stakes quests, where their actions can mean the difference it’s played. Each chapter should last between 90 and 120
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between life and death. minutes, and they are intended to be played in order to form
an ongoing narrative. However, each can also be played
independently, as a one-off game.
.S

GOAL OF THE GAME


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The players take the roles of heroic adventurers in Skyrim,


members of the Blades organization. During the game, they
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will advance through a compelling story of conspiracies, war


and intrigue, where their actions and decisions have a lasting
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impact on the world around them.

To win the game, the players must advance through the Main
Quest cards. Failing a Main Quest card doesn’t necessarily
TO

mean losing the game; it is possible to be unsuccessful, and


still end up victorious. However, each chapter has a set of
conditions that could mean losing the game. At the end of
each chapter, players will face a final test. Each test differs
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according to the chapter; it could be anything from an epic


battle to a desperate race against time. Failing this test would
also mean defeat for the players. When a chapter is lost, the
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players have the option of continuing the game, although their


failure will make the next chapter more challenging.
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RULEBOOK 5
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COMPONENTS
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Health Cube x4 Stamina Cube x4 Magicka Cube x4 Track Limit Tokens x12 Final Blow Tokens x4
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Ulfric’s Militia Token x1 Player Quest Markers x16 Quest Markers x24 Staring Player Token x1 Horse Tokens x4
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Armor Cubes x18 Skill Test Dice x8 Enemy Dice x1 Roaming Monster Tokens x34
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The Old fac The Compa


Adventurerthem att that I am nonions lament th 0

4
9

0
36

13
27

Dunm the m t
om incline e
meetin er called Ta ent. They d to join
FACTION QUEST
was spr gs wi
th th venRathis,tell me of
a
and ag eading ru e Jarl a few who had 6 6
ainst th mor we som
withpi s against peeks back. Sh e
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In the last few years, I’vehemade


r in Wfriendse Em
indh
in theof Whiterun. re, in ople e
some of the Companions Gray elm, right the region like me, Mudcrab Earare
They could be persuaded to help Q uartemy ou . Th 5 5 “The Haggler”
Winme with
terho r, and tside a small ey met
investigation, if I were to help them getldrid of
, talki then ho
some bandits. ng to she was see use Sneak 1 – Simus Bearclaw
the loc n in
als. 4 4
You cannot Sneak. “My axe, at your service.”
Enemy Dice Enemy Dice Enemy Dice
Skull Axe Skull

OPT
3 Pincer 1 3 Backstab 5
N1 IO Enemy Dice
Sword

I’ll find
3
Enemy Dice
Sword

Swing
OBJECTIVE
Taven
Gray Qu in the OPT
ION 2 Slash 2
arter.
Draw
Card
I’ll invest 2
iga
Enemy Dice

290. to find te Winterhold


Axe

3
1/334 ©2021 BSW

1/092 ©2021 BSW

1/532 ©2021 BSW


the Dunm Chop
Chase: For each you clear, Draw

1 1
er.
Card

place 1 on this card. 288. Enemy Dice


Skull Gold

Pay day Lose 1


2 : Flip this card.
©2021
BSW

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Quest cards x296 Dungeon cards x54 Encounter cards x67 Follower cards x25

Nord No r
d
Trinket

Absorb Health:
Lockpicking Health
Bounty in
S3

Tools Heal 1 after every Whiterun Daedric Invasion


encounter.
1
AP

Battle
1/645 ©2021 BSW

1/800 ©2021 BSW

1/759 ©2021 BSW

Cr
1 siv y:toInuse
Health

Battle Cry: In Combat, lose


Offen Comb
an
e action at, lose 1
Health
de nt

Offensive action without being attacked. without


being att to use an
ra e

After Move one Daedra token toward the nearest Stronghold.


pg tm

After Learning Two Handed Learni acked. When entering Whiterun,


U an

ng Tw
Gold
If it reaches the Stronghold, degrade it and remove the token. Wilderness

+2 Clear 347 or Turn In 5 .


Encounter

Add 1 da
ch

o
mage to Handed If there are no Daedra tokens on the board, place one on a space.
Skill Dice

Add 1 damage to . Gain 2 when


En

Gold

After . Turn In 10 anywhere Remove Card

facing .
From Game

After Learning Smithing Learni in Whiterun to this card.


Upgrade ng
s cost 1 Smithing
1/001 ©2021 BSW

Upgrades cost 1 fewer.


fewer.
©2021 BSW

1/175

2
1/001

Rest
Stamina
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2
Stami

2
3
©2021

na
©2021

Rest
BSW

BSW

Character cards x6 Item cards x196 Upgrade/Enchantment Status cards x41 Event cards x68
cards x46 Strongholds Wh
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th e en vi si ti
M ar
k ng
• The play
er sele
et.. .
When arriving at a Stronghold, a player can do• The following,cts one of the
the play
• The play er pays 1
Gold

availab Draw

in any order: le decks


Card

er . in the Stro
» If the 1 card
from the nghold.
Onasha Dungeon Challenge • Take 1 turn action (choose 1): • By pay player has the
ing
selected
J’Shani Campaign 1 » Complete a Quest. • The play 1 additional Speech Skill, deck. Draw

Mesar
Draw City Gold Card

, the play they anothe


Card Encounter

Chapter 1 » Explore the Stronghold: . • The play er can keep on er r


Draw

• The play er pays the cos paying to dra can anothe card.
Card

Dark Brotherhood Member Experimenter • Upgrade/Enchant items. t w card


er shuffle of any
cards s until the r card.
• Sell items. s all the
other dra they want to deck is
“A gift from the Night Mother. “Greetings adventurer! I am an • Buy items. wn card buy, and depleted.
s back takes the
Do not fail her.” experimenter, developing exciting new • Craft Items. Wh into the m.
o r Een Upg ra
Gold deck.
spells. May I try one on you?” • Buy a Horse for 10 .
Gain 1 . • The play n ch d in
Gain 1 . When starting their turn at a Stronghold, er selects
• The playinstead moving, the an ti n g g
of an
player can take a Carriage to move( directlyertopayanother
item to
Upg
s the cosStronghold,
.. .
Dung for Upg t for Upg rade or Enchan
rading game boardrading t.
eo moving through Holds as if they were » Itemspaces
s withouin the or
CamnpaChalle for Enc or Enchanting
Gold

» Item t
and paying 1 for space (Hold) s witmove. an Upgrad
they hanting shown
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» Items hout an Enc ing cost cannot .) on the


Chap ign 1 nge han
• The play can only be Enc ting cost can be Upgraded.
card
ter 1
Draw
Card

er hanted not be
Turn »Actions If the play 1 Upgrade/E & Upgraded Enchanted.
Brotherhood gossip. Become a test subject. (for Enc er has the Sm nchantment card e (except for
onc
• The play hanting) Ski ithing
(for Upg .
Draw Robes.)
During their turn, each player can do one of thell,following:
er ma
Pick2One
Cards

ROLL RESULT PUSH ROLL RESULT PUSH y pay an they will rading)
or the
for
3x Skill Dice Skill Dice Gold 3x Skill Dice Skill Dice

+ Speech = + Restoration 2 = • Complete a Quest. cards Enchanting to additional . Enchan


3
Draw

ting
Card

as
• Explore a Dungeon. • The play they have reso an additional for Upgrading or
Draw City
Wilderness
Encounter
Card Encounter
er selects urces to card. The an
• Explore: or• The play
. do so. y may additional
er shu a card and
1/136 ©2021 BSW

1/136 ©2021 BSW

1/557 ©2021 BSW

Success: Gain 2 and 2 . Success: Gain 2 . draw as


• Encounter a Roaming Monster. ffles all the oth applies it to the
1/846 ©2021 BSW

many
er drawn sele
QUEST
Remove Card
From Game
Draw
Card QUEST
Remove Card
From Game
Draw
Card » After completing an encounter with a Roaming cards bac cted item.
Monster,
= 38 = 10 the player can move 1 space, ending their movement in k into the deck.
any empty space.

Wilderness cards x20 Town cards x19 Dungeon Challenge cards x6 Reference cards x4

6 RULEBOOK
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Skill Tokens x72 Experience Tokens x42 Gold Tokens x42 Component Tokens x72 Threat Tokens x100
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Player Figures x6
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Character Boards x4
T H E ADVE N T U RE G A M E
S C E N A R I O B O O K

® ®
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Tutorial/Scenario Book x1
Might Shadow Sorcery
Market Market Market Gold

+1

Might Sorcery Plant


Market Market Component

3 6 6

Sorcery Plant
Market Component

7 4 4

Shadow Plant
Market Component

4
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Might Shadow
Market Market Gold

+1

Might
Market

Might Shadow
Market Market

Shadow Plant
Market Component

6 4 6

Shadow Sorcery
Market Market Gold

+1
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T H E ADVE N T U RE G A M E
RU L E B O O K

® ®

Rulebook x1 Game Board x1

RULEBOOK 7
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SETUP
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GAME BOARD SETUP
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Place the game board on the table, where all players can reach game you’re playing, and place the resulting Event deck on its
it. On the bottom side of the game board, from left to right, slot on the game board.
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place the Animal, Human, Undead, Daedra and Automaton
Wilderness
Encounter

Shuffle the Upgrades and Enchantments, Wilderness ,


Dungeon decks, facedown, leaving space beside each one
City Basic Advanced
Encounter Treasure Treasure

Town , Basic Treasure ,  Advanced Treasure ,  Might


for their discard pile. The cards in these decks have a number
Might Shadow Sorcery
Market Market Market
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Market , Shadow Market and Sorcery Market
on the top left corner, from 0 to 7. Make sure the cards are
decks, and and place them along the top side of the board.
sorted numerically, so the bottom card is number 7, and the
Place the Equipment deck next to these decks.
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three top cards are number 0. Once these decks are facedown, Gold

take the top three cards from each deck (the 0 cards), shuffle Place all the Experience
Plant
Component
, Gold , Components
them, and return them to the top of their decks. (Ore , Plant and Soul Gems )  , Armor, Monsters
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and Threat tokens together, where all the players can


Take the two Numbered card decks (one regular size,
reach them. Place the Starting Player token close to the board.
one small), order them by number and place them in the
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Numbered Deck box. Check the Scenario Book to find out how Finally, give each player a Character Board.
to build the Event deck depending on which Chapter of the
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CHARACTER CARDS THREAT!


These cards determine the race of the character. Each During the game, many cards will refer to the .
race has 3 different special abilities. The first ability Whenever that icon appears, players
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is always active. Some of these abilities only work in must place a Threat token on any
combat, and require the player to sacrifice one health card that accepts them.
point to be activated, whilst others are activated as a Threat tokens look like this:
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reaction to an outside event. The next 2 require the


character to learn a skill. For example: The Orsimer
gains an additional armor, but only after learning
THE HIGH KING
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the Heavy Armor skill. All Character cards include


the action Rest. During combat, any player character
Stamina
Skyrim is ruled by nine Jarls, one for each hold.
can use the Rest action to regenerate their and Reigning over all of them is the High King, the most
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by 2 points. It’s a good idea to take some time powerful person in the province. The death of a High
to read the cards and get familiar with them. King is a momentous event that is bound to bring
chaos and disarray to the region.

8 RULEBOOK
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Might Shadow Sorcery


Market Market Market
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Gold

+1

Might Sorcery Plant


Market Market Component

3 6 6

Sorcery Plant
Market Component

7 4 4

Shadow Plant
Market Component

4
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Might Shadow
Market Market Gold

+1

Might
Market

Might Shadow
Market Market

Shadow Plant
Market Component

6 4 6
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Shadow Sorcery
Market Market Gold

+1
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1/001 ©2021 BSW


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The
The
The
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
The
Old
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Old
The
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The
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Old
The
Old
The
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Old
The
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©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW
©2021 BSW

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1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW
1/334 ©2021 BSW

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AL

RULEBOOK 9
CHARACTER BOARD SETUP
N
Backpack
OT Slot

Each player takes a Character card and the Player Figure The Character Board includes 4 Backpack slots; each slot
which corresponds to the card. This can be done randomly, by can hold one item. If at any point during the game a player
shuffling the Character deck and drawing one card each, or by gains an additional item that they cannot equip nor place
allowing the players to choose their character and therefore in their Backpack, they can either discard the new item, or
FI
their playing style. discard any other item to make room for the new one. Spell
Item cards do not take Backpack space. You can store
Each player takes a Fists, a Ragged Robes and a Potion of
N
them in the Backpack area, but they do not count towards the
Minor Healing card. If any of the players has chosen to play
limit of 4 items there.
AL
the Khajiit character, they take the Claws card instead of
the Fists card. Both Fists and Claws count as two-handed There are two Status Slots on the bottom right corner of the
weapons. If a player doesn’t have a weapon at any point of Character Board. It’s advisable to place the Status cards that
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the game, they will default to using Fists (or Claws in the case are most used there, although there is no limit to the number
of a Khajiit.) Similarly, if a player loses their armor, they will of Status cards a player can have at the same time.
default to Ragged Robes. Trinket Potion
UB

The Trinkets and Potions slot on the top right corner


Place the Ragged Robes and Potion of Minor Healing cards of the Character Board can hold up to four items at the same
on the Armor and the Trinket slots of the Character Board, time (any combination of Trinkets and Potions).
JE

respectively. Place the Fists (or Claws) card between the


two Hand slots of the Character Board. This means that the
equipped weapon uses both hands, making it impossible to
CT

use it in combination with any other weapon, spell or shield.


Plant
Component Health Stamina

Each player takes 2 , 1 Health cube, 1 Stamina


cube, 1 Magicka cube 1 Final Blow , 1 Health Track
TO

Limit , 1 Stamina Track Limit , and 1 Magicka Track


Limit token. TRACK LIMIT TOKENS AND
Health
FINAL BLOW TOKENS
Place the token on the first slot of the track. Place
AP

the remaining
Health Stamina
, and tokens on the sixth slot of When placed on the right side of a track, these tokens
Health Stamina

the , and tracks respectively, with the arrow on


Health Stamina
help the players see the maximum , and
the tokens pointing right. Place the , and cubes their characters can have. It’s not possible to
Health Stamina
PR

on the fifth slot of their respective tracks place an , or cube on top of the  ,
or tokens. If the
Health
token is on the sixth
slot of the track, that means that the character
OV

Health

can place their cube up to the fifth slot, so their


Health

maximum
Health
would be 5. It is possible to place the
cube on top of the token. Read the combat
AL

section for more information regarding the token.

10 RULEBOOK
AL
OV
Robes Potion
Potion of
Ragged Fists Minor
Robes Healing
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Equipment Equipment
1/701 ©2021 BSW

1/706 ©2021 BSW

1/713 ©2021 BSW


AP
Stamina
– 1
Plant
Punch Component
Sneak (1) Stamina
Turn in 2 to Heal 1.
– Dodge –
1 Maximum 1 use per
Combat Round.
TO
1
Imperial
CT
Basic
Imperial Luck: When drawing a
Advanced Dragon Draw 2 Cards
Pick One
JE
UB
Treasure Treasure Treasure Health
, or , lose 1 to .
After Learning Block
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After Learning Restoration
Heal +1.
AL
©2021 BSW

Stamina
Rest 2
N
FI
OT
N
N
HEROES OF THE GAME
OT
FI
ORSIMER Orsimer
N
Also known as Orcs, the proud inhabitants of
Orsinium are known to be strong and resistant.
AL
Their craftsmanship is second to none and their Berserk: In Combat, lose 1
Health

to succeed with any Offensive action


martial skills instill fear in their enemies’ hearts. using a or weapon without
rolling a Skill Test.
.S
After Learning Heavy Armor
Heavy
Armour

If a is equipped, 1 .

1/178 ©2021 BSW


After Learning Smithing
Draw 2 additional cards when Upgrading.
UB
Stamina

Rest 2
JE

ALTMER High Elf

Commonly called High Elves, most fight under


CT

the flag of the Aldmeri Dominion. However, some


of these residents of the Summerset Isle rebel Highborn: In Combat, lose 1
Health

to regenerate all your .


against the politics of their people, joining the After Learning Illusion

Imperial Legion or even selling their services as When casting Illusion spells in combat,
reroll the enemy die this Combat Round.
TO

mercenaries. They are among the best magic users After Learning Enchanting

1/180 ©2021 BSW


Draw 2 additional cards when Enchanting.
in Tamriel. Stamina

Rest 2
AP

KHAJIIT Khajiit
PR

Often portrayed as thieves and criminals, the


feline natives of Elsweyr thrive as travelling
merchants and diplomats. Their stealth, speed Night Vision: In Combat, lose 1 to gain
Health
OV

Sneak (1). Start with Claws, not Fists.


and nimbleness makes them as deadly on the After Learning Sneak

battlefield as they are in the court. Sneak (1).

After Learning Pickpocketing


Gold

Gain 2 in every
1/176 ©2021 BSW
AL

City Wilderness
Encounter Encounter

, and Encounter.
Stamina

Rest 2

12 RULEBOOK
N
OT
FI
NORD Nord
N
Proud and fierce, the “children of Skyrim” have
a rich culture, full of legends and traditions.
AL
They excel as craftsmen, fighters and raconteurs.
Health

Battle Cry: In Combat, lose 1 to use an


Offensive action without being attacked.
They are divided between those who want After Learning Two Handed
Add 1 damage to .
independence and those who embrace the Empire.
.S
After Learning Smithing
Their fiery disposition threatens to plunge the land Upgrades cost 1 fewer.

©2021 BSW
into a civil war. Stamina
UB
Rest 2
JE

DUNMER Dunmer

Originaries of Morrowind, Dunmer — also known


CT

as Dark Elves — have often had a tough time


in Skyrim and for that reason tend to live in
Health

Flame Cloak: In Combat, lose 1 to deal


2 to all enemies and Player Characters.
communities and mistrust strangers. Their mastery After Learning Light Armor
Light
Armour

If a is equipped, 1 .
of spell and martial skills make them fearsome
TO

After Learning Destruction


fighters and powerful allies. Add 1 damage to Destruction spells.

©2021 BSW
Stamina

Rest 2
AP

IMPERIAL Imperial
PR

Hailing from Cyrodiil, seat of the Empire, the


Imperials are renowned for their healing magic
and their defensive, tactical approach to war. Basic
Imperial Luck: When drawing a
Advanced Dragon Draw 2 Cards
OV

Treasure Treasure Treasure Pick One


Health

, or , lose 1 to .
They are keen merchants and shrewd diplomats, After Learning Block
Shield

If a is equipped, 1 .
which often puts them at odds with everyone else
After Learning Restoration
in Tamriel. Heal +1.
AL ©2021 BSW

Stamina

Rest 2

RULEBOOK 13
N
REFERENCE GUIDE
OT
FI
Keep this page open while playing; it will help you remember everything you can do in game.
N
STARTING THE GAME TURN ACTIONS
AL
1 Each player takes a Character card. Each player can take 1 of the following actions:
.S
Draw
Card

2 Draw cards ( ) 209 (Chapter 1 rules), and Explore Dungeon


160 to 163. Give one of these to each player and Check the Dungeon Challenge card for your Chapter,
UB
Remove Card
From Game

remove ( ) any remaining cards. and fight the enemies!

Blades Deck
Draw
Card
JE

217 to 226. Shuffle these cards. This is the Wilderness


Encounter
Explore WildernessWilderness
Encounter

Blades deck and represents the fellow members of In a space, draw and resolve a
Remove Card
From Game
Draw
Card
card. If the card has a line
your organization. The deck will come in play in with the prompt “ = ” followed by a number, you may remove
CT

Wilderness
Encounter

Campaign 2, so try to save as many of them the card from the game to gain a Personal Quest or Follower.
as you can!

Explore Town
TO

City
Encounter

In a Stronghold, draw and resolve a


Remove Card card. If the card has a line
3 Select one player to become the
Draw
From Game Card

with the prompt “ = ” followed by a number, you may remove


Starting Player. That player takes
City
Encounter

the card from the game to gain a Personal Quest or Follower.


the Starting Player token.
AP

Resolve Quest
4 Check the Campaign 1 and the Campaign 1, If you are at the location specified by the Quest, you
PR

Chapter 1 setup in the Scenario Book, page 4. can keep on reading and resolve the Quest. Once you’ve
completed or failed the objective, flip the card and
check the Success or the Failure section. If the card is
OV

not discarded as a result, keep reading. Many cards will


allow you to make a choice. Choose carefully!
AL

14 RULEBOOK
N
OT TURN SEQUENCE When moving, follow the roads. 3A
Draw
Card

1 The Starting Player and resolves an Event card.


Add 1 to any card that has the symbol or to
the Stronghold Chart for each in the Event card.
FI
2 Move any Roaming Monsters that the Chapter rules
N
tell you to move.
AL

3A Each player moves up to 4 spaces through the roads


.S
in the map. All players move at the same time.
A player with a Horse token gains +1 Movement.
UB

3B Carriages: If you start your turn in any Stronghold,


instead of moving normally, you may move to any
Gold

other Stronghold paying 1 for each Hold you Use a Carriage to move from 3B
JE

cross. No need to follow roads; take any path you Stronghold to Stronghold, paying
Gold

want. Using a Carriage counts as all your Movement 1 for each Hold you cross.
for a Game Turn. Ignore roads! Take the fastest way!
CT

REMEMBER!
4A Each player takes 1 Turn Action.
Drawing cards
TO

4B
Draw
Card

If you are in a Stronghold, you can visit the Market If a card tells you to another card that is not in the Numbered deck,
Draw
Card
Draw
Card

to buy, sell, craft, Upgrade or Enchant items, or buy


Plant
Component
just the next card. For example, if you have to 340, and that
Draw
Card
Draw
Card

, or . This doesn’t count as a Turn card is not there, 341. If 341 is not there, 342, and so on.
AP

Action. It’s a good idea to do any of these things


Personal Quests
while other players take their Turn Actions.
Personal Quests will give you great rewards, and will accept
tokens. Each player can only have 2 Personal Quests active at any time.
PR

Health

5 Restore all players’ and pass the Starting Skill Tests


Player token to the next player. During the game, you’ll be asked to roll Skill Tests. To do so,
OV

just roll 3 Skill Test dice, plus 1 additional die if you have the
specified Skill (2 additional dice for Legendary Skills.) You
6 Start a new Game Turn. don’t need to know the Skill to roll; but having the Skill will
AL

give you a bonus. If you fail the roll, you can Push any number
of times by paying the resource shown on the Skill Test.

RULEBOOK 15
N
COMBAT REFERENCE GUIDE
OT

COMBAT ROUND SEQUENCE


FI
N
1 Players use Potions and switch equipped items (pay
Stamina

1 to switch equipment.) Then players select 2 Roll the Enemy die. Don’t resolve the roll yet!
AL
which player will act during this Combat Round. The
selected player turns their Character card sideways.
Players with sideways Character cards cannot be 3 Roll the Enemy die for your Follower (if you have
.S
chosen at this step. one), and resolve immediately.
UB

4 Decide which action you will take.


JE

OFFENSIVE ACTION DEFFENSIVE ACTION SPECIAL ACTION


CT

5A Resolve the enemy action. 5B Pay the action cost,


Stamina 5C Pay the action cost,
Stamina

in or . in or .
6A Pay the action cost,
Stamina

in or . 6B Roll your Skill Test. If 6C Roll your Skill Test. If


TO

unsuccessful, you can Push


Stamina
unsuccessful, you can Push
Stamina

7A Roll your Skill Test. If spending 1 (1 spending 1 (1


unsuccessful, you can Push
Stamina
for Spells) to gain 1 die. for Spells) to gain 1 die.
spending 1 (1 You can Push several times, You can Push several times,
AP

for Spells) to gain 1 die. depending on your level. depending on your level.
You can Push several times,
depending on your level. 7B If the roll was successful, 7C If the roll was successful,
PR

cancel the enemy damage apply the Special action


8A If the roll was successful, against you ( effect.
apply the action damage will still affect other
OV

to the enemy. Otherwise, players). Otherwise, 8C Resolve the enemy action.


nothing happens. resolve the enemy action.
AL

9 A new Combat Round begins. If all players’ Character cards are turned sideways, turn them back to their original rotation.

16 RULEBOOK
N
DAMAGE SNEAK AND DISARM
Damage Against Players Only during the first round!
OT
Health

When a player receives damage, their track is


Sneak
reduced by the damage dealt by the enemy. If the
During the first Combat Round, you can attempt to
player’s Armor fully covers the damage, however, theStamina
Sneak. Roll a Sneak Skill Test: 3 Skill Test dice plus 1
player is staggered, losing 1 instead.
FI
die for every Sneak in your equipped cards, plus 1 die
Matching Icons if you have the Sneak Skill (2 dice if your Sneak is
N
The attack’s icon has to match the enemy’s armor: Legendary!) If successful, select any Offensive action
with , with and with . from your equipped items, and resolve it without rolling.
AL
Subtract the Armor value from the damage. What
Disarm Traps
remains is the final damage. If the enemy doesn’t
When fighting Traps ( ), you can attempt to
have the right Armor, all the damage goes through.
.S
Disarm them during the first Combat Round. Roll a
Multiple Icons Lockpicking Skill Test: 3 Skill Test dice plus 1 die if you
If your attack includes different icons (for example: have the Lockpicking Skill (2 dice if your Lockpicking
UB

“5 / ”), you can choose which icon will affect the is Legendary!) If successful, automatically defeat the
Enemy Dice
Skull

enemy. If an enemy attack affects more than one type of Armor, Trap! Otherwise, resolve the Trap’s attack. No
they will always choose the option that inflicts the most damage. Defensive actions are allowed.
JE

Damage Against Enemies Health


Ambush!
Enemies don’t have a track. Instead they take When facing enemies with the Ambush trait, the
CT

damage directly on their matching Armor. A attack first Combat Round will consist of the enemy
Enemy Dice
Skull

will affect the enemy’s Armor, making them more automatically resolving their action. If the first
vulnerable to further attacks. If the enemy doesn’t player successfully Sneaked, the Ambush is cancelled.
TO

have an Armor track that matches the attack, the Otherwise, the first player to act cannot take any
player can choose which Armor track to reduce. When actions during this Combat Round.
an Armor track is reduced below 1, remove the Armor
cube from the Enemy card. When all of an enemy’s
AP

Armor cubes are removed, the enemy is defeated and


REMEMBER!
removed from the Combat. If the enemy killed is from
one of the Dungeon decks, place the enemy in the
Combat Skill Tests
PR

discard pile of the deck it was drawn from.


Most Combat actions are Skill Tests; you can either succeed or
Final Blow Health
fail, but you cannot accumulate successes. If a Combat action
If a player’s track gets reduced to 1 or below has a difficulty of to deal 2 , rolling
OV

in a single attack, they enter their Final Blow. Any will only deal 2 , not 6 .
further damage in the same hit is ignored. For
Health

example, a player with 3 receiving 5 damage


AL

Health

would reduce their to 1. If a player in their Final


Blow is hit by any amount of Damage, they’ll suffer a
Critical Injury and be removed from the Combat.

RULEBOOK 17
N
STARTING THE GAME
OT
FI
The first time you play The Elder Scrolls V: Skyrim The Once you’ve played the Tutorial, we recommend you start with
Adventure Game, it’s recommended that you start off with the Campaign 1: The Blades. Whenever you start a Campaign,
N
Tutorial. This can be found in the Scenario booklet. The game read the Setup of the chosen campaign, and adjust the game
includes two campaigns: board and the Character Boards accordingly.
AL
› Campaign 1: The Blades - This Campaign takes place 25 years Each player selects a color, and picks the corresponding Quest
before the events of The Elder Scrolls V: Skyrim. A group of Markers. The players decide who will be the Starting Player.
.S
Blades escape the Great War in Cyrodiil, hoping to find a safe This can be done by agreement, or randomly. If the latter is
haven in Skyrim. Unfortunately, the horrors of war follow them chosen, all players roll 5 dice. Whoever rolls the most
there, and they have to face perilous dangers to save their friends. is the Starting Player. Follow the setup rules for the chosen
UB

Campaign from the Scenario Book, read the rules, and you’ll
› Campaign 2: Civil War - The Campaign starts before the death of be ready to play.
the High King of Skyrim. The Blades from the last campaign are
JE

older now, and have managed to find a comfortable life in the


province, hiding their identity and their allegiance. A dark conspiracy
forces them out of retirement to save Skyrim from destruction.
CT
TO

GAME TURN STRUCTURE


AP

GAME TURN SEQUENCE SUMMARY


PR

› The Starting Player draws and resolves an Event card. › Visit the Market - Players in Strongholds can visit the
Market. This can be done before or after taking an Action,
› All Players Move - Resolve in any order. Players can move but not before Moving.
OV

simultaneously.
› Level Up - Any player with enough to level up must do so.
› Each Player takes an Action - The Starting Player goes first,
then play goes in a clockwise order. › Pass the Starting Player token - The player to the left of the
AL

Starting Player takes the Starting Player token.

› Turn Ends.

18 RULEBOOK
DRAW AN EVENT CARD
N
OT
At the beginning of the turn, before anything else happens, Once resolved, Events are placed on the Event discard pile. If
the Starting Player draws an Event card. This card will trigger a the Event deck runs out during the game, shuffle the cards in
situation that affects all players. the Event discard pile and use them as the new Event deck.

Check the Event cards section on this rulebook, “Event Cards”


FI
on page @@ for more detailed information.
N
ROAMING MONSTERS
AL

Wild creatures and hostile forces abound in the wilds of After resolving the encounter with the Roaming Monster (via
Skyrim. During the game, several different game events will Combat, or in any other way, depending on the situation), the
.S
force the players to place Roaming Monster tokens on the player can move to any adjacent space, as long as there are
game board. Any player trying to move through a Roaming no Roaming Monster tokens there. The player will then return
UB

Monster token has to end their movement in that space, and the card to its place in the numbered deck.
fight the monster as their action for the turn (see Actions on
Roaming Monsters generally appear as a result of an Event card
page 16 for more information.) If the Roaming Monster moves
or a Quest card, and can severely hinder the players’ progress.
JE

to the same space as a Player Figure, the player can’t move,


Depending on the situation, these enemies will move, either
and has to fight the monster during their turn.
chasing the players or trying to destroy Strongholds. There are
CT

When facing a Roaming Monster, the player will check the two types of Roaming Monster movement:
Encounter number on the Roaming Monster token, and draw
that card from the Numbered deck. For example, the Roaming
› Move towards the closest Stronghold: Move the Roaming
Monster token towards the closest Stronghold on the game
Monster token for the Dragon has the number 339 printed on
TO

board. If there are two or more Strongholds at the same


it. When facing this token, the players will look for card 339
distance, the Starting Player decides what the enemy’s target
in the Numbered deck. Some Roaming Monster tokens (like
is. Roaming Monsters do not consider Strongholds that are
Vampires, Daedra or Trolls, for example) have two different
Rioting (check State of Unrest for more information) as an
Encounters, one on each side of the token. These numbers
AP

objective so, if the closest Stronghold is Rioting, the Roaming


represent two different types of Encounter, one of them often
Monster will move towards the next closest Stronghold.
being harder than the other. Whenever one of these Roaming
Monster tokens is placed on the board, the Starting Player › Move towards a player: This can be either the Starting
PR

will flick the token in the air, as if it were a coin, to determine Player or the closest player. In the first instance, move the
which of the two sides will be the one on the board. appropriate Roaming Monster tokens towards the player
holding the Starting Player token. If the Starting Player’s
OV

Figure is not on the board, Roaming Monsters won’t move.


In the second case, move the Roaming Monster token
toward their closest Player Figure. In case of tie, the Starting
AL

Player decides where the Roaming Monster will move.

RULEBOOK 19
MOVING ON THE GAME BOARD
N
OT
After drawing an Event card, it’s time for the players to move
their Player Figures around the board. This action is done
simultaneously. All players can move at the same time, or
go in any order they choose. Players should talk about what
FI
they’re planning on doing at this point, so alliances can be
forged, and fruitful cooperation can be achieved.
N
Each player can move their Player Figure up to 4 spaces,
AL
following the roads on the game board. Some game effects
could increase or decrease that number. For example, owning
a Horse increases the player movement by 1 space.
.S

CARRIAGES
UB

Instead of moving, players in a Stronghold can choose


to take a carriage to another Stronghold. To do this,
JE

consider each Hold a space on the board, and pay 1


Gold

for each space (Hold) you move. For example, Gold

moving from Whiterun to Dawnstar would cost 1


CT

since Whiterun and The Pale are adjacent. Moving from


Gold

Solitude to Riften would cost 3 since the player


would move through Hjaalmarch, Whiterun and The Rift.
TO

ACTIONS
AP

Once all players have moved, each player takes their turn › Complete a Quest - If the player is in the location specified
in order, beginning with the Starting Player and continuing by the Quest card, they can attempt to start and/or
clockwise around the table. Each player can take one action complete it as an action.
PR

and, if they are in a Stronghold, visit the Market. The actions a


player can take are the following:
› Explore a Dungeon - If the player is in a , ,  ,
or space, they can enter the dungeon, fight any
› Explore the area - If the player is in a Stronghold or in enemies there, and try to find some treasure.
OV

Wilderness City Wilderness


Encounter Encounter Encounter

a space, they draw either a or a card,


respectively.
› Encounter a Roaming Monster - If the player movement
ends in a space occupied by a Roaming Monster, the
AL

player’s action has to be used to fight the monster.

20 RULEBOOK
VISITING THE MARKET
N
Plant
OT Component

Players in Strongholds can also visit the Market to buy and › Buy Components - Players can also buy Gold
, or
sell items, acquire Components, and Upgrade or Enchant their at the Market. Each Component costs 5 unless the
items. This doesn’t constitute an action, and can be done in Stronghold specifies a different price.
addition to completing a Quest or Exploring the Area. A player
› Craft - All cards in the Equipment Deck can be crafted at the
FI
can take any of the following actions in the Market:
Plant
Component

Market. The price for doing this is always 2 ,2 or


› Sell Items - Items are sold for the price shown on the card. 2 , depending on the item.
N
Cards that don’t have a price cannot be sold. Any number
› Upgrade and Enchant Items - Some item cards can
AL
of items can be sold during a turn. Sold items are shuffled
be upgraded or enchanted. Read the Upgrading and
back into their corresponding decks.
Enchanting section for more information about this.
› Buy Items - When a player decides to visit the Market, they Gold
.S
first need to check which items are sold in that Stronghold.
› Buy a Horse - Any player in a Stronghold can pay 10
to take a Horse token. The player may place the Horse
The Stronghold Chart in the top right corner of the game
token next to their character card. Any player with a Horse
UB

board shows which decks can be accessed from that Gold


token gains 1 movement each turn. Each player can only
Stronghold. The player chooses one deck, pays 1 ,
have 1 Horse at any given time.
and draws 1 card. If the player has the Speech Skill,
JE

they may draw an additional card. If the player wants to Gold


Accessing the Market can be done at any point after moving.
browse the Market further, they can pay an additional For example, in their turn, a player in Windhelm could move,
to draw another card. There is no limit to the number of Explore the Area, and then access the Market, or move, access
CT

cards a player can draw, but they must draw all cards from the Market, then Explore the Area.
the same deck. For example, a player in Solitude could pay
Gold
Might
Market
Shadow
Market

1 to draw 1 card from the


Sorcery
Market
deck, the deck
TO

or the deck. The player can then choose to pay an


Gold

additional to draw another card from the same deck.


They could do this as many times as they want providing
Gold
TRADING WITH
they have enough to do so. Once all the cards are
OTHER PLAYERS
AP

drawn, the player can buy as many items as they want,


paying the price shown on each card. Any players sharing the same space can, at any point
in the game, trade any items, Gold and Components
PR

freely. Status cards, experience


Follower
and Followers
cannot be traded. Players cannot trade in the
middle of an Encounter, but can trade between
OV

Encounters in a series of Encounters. For example, if


two players are exploring a Dungeon together, one can
give items to the other between Encounters within the
AL

same Dungeon, but not during a combat.

RULEBOOK 21
HOLDS AND STRONGHOLDS
N
OT
The Skyrim province is divided into 9 regions, called Holds. Each one offers an array of sites for adventurers to explore. Each also
has a Stronghold; the largest settlement in the region. Each Hold has its own laws and is governed by their own Jarl. These are
the special characteristics of each Stronghold:
Might Sorcery Might Shadow Sorcery
Market Market Market Market Market

› Dawnstar: Can buy items from the or decks. › Solitude: Can buy items from the , or decks.
FI
Plant Plant
Gold Component Gold Component Gold

costs 3 . and cost 6 . , and cost 5 . Gold

When selling items, gain 1 additional .


Shadow
Market
N
› Falkreath: Can buy items from the
Plant
Component Gold
deck. Gold
Sorcery
Market

costs 4 . and cost 6 . › Winterhold: Can buy items from the deck.
AL
Plant
Gold Component Gold

costs 7 . and cost 4 .


Might
Market

› Markarth: Can buy items from the


Gold
Plant
Component
deck. Gold
Might
Market
Shadow
Market
Sorcery
Market

costs 4 . and cost 5 . › Whiterun: Can buy items from the


Plant
Component Gold
, or decks.
.S
, and cost 4 .
Shadow
Market

› Morthal: Can buy items from the


Plant
Component Gold Gold
deck. Might
Market
Shadow
Market

costs 4 . costs 5 . › Windhelm: Can buy items from the


Plant
Component Gold
or decks.
UB

cannot be purchased here. , and cost 5 . Gold

When selling items, gain 1 additional .


Shadow Sorcery
Market Market

› Riften: Can buy items from the


Plant
Component Gold
or decks.
,  and cost 5 .
JE

Gold

When selling items, gain 1 additional .


CT

STRONGHOLDS AND UNREST


Strongholds in The Elder Scrolls V: Skyrim The Adventure Game When a Stronghold is Degraded a third time (when a third
are not all the same, and don’t remain the same during the is added to the Stronghold), the Stronghold is Rioting.
TO

game. Each Stronghold has a different Market and sometimes


Plant
Component
These effects are cumulative. The conflict in the city spreads
different prices for , and . This is all listed in the across the province, wreaking havoc across the land. Each
Stronghold Chart, at the top right corner of the game board. turn, after drawing an Event card, a new is added to
another Stronghold or to any card that can accept it, as long
AP

As the game progresses, some of them may suffer the


as the Stronghold is Rioting. This can happen multiple times
ravages of war, be attacked by Roaming Monsters, or close
if multiple Strongholds are Rioting. Players should keep an
their doors. In those cases, the Stronghold is Degraded. To
eye on Strongholds, making sure they don’t start Rioting.
PR

represent this, players place tokens on the Stronghold


Otherwise, they could find themselves in a very tough situation
Chart. When a Stronghold is Degraded once (when it has 1
very quickly.
token on the Stronghold Chart), it is in a state of Unrest.
OV

Players cannot access the Market in this Stronghold. When a Players can Restore Strongholds by moving to the Stronghold
Gold

Stronghold is Degraded a second time (when a second and paying 5 to remove 1 from the Stronghold Chart.
is added to the Stronghold), it becomes Closed. The Jarl has A player can only Restore a Stronghold one level per turn.
AL

closed the doors to the town, and visitors have to pay a fee to
Gold

access it. Players have to pay 5 to enter the Stronghold.

22 RULEBOOK
END OF TURN
N
OT
Once all players have taken their turn, any player who has enough to level up must to do so. Read the Levelling Up section
on page 37 for more information about this. At the end of the turn, the Starting Player token is passed to the player to the left of
the Starting Player, and a new game turn begins.
FI

EVENT CARDS
N
AL
.S
At the beginning of each Game Turn, the Starting Player draws Some Event cards include additional icons. The most common
and resolves an Event card. There are three types of Event card: one is the icon. This means that the players will take
a and place it in any card that accepts them or in any
UB

› Instant Event: Something happens in the world that affects Stronghold in the Stronghold Chart on the top right corner of
all players. This can be positive or negative. Once resolved,
the board. Any card with the symbol and a number can
the Event card is placed on the Event discard pile.
accept tokens. The moment a card reaches its token
JE

› Active Event: There’s an ongoing situation that has a global limit, a negative consequence happens.
effect. The effects of these Events are persistent, and only
Most Event cards include 2 icons, meaning players
CT

stop when a new Active Event is drawn. At this point, the


will have to place 2 tokens. These tokens can be placed in
Active Event is placed on the Event discard pile.
different places. One could go to a Quest card, while the other
› World Quests: There are Quests that can be resolved by could be placed on the Stronghold Chart on the game board.
TO

any player. They generally take place at a specific location. The Starting Player chooses where to place them. icons
If they are resolved in time, they can bring boons to the represent potentially dangerous situations for the players, and
players. If they are ignored or failed, they can cause negative can easily make the players lose the game, if left unattended.
consequences that affect the whole world. When a World
AP

Quest is drawn, the card is placed in one of the four World


Quest slots at the bottom of the game board. If all the slots
are occupied by other World Quests, the players must decide GAME EVENTS THAT
PR

which one to fail to accommodate the new one. When a AFFECT ALL PLAYERS
World Quest is either failed or resolved, the World Quest card
Some game events (Event cards, Status cards or even
is placed in the Event discard pile, unless the card features
Remove Card

Quest cards) have effects that affect all players. This


OV

From Game

the icon, in which case it’s removed from the game.


is indicated by the icon. If this icon appears in a
Combat situation or a World Quest where not all the
players are involved, the effect will only affect the
AL

players taking part in the Combat or the Quest.

RULEBOOK 23
N
QUEST CARDS
OT
FI
The stories in The Elder Scrolls V: Skyrim The Adventure Game are organized in Quest cards. These are short snippets of larger
stories. Generally, a player must resolve a series of cards to complete a story, although some stories are resolved in a single card.
N
There are three types of Quest cards:
AL
› Main Quest - These follow the personal stories of the › World Quests - There are situations that demand the
characters, and the vast conspiracies that they need to attention of all the players, or of any of them. They are
stop across Skyrim. In order to win the game, the players similar to Personal Quests, but they can be resolved by any
.S
must advance through the Main Quest cards. Failing to pay player, and their effects are noticeable across the whole
attention to the Main Quest could easily lead to the players province. Only 4 World Quest cards can be active on the
UB

losing the game. Some Main Quests, particularly at the board at any given moment. If an additional World Quest
beginning and end of each chapter, are global. This means card is drawn, players will have to choose to fail one of the
that the same Main Quest card applies to all players and Active World Quest cards to make room for the new one.
JE

they have to resolve the story together as a group. A player


When Main Quest and Personal Quest cards are completed,
with a Main Quest card cannot draw a new Main Quest
the players can keep them on the side, so they can keep a
card until they discard their current card.
CT

chronicle of their character’s story. Quest cards kept that way


› Personal Quest - There are plenty of characters in Skyrim do not count towards the maximum number of Main Quest or
that will demand the characters’ attention, asking them for Personal Quest cards a player can hold at any given moment.
assistance, or ensnaring them in their devilish plots. Side
TO

Quests represent opportunities for the players to get involved


with the world around them, while gaining treasure, , 
and unique bonuses. A player cannot have more than 2
City
Encounter
Wilderness
Encounter

Personal Quest cards at the same time. If a or a DRAWING CARDS


AP

card gives a player the option of drawing an additional


Draw
Card

During the game, players may be prompted to


Personal Quest card, they won’t be able to take the extra
cards that have already been discarded or drawn
card if they already have 2 Personal Quest cards. Personal
PR

by another player from the Numbered Deck. In


Quests are very useful, as they accept tokens, giving
those cases, the player will draw the next card. For
the players a buffer that could easily help them not lose the
Draw
Card

example, if a player is instructed to card 105,


game after any particularly aggressive event. All Personal
OV

and that card has already been discarded or drawn


Quests are marked with a dot beside the number, so they
Draw
Card

by another player, the player would 106. If 106


are easier to differentiate from Main Quests
was discarded or drawn by another player as well, the
Draw
AL

Card

player would 107, and so on.

24 RULEBOOK
N
The front of the Quest cards includes the story that the player cards that are flipped (completed) do not accept tokens.
character is following. Within that story, there will be a
At the bottom of the Quest card, players will find a challenge,
Quest
OT Marker

location icon . The player places one of their colored


called the Objective. There are 3 types of challenge:
tokens on the map to use as a guide to this location. For World
Encounters, Skill Tests and Countdowns.
Quest
Marker

Quests, use a grey . If the indicates more than one


possible location (for example: in Eastmarch), the player › Encounters - This kind of Objective involves defeating an
FI
chooses one of them and places their token there. Whenever enemy or a group of enemies to continue, and is indicated
a is shown on a Quest card, the player should not read by the word “Clear”. For this type of Objective, the players
N
out loud past that point until they reach the indicated location. can recruit the assistance of other players, as if they were
It is okay, however, to peek further into the card to find out Exploring a Dungeon together.
AL
what the Objective of the Quest will be, and thus prepare for
it accordingly. In the case of Main Quest cards, at that point of
› Skill Test - To overcome this kind of Objective the player will
have to roll the Skill Test dice, potentially spending precious
the card, the players will find an icon representing Skills of all
.S
resources to succeed.
three colors, with a number. This number is the recommended
number of Skills the player should have to attempt this Quest. › Countdown - These are Quests that force the players to race
UB

A higher number indicates a more difficult Quest. across the world towards an Objective. From the moment the
player reaches the location indicated by the , a new
Most Quest cards also have a counter, representing the number
will be added to the card at the beginning of each game
of tokens the card can accept before being failed. Note that
JE

turn. If the player doesn’t hurry up, the Quest will be failed.
the counter only appears on the front of the card; Quest
CT

SKILL TESTS
During the game, the characters’ skills will be put to the test. TRACK TESTS
TO

They will have to perform a wide array of actions to succeed Health Stamina

in their endeavors. When a player is asked to perform a Skill When a Skill Test instructs the player to roll , or
Test, they roll 3 dice plus an additional die if the character has instead of a Skill, instead of rolling 3 dice, the player rolls as
Health Stamina

learned the required Skill, and try to beat the result shown on many dice as their maximum , or .
AP

the Skill Test.

The difficulty is shown as a number of icons of the same type. ELDER SCROLLS DICE
If the player rolls at least that number of icons, the test is
PR

The Skill Test dice (white) are rolled by the players when
successful. If the roll is not successful, most Skill Tests allow
performing Skill Tests. The sides of the dice show 3 symbols
the player to Push, spending resources to buy more dice to roll.
in different amounts, representing increasing difficulties:
A player can Push one die at a time, until they are satisfied
OV

, and . The Enemy die (red) is used to


with the result or run out of resources to spend.
decide the actions of Enemies and Followers. Each face
on the Enemy die corresponds with actions they can take
AL

in Combat. The Enemy die is only rolled once each time.

RULEBOOK 25
DUNGEON QUESTS
N
OT
Some Quests will prompt the players to draw and face Dungeon cards. The Quest won’t be completed successfully until all the
enemies in the Combat are defeated; escaping the Combat (even if the player has defeated the required number of enemies)
means the Quest is failed.
FI
SUCCESS AND FAILURE
N
Remove Card
From Game

When the Objective of a Quest is completed, or the number of Most Personal Quests include the icon on the Failure
AL
tokens on the card is equal to the limit of the card, the section. This means that the Quest is discarded, and the story
player will flip the card and either read the Success (Objective won’t advance any further (the Personal Quest card is removed
successfully completed) or Failure (Objective failed or from the game.) When a Main Quest is failed, however, the
.S
limit reached) section. Some cards don’t have a counter; story continues, even though it may become more challenging
these cards cannot accept any and thus cannot be failed for the players. Beside the Failure section of the card, there’s
by accumulating tokens. the Success section. These provide advantages, bonuses and
UB

material possessions.
Once a Quest card is flipped, it won’t accept any more
tokens, unless it’s a specific Main Quest card with a counter. When a Quest card is finished, the player keeps it to the side,
JE

so they can refer to it if they want to track their progress in the


When a Quest is failed, the player reads the Failure section of
story. Any tokens on the card are discarded.
the card. This can be found on the back of the card (except in
CT

the case of War Quests, where the failure is also on the front.)
The Failure section can prompt the player to lose treasures,
HOW TO READ A SKILL TEST
material possessions or even remove cards that could have
been useful from the Numbered Deck. A Skill Test is divided into three sections:
2
TO

Unstable Device
Part II
3

› Skill Test type - This shows the players the type


of Skill Test this is. If a Skill token is shown, that
meansKaron
that
you
shouts after me: “No! Get back here,
thisunderstand
don’t is a regular Skill
what Test.
you’re The player
doing!”
AP

will gain 1 Skill Test die to the roll if they know the
DIFFICULTY ICONS Health Stamina

Skill. If a , anyorStrongholdicon is shown, that


Difficulty icons correspond to the symbols on the Skill means that the player will be rolling a Track Test.
PR

Test dice. There are three different icons: Circle (   ),


› Difficulty - The number of icons of the same type
Triangle ( ) and Diamond ( ). is the The device shimmers and glimmers. I try to
required for the the
complete testexperiment
to be successful.
on my own.
easiest symbol to roll; half of the faces in the Skill
OV

Test die are . is slightly harder; one third › Push - Which resource can be used to roll
OBJECTIVE
of the faces in the Skill Test die are . is the additional dice.
With S1 equipped: Test the device.
1/400 ©2021 BSW

hardest symbol to roll; only one of the faces in the ROLL RESULT PUSH
AL

+ Enchanting =
Skill Dice
3x Skill Dice

Skill Test die is a . 2

26 RULEBOOK
CHOICES MATTER
N
OT
Once the Quest has been succeeded or failed, it may continue.
At the bottom of the back of the card, the player is often given
two options. These will determine how the story progresses.
Once a choice is made, a new card is drawn.
DISCARDING TREASURES
FI
Some game effects may ask players to discard some
NOT ENOUGH RESOURCES!
N
of their Treasures. This will be often represented with
Any
Treasure

Some Quests and game events will prompt the the . When that icon appears, the player may
AL
Plant Any Basic Advanced
Gold Component Treasure Treasure Treasure

players to lose some of their , ,


Gold
or discard any item that has the back
Dragon
Treasure
Might
Market
Shadow
Market
Sorcery
Market
 , ,  ,
. If the player doesn’t have enough
Plant
Component
,  , , , or the . If the player doesn’t
or to cover the cost, they lose as much as have any Item card with any of these backs, they
.S
they can, without any added penalty. However, if a will not have to discard anything. Exceptionally, some
card asks a player to Turn In any type of resource, cards may ask a player to discard an Item card with a
UB

the player needs to have that number of resources in specific back. If the player doesn’t have any Item card
order to continue the Quest. with that back, they won’t have to discard anything.
JE

SPECIAL QUESTS
CT

Some of the Main Quest cards can potentially affect all


players. At the end of some chapters, players are instructed EXPERIENCE CAP
to draw a single Main Quest card for all players. When this
TO

During the game, players will earn (Experience)


happens, place the Main Quest card on the side of the board,
as a result of their actions. That is used to level
where all the players can see it.
up, as well as for some specific Skill Tests. A player
can never have more tokens than the number
AP

they need to level up. As such, at the beginning of


the game, a player cannot have more than 7
tokens. If a player already has 7 tokens, any
PR

tokens they gain will be lost. Read more about


levelling up in the Improving Your Character section,
on page 37.
OV
AL

RULEBOOK 27
N
COMBAT
OT
FI
Battle is at the heart of the Elder Scrolls world. No matter whether you are an archer, a barbarian or a wizard, chances are you’ll end
up having to fight your way out of sticky situations more often than not. In Combat, players take turns to defeat their enemies.
N
COMBAT SEQUENCE
AL

All battles start with the Ambush and Sneak phase as the When the last player has acted, all players turn their Character
.S
characters try to sneak up on the enemies. Once the Ambush cards back to their original position, starting a new series of
and Sneak phase is resolved, players take turns to fight their Combat Rounds. If there’s any disagreement about who should
enemies. These are the steps in a regular Combat Round: act next, the player holding the Starting Player token decides
UB

for the whole group, even if that player is not involved in that
› Players take potions and switch equipped items Combat situation. Character cards are not turned back to their
› Players decide who’ll act on this Combat Round original position at the end of a Combat; they are only turned
JE

back at the end of the game turn or when all players in the
› That player rolls to determine the enemy’s actions, but combat have their Character cards turned sideways.
doesn’t resolve them yet
CT

› That player rolls to determine and resolve their Follower’s


actions
TURNS AND ROUNDS
› The player declares their action
TO

› Game Turn: The whole sequence of actions that


› The player’s Defensive and Special actions are rolled includes drawing an Event card, moving through
and resolved
the game board and taking a turn action. Affects
AP

› The enemy action is resolved all players.

› Player’s Offensive actions are rolled and resolved › Combat Round: The individual sequence during
Combat that includes the enemy attacking and
PR

At the beginning of each Combat Round, after consuming


the player taking an Offensive, Defensive or
potions and switching equipped items, the players decide who
Special action.
will act. There is no need to follow any order; this is a strategic
OV

decision that can make or break the Combat. Once a player Characters’ Innate Abilities (shown on their Character
has taken a Combat round, they turn their Character card card) can only be used once per Game Turn, not once
sideways. This means that they cannot take another Combat per Combat Round.
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Round until all players involved in the Combat have acted.

28 RULEBOOK
SNEAK, AWARENESS, AMBUSH
N
OT
Some characters have the tendency to sneak upon the TRAPS
enemies. This can be a very powerful strategy, capable of
ending many combats before they even start. The characters will find more than monsters and enemies
during their adventures, they will also face rooms plagued
Sneaking works like any regular Skill Test, with the Difficulty
FI
with deadly traps. When a player or a group of players faces a
indicated in the Encounter card (after the Sneak icon.) The
(Trap) enemy, they will fight it the same way they would
player rolls three Skill Test dice, plus one additional die for every
N
resolve any Combat situation. The main difference is that
Sneak they have in their equipped items or Skills (Sneak or Light
instead of Sneaking, the first player in the Combat may choose
AL
Armor.) If the Skill Test is passed, the player selects one attack from
Stamina
to try to disarm the trap by rolling a Lockpicking Skill Test. This
any of their available Combat actions, pays the cost in , and
Skill Test works the same way as the Sneak Skill Test. If the
applies the damage directly, without rolling an additional Skill
player attempting to disarm the Trap fails their roll, the Trap
.S
Test. To all effects, the player gains a free Combat turn without
Enemy Dice
Skull

will immediately activate, dealing the effect to the player


retaliation from the enemy. The Sneak action counts as the first
who attempted to deactivate it. Once this is resolved, the next
round in the Combat, so the player using Sneak is the first player
UB

player will try to disarm the Trap.


acting during the Combat. Players looking for a more challenging Stamina

experience roll for Sneaking without adding the first three dice. Players cannot spend or to Push when rolling for
Sneaking or disarming a trap.
JE

There are two exceptions to Sneak:

› Players wearing a Heavy Armor cannot Sneak.


CT

› Sneak cannot be used to perform Combat actions from spells.


The only exception to this rule is the Illusion spell Muffle. This spell
allows the player to spend some to increase their Sneak.
TO

Some enemies have the Ambush trait. This represents their


ability to sneak up on the players. The only way to stop an
Ambush is by Sneaking. If a player successfully Sneaks on an
AP

enemy with Ambush, the Sneak works normally. If the player


fails their Sneak roll, or if they don’t try to Sneak, they will
suffer the Ambush. When the enemy performs an Ambush Enemy Dice
Skull
PR

action, the player will suffer the effect of the enemy’s


action, without rolling or having the chance to take a defensive
action. In Combat situations with more than one player, the
OV

player attempting to Sneak suffers the attack. If no player


attempts to Sneak, the players choose one player to start the
Combat, and that player suffers the damage. After the Ambush
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and Sneak phase is resolved (whenever a player decides to


Sneak, or an enemy has the Ambush trait), the next player
starts their Combat Round by rolling the Enemy die.

RULEBOOK 29
ENEMY ACTIONS
N
OT
Enemies will attack the player who is acting each round. This means that each player involved in the Combat will be attacked each
time it’s their time to act. Each enemy card (either Encounter or Dungeon card), has a list of behaviors. The player rolls the Enemy
die to determine which action the enemy will take. If the result of the roll matches any of the icons on the enemy behaviors, the
enemy will take that action during this round. Enemies can take three types of action during a round:
FI
› Attack - This is the most common action. An attack
Health
meaning the enemy will heal only that track. No track can
generally affects the player’s , although some attacks be healed above its starting value. Some attacks, like the
N
Stamina

may have an impact on the player’s or . Some Vampire’s Drain, both attack the player and heal the enemy.
AL
attacks may affect all players involved in the battle ( ).
These are particularly devastating, as only the active player
› Spawn - There are some enemies with the ability to
summon creatures to assist them. When this happens, the
may choose to take a defensive action.
player draws an additional enemy, and places it before the
.S

› Heal - Some enemies have the ability to heal their wounds. original enemy in the fight (see Fighting Multiple Enemies
This is always represented as a shield of a specific color, on page 32.
UB

FOLLOWER ACTIONS
JE

During their adventures, players can recruit Followers that will


Follower
Some Followers have actions that affect the player in different
assist them in battle. Followers are indicated by the icon. ways. This effect only applies to the player with the Follower
CT

Stamina

A player may have as many Followers as they want, but only card, unless otherwise specified. Effects that affect
Health
,
one Follower may be active at a time. The player can choose to or heal or restore the player’s traits, unless otherwise
change the active Follower at the beginning of the Game Turn, but specified. Some Followers will sometimes attack the players.
not during Combat. Followers act in the same way as enemies, Whenever the icon appears in a Follower action, the
TO

although they do not have armor tracks. It is not possible for action will affect all the players, instead of the enemy.
enemies to kill Followers in battle, although some Followers have
specific attacks that will kill them. Followers do not have any
effect on Sneak, unless otherwise specified in the Follower card.
AP

PLAYER ACTIONS
PR

Each player can only take one action per Combat Round. To take an action, the player must first pay the cost. If the
Stamina

These actions are shown on their cards. Weapons, spells and player doesn’t have enough or to take the action,
OV

Health

equipment often provide a list of possible actions the player they can pay any missing points with instead. After
can take. These generally have an associated Skill, a cost
Stamina
paying the cost, the player rolls a Skill Test for the Skill related
in or , a difficulty, and an effect. The effect will to the action. For example, performing a Swing action with
AL

determine which kind of action the player is taking. an Iron Sword would mean rolling a Skill Test for the One
Handed skill. The player rolls 3 dice, plus an additional die if
their player character has the One Handed skill. The action also
shows the difficulty of the Skill Test.

30 RULEBOOK
N
OT PUSHING IN COMBAT
Stamina

Most Combat Actions can be Pushed by paying 1 to roll each Combat Round. As they level up, they gain more Pushes,
an extra Skill Test die. If the player is using a Spell, they pay 1
Stamina Stamina
up to a maximum of to 4 Pushes each Combat Round. Above
Combat Push

instead of 1 . If the player doesn’t have any


Health
or the tracks, there are a series of icons, marking each of
remaining, they can use their to Push. the divided areas in the tracks. Whenever one of the tracks
FI
reaches a new area, the player gains 1 additional Combat
Unlike regular Skill Tests, there is a limit to the number of
Push. Note that the , and token do not count
times a player can Push each Combat Turn. That limit is Health Stamina
N
Health Stamina
for this; the , or cube needs to be in the divided
shown on their highest track ( , or ). At the
area to gain the Combat Push.
AL
beginning of the game, all players can Push up to 2 times

TYPES OF PLAYER ACTIONS


.S

In Combat, players can decide to attack the enemy, but there are other actions they may take.
UB
Health Stamina

› Offensive Actions - The player deals damage to the enemy › Special Actions - The player regains , or ,
summons a creature, or takes another action with a
› Defensive Actions - The player negates the enemy’s action different effect
JE

DEFENSIVE ACTIONS
CT

When the enemy’s attack is too strong, the player may choose
to take a Defensive action. Defensive actions don’t deal any
TO

damage and have no additional effect attached to them. When


a player takes a Defensive action, and succeeds on the Skill
Test, the enemy action is countered, and does not have any
effect on that player.
AP

Stamina

Note that this takes the player’s round and also consumes
or , so it’s advisable to take Defensive actions only when
PR

strictly necessary. When an enemy takes a enemy action,


using a Defensive action will only protect the player who is
acting, not the rest. Defensive actions are always resolved
OV

before resolving enemy actions.


AL

RULEBOOK 31
SPECIAL ACTIONS
N
OT
A Special Action is a Combat action that doesn’t feature a damage icon and includes an additional effect. These are powerful
strategic actions that can quickly change the tide of battle, bringing in reinforcements or assisting other characters in the group.

SUMMONING HEALING
FI
Some Conjuration spells give the player the ability to summon Restoration and Illusion spells often give the players the ability
N
Health Stamina

creatures to assist them in combat. Summoning does not to heal a player character’s , and/or .
AL
require a Skill Test; the action is automatically successful. To heal, the player rolls the appropriate Skill Test and, if
The player draws a Dungeon card of the type shown on the successful, regenerates the amount specified by the spell.
Conjuration spell, and uses that card as an active Follower for Players cannot heal above their maximum value in any track.
.S
the rest of the Game Turn. If the player draws a Dungeon card This is always resolved before resolving the enemy attack.
with the icon, they place that card in the monster discard
When an Item card, or any game effect, has the keyword
pile and draw a new one. A player using a Summoning spell Health
UB

Heal, that means that the target of the card will recover if
can effectively have two Followers at the same time during
the target is a Player Character or a specific Armor track if the
the Game Turn. Unless otherwise specified, a player can only
target is an enemy.
take one Summoning action per Game Turn. The summoned
JE

creature is discarded at the end of the Game Turn.


RESTING
When rolling attack actions for a creature Summoned by a
CT

Stamina

player, ignore the , and icons and Healing Stamina

Another way of restoring the and tracks is by


actions. Summoned creatures stay with the player until the
Resting. All characters can take their round to Rest during
end of the Game turn so, if a player summons a creature in Stamina

Combat. Doing so heals 2 and , although it will leave


TO

the first battle of a Dungeon, the Summoned creature will also


the player exposed to enemy attacks.
assist the player during the rest of the battles.
AP

BOWS
Bows can be particularly deadly in combat, but they
require players to take a more strategic approach than
PR

other types of weapon. All bows have the Aim action,


with an added number (generally 1). Aim deals
devastating damage and has a very low Difficulty.
OV

However, Aim can only be used as many times as the


number in the Aim line per Combat.
AL

An equipped Bow always takes both hand spaces,


like a two handed weapon.

32 RULEBOOK
OFFENSIVE ACTIONS
N
OT
These are the most straightforward actions. They show a Skill always resolved at the end of the Combat round, after the
Test, and an amount of damage dealt to the enemy. They are enemy attacks.

DEALING DAMAGE
FI
There are 3 types of armor in The Elder Scrolls V: Skyrim The Adventure Game. Heavy Armor ( ) protects against hard, slow
N
and highly destructive blows. Light Armor ( ) protects against fast blows. Magical Armor ( ) protects against attacks from
AL
arcane sources. All damage is expressed in the same terms: Heavy Attacks ( ), Light Attacks ( ) and Magical Attacks ( ).

DAMAGE AGAINST PLAYERS TRACK DAMAGE


.S

Stamina

When players receive any kind of damage, they first subtract Some enemy attacks affect or . These powerful
UB

the damage from any armor they have of the same type. For attacks are much more dangerous than regular attacks. Any
Stamina

example, if a player with 3 receives 5 , they would damage to or cannot be blocked with Armor. If an
Stamina

subtract the attack from the armor, which would result in a total enemy attack deals 4 and 2 , and the player has 6
JE

of 2 . Once the attack has been reduced by the armor, the


Health
, all the would be blocked by the Armor, meaning
Stamina

rest of the damage is reduced from the player’s . the player would only lose 1 from the
Stamina
portion of
Stamina

the attack, plus 2 additional for a total of 3 . The


CT

If the attack is equal to or lower than the armor, the Stamina

damage is calculated all together, and applied first to and


character’s armor has absorbed the blow, but the character Health Stamina

Stamina
, and then to . A player with no remaining or
is staggered. The player loses 1 . If the player has no Health

Stamina Health
would lose instead. For example, a player receives
remaining , they will lose instead.
TO

5 and 3 from an enemy attack. The player has no Health

If the player has no armor matching the enemy attack type Armor, and no left. The player would lose 8 .
(for example, the enemy attacks with 3 , but the player Using a Defensive action stops Track damage from happening.
has no ), the player takes the full damage.
AP
PR
OV
AL

RULEBOOK 33
N
OT DAMAGE AGAINST ENEMIES MATCHING ATTACK AND ARMOR
Health

Enemies don’t have a track; instead, they have different Normally, the attack type will match that type of armor.
armor tracks. When they receive damage, their armor is chipped always defends against , against and
away, making further attacks easier. The player’s attack is against . If the defender has any , it’s not possible to
subtracted from the enemy’s armor, and the rest becomes reduce the using .
FI
damage. All damage is applied directly to the enemy’s armor.
However, there are attacks that deal more than one type of
For example, if the player deals 5 , and the enemy has
damage at the same time. These are shown like this: 2 /
N
3 , the armor is subtracted from the attack. The result
. This means that the action deals either 2 or 2 ,
would be 2 as damage. The enemy’s track would be
AL
depending on the situation. When a player character suffers
reduced by 2, and the enemy would end up with only 1
an attack that affects more than one armor type, the attack
on their track, making the enemy much more vulnerable to the
will always target the weaker armor. For example: the enemy
next attack. If an attack reduces an enemy armor track
.S
deals 5 / . The player has 2 and only 1 .
to zero, the enemy Armor cube is removed and any remaining
The player will be forced to defend against the attack using
damage is ignored. The enemy always suffers at least 1
their , as it is lower. When dealing damage to enemies,
UB

damage from an attack, even if their armor is the same value


the player chooses which damage type to apply.
as the player’s attack. When all the enemy’s armor tracks are
reduced to zero, the enemy is defeated.
JE

If the enemy doesn’t have any armor to match the player’s


attack type, the player can choose which track to reduce,
CT

dealing the full damage of the attack.

2
TO

6
AP

Vampire
5 Mistwalker
Sneak 3
4
PR

*Drain: Heals 2
Enemy Dice Enemy Dice
Axe Sword

3 Swing 4
Enemy Dice
Skull

3
OV

Drain*
2
Stamina

Freeze 3 1
1/215 ©2021 BSW

1 Basic
Treasure
AL

2 2 1 –

34 RULEBOOK
N
OT FINAL BLOW POTIONS

When a battle gets particularly tough, the players always Any player can use a potion at the beginning of any Combat
have an ace up their sleeve: the Final Blow. This is shown by
Health
Round, even if they are not the one acting, before rolling the
placing a token at the beginning of the track. When enemy die. Some potions can be used more than once during
a player character receives any amount of damage that would a Combat Round. Using a potion doesn’t count as an action,
FI
reduce their health to their Final Blow or lower, the damage and can be done in addition to an Offensive, Defensive or
stops at their Final Blow token. From that point on, any Special action. Potions can also be used between Combats
Plant
Component
N
amount of damage they receive will remove that Final Blow within a Dungeon. To use a potion, pay the cost in , and
and cause them to become Critically Injured. This removes resolve the effect of the potion.
AL
them from the battle. If all players are removed from the
battle, the Combat is lost.
ESCAPING COMBAT
.S
Exceptionally, some spells and magical items will feature the
icon. This gives the player additional Final Blows. To At the beginning of each player’s turn, before rolling for the
represent this, the player should move their Final Blow token enemy action, any player can decide to escape the combat.
UB

as many slots to the right as additional Final Blows they gain. The player is removed from the battle, and takes no further
Each of these Final Blows works the same way as the original part in it. The player adds a token to any card that can
one, being reduced one by one. A player is only removed from accept them or to any Stronghold in the Stronghold Chart. If
JE

the battle when they lose their last Final Blow. the Combat is part of a Quest, and the escaping player is the
one holding the Quest card, the Quest is automatically failed.
CT

CRITICAL INJURIES
Health

When a player loses all their during a Combat, they are


TO

Critically Injured. This means that they had a close encounter with
death, but managed to survive it. Still, there are consequences.

The player who has been Critically Injured draws an Event card
and resolves it. Then the player takes as many tokens
AP

as the number of players, and distributes them between any


cards that accept them, or between any Strongholds in the
Stronghold Chart at the top right corner of the game board.
PR

This could easily mean failing one or more Quests or degrading


Strongholds to Rioting. If the player was the last one in an
Encounter, the Combat immediately ends.
OV
AL

RULEBOOK 35
N
OT FIGHTING MULTIPLE ENEMIES

Sometimes, players will face groups of enemies. These When rolling for the enemy action, if the icon on the die
Encounters are particularly dangerous, and can prove a doesn’t match any of the icons on the first (leftmost) enemy’s
challenge for even the most hardened adventurers. When behaviors, the players check if it matches any icons on the
facing multiple enemies, the players set the Encounter cards on next enemy to the right, and so on until all enemies have been
FI
the table side by side, from left to right. The leftmost enemy checked. As a result, even the last enemy (rightmost) has
is the one that’s the closest to the players, this enemy will be a chance to attack if the rest of the enemies miss. This also
N
the one who takes most of the damage the players deal out. means that the more enemies that are involved in a battle, the
The enemy on the rightmost side is waiting for their moment more likely they are to attack.
AL
to strike.
When the players attack, they always attack the leftmost
If any of the enemies drawn is a (trap) Encounter, this is enemy. Once that enemy is defeated, their card is discarded,
.S
resolved first, before proceeding to the battle. For example, if 1 and the next enemy becomes the first enemy to be attacked.
Draugr, 1 Bear and 1 Spear Trap are drawn, the players would Damage is only applied to one enemy at a time, if an attack
first encounter the Spear Trap and once they have solved the would deal more than an enemy has and removes
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Trap, they would fight against the Draugr and the Bear. it, any excess damage is not carried over.
If a player wants to Sneak in a Combat against multiple If an enemy summons a creature to assist them in battle,
JE

enemies, use the enemy with the highest Sneak value as the the creature is placed to the left of the leftmost enemy, thus
difficulty. If the enemy with the highest Sneak value has the becoming the first enemy.
Ambush trait, the players must defend against an Ambush.
CT

Otherwise, even if any other Encounter card has the Ambush


trait, the enemy group will not Ambush.
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0 1

6 6
AP

5 Bandit Berserker 5 Restless Draugr


Sneak 3 Sneak 2
PR

4 4
Ambush
Enemy Dice Enemy Dice Enemy Dice
Skull Fire Sword

3 Swing 1 / 3 Swing 3
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Enemy Dice Enemy Dice Enemy Dice


Sword Skull Axe

2
Stab 2 2
Eviscerate 4
1/202 ©2021 BSW

1/214 ©2021 BSW

1 1
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1 1
Gold

3 – – – 1 1 – –

36 RULEBOOK
N
SWITCHING EQUIPPED ITEMS
ENCOUNTER CARDS
OT
A player may be inclined to start the fight with a bow, but then
When a player finishes a Combat against an
change to a two handed weapon as the situation changes.
Encounter card from the Numbered deck, the player
Exchanging one item to another one in the Backpack doesn’t
always returns the card to the Numbered deck. As a
count as an action, and can be done at the beginning of any
result, the same enemy can be fought several times
FI
Stamina

Combat Round by paying 1 . Only weapons, trinkets and


by different players.
potions can be switched this way. Armors, including helmets
N
and boots cannot be switched during Combat.
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ENDING A COMBAT
.S
When a Combat ends, if the Combat is part of a series of
Encounters (like in a Dungeon), the players recover all of their
Stamina Health
Plant
Component

and , but not their . Players can spend to


UB

use potions between Combats. If the Combat is the last one in


a series, or if the players have escaped (thus ending the series
of Encounters), all tracks are fully regenerated.
JE
CT

REWARDS
Some Encounter cards, and all Dungeon cards, will provide loot After the global reward, there are up to 4 individual
TO

and to the players involved in the fight. The rewards are rewards. Each reward can only be chosen by one player. The
shown at the bottom of the card. The first reward is always player dealing the killing blow chooses one of the rewards.
a number of that each player involved in the Combat Then, the next player clockwise chooses another reward, and so
will earn. Note that a player cannot gain more than the on until all players have chosen 1 reward or there are no more
AP

number they need to level up. So, if a player needs only 1 rewards to choose from. If there are any remaining rewards,
to level up, and they gain 3 , 2 of those will be lost. these are lost. This means that it’s always beneficial to recruit
the assistance of other players when going into Combat.
PR
OV
AL

RULEBOOK 37
N
EXPLORATION
OT
FI
During the game, players will be constantly exploring the world, meeting new people and facing new dangers. There are two main
types of exploration: Dungeon exploration and narrative exploration. Dungeon explorations are heavily Combat-based; players fight
N
their way through abandoned ruins, dark caves, ancient tombs and eerie Dwemer cities, trying to loot treasure and gain riches.
Narrative explorations are based on players meeting new people in cities, or discovering secrets hidden in nature.
AL
Most of the Exploration parts of the game can be done while other players take their turns, as they have no effect on their action.
City
Encounter
Wilderness
Encounter

Players are encouraged to take any Market actions and to draw their or cards while other players resolve their turns.
.S

NARRATIVE EXPLORATION
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Wilderness
Encounter

Whenever a player is in a Stronghold or a space, they


may choose to use their action for the turn exploring the area.
City
Encounter
Wilderness
Encounter
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To explore the area, draw a or a card (depending Wilderness


Encounter

on whether the player is in a Stronghold or space), read


the card, and resolve it. Many of those cards provide Personal
CT

Quests for the players. Personal Quests are often very useful,
as they give players a buffer for their tokens. Once a City
Encounter
Wilderness
Encounter

player has accepted a Personal Quest from a or card,


TO

they need to either complete it or let it fail over time. Unless


the player takes the Personal Quest, or the card otherwise
City
Encounter
Wilderness
Encounter

specifies it, the or card is placed in its corresponding


City
Encounter
Wilderness
Encounter

discard pile. When the or the decks are depleted,


AP

shuffle the discard pile and place the deck back in its slot.
PR
OV
AL

38 RULEBOOK
DUNGEON EXPLORATION
N
OT
Characters will often explore Dungeons during the game. These In some cases, as the story progresses, players will have to
provide an essential source of treasure and . When visiting face more than one single enemy in the same Encounter.
a Dungeon, the player first checks the type of Dungeon. Each For example, the Dungeon Challenge card of Chapter 3 of
type will bring in different creatures. Campaign 2 states that, when exploring a Mine ( ), the
FI
players would first face a Human ( ) enemy, followed by
› - Cave - Frequented by creatures. Generally the
an and an Undead ( ) enemies in a single Encounter.
easiest Dungeons.
N
› - Mine - and enemies gather here. Dungeon Challenge
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Campaign 2
› - Tomb - This is where players will find the most creatures. Chapter 3

› - Ruins - The most frequent enemy type is enemies.


.S

› - Dwemer City - Dwemer cities are rich in , and


are often plagued by dangerous traps. Generally the
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toughest Dungeons.

Each Chapter has a separate Dungeon Challenge card. This


JE

card shows which Encounters the players will draw and face in
each type of Dungeon. These Encounters appear as sequences.
For example, the Dungeon Challenge card for Chapter 1 of
CT

1/562 ©2021 BSW


Campaign 1 shows that, when exploring a Cave ( ), the
players will draw and face 1 Animal ( ) enemy, followed
by another enemy.
TO

Dungeon Challenge When two or more players end their movement in the same
Campaign 1
Chapter 1 Dungeon, and declare they want to explore it, all players
involved face the Dungeon together as a group. This takes the
AP

turn action for each player involved. Any player that shares
the same space, but declares they don’t want to explore the
Dungeon (for example, if they want to complete a Quest
PR

card), won’t be a part of the Dungeon exploration party. A


player cannot be a part of a Dungeon exploration party and
attempt to complete a Quest card on the same turn.
OV
AL
1/557 ©2021 BSW

RULEBOOK 39
N
There are 7 types of enemies: COMPLETING A DUNGEON
› - Animals or wild beasts
OT
When the last enemy is defeated, the Dungeon is completed.
› - Humans or humanoids The player who dealt the killing blow gains, on top of the
rewards from the card, a Treasure card. This card is determined
› - Undead creatures
by the level of the most powerful enemy in the Dungeon
FI
› - Daedric enemies (enemy level is shown on the top left corner of the Dungeon
card). Enemy Levels go from 0 to 7. If the highest level enemy
› - Dwemer automatons and contraptions
Basic
Treasure
N
was level 3 or lower, the player gains a . If the highest Advanced
Treasure

› - Traps level enemy was level 4 or higher, the player gains a .


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› - Dragons

On the Dungeon Challenge cards, the different Encounters are


.S
contained in squares, and separated by arrows. Players first
fight the leftmost encounter, and progress to the right until
Once rewards are distributed, the defeated Dungeon cards are
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they finish the last one. If a red square contains two different
placed on each of the Dungeon decks discard piles. However,
icons, that means that the players will face two enemies at the
as players level up they remove low level enemies from the
same time. When fighting different Encounters within the same Health

Stamina
game. On the Character Board, above the track, there
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Dungeon, players recover their and between battles,


Health
are a series of numbers. These represent which level Dungeon
but not their . They also may switch their equipment,
cards will be removed from the game after defeating them.
trade among each other or even escape the Dungeon between
CT

Health Stamina

When a player’s , or has reached the threshold


Encounters. When players escape a Dungeon between
marked by the number on the Character Board, enemies of
Encounters, they do not have to pay any penalty, as they
that level or lower are removed from the game when defeated
would do when escaping an Encounter. Enemies that took part
in a Combat where that player was involved. For example,
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in the Dungeon will be removed as usual. Health Stamina

when a player’s maximum , or is 7 or higher,


When two different enemies appear side by side on the Dungeon they will remove enemies of level 1 or lower from the game.
Challenge card within the same square, that means that these If the player’s track has been increased due to equipped items
enemies are meant to be fought as a single Encounter. or other game effects other than levelling up, the enemies are
AP

still discarded. Summoned creatures are not removed from the


game this way. If the players escaped the Combat, no cards
will be discarded.
PR

At the end of the Combat, after all low level enemies have
been removed from the game, and all defeated Dungeon
OV

cards are in their respective discard piles, the players draw an


additional card from each Dungeon deck they used, shuffle
it with the discard pile of that Dungeon deck, and place the
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resulting deck back on top of the original Dungeon deck.

40 RULEBOOK
N
IMPROVING YOUR
OT
FI CHARACTER
As your character interacts with the world, their skills will improve, they’ll learn new things, and gain valuable pieces of equipment.
N
LEVELLING UP
AL
At the end of each turn, the players check how many After choosing a Skill token, the player then increases their
Health Stamina

tokens they have. If the number of tokens is enough to , or by 1 point, by moving the ,
.S
Level Up their character, they must do so. The number of or token one space to the right. If any of the tracks
tokens needed to Level Up is shown on the Character Board. gets to its maximum value of 10, the player removes the
The first level costs 7 , and the price increases by 1 every corresponding , or token, and won’t be able to
UB

time the player Levels Up. increase that track further.

When Levelling Up, the player takes a Skill token of their Keep in mind that, once a player has as many as they
JE

choice from the reserve, and places it, face up, on the first need to Level Up, they cannot gain any further until they
available (lowest number) slot on the Character Board. Level Up.
CT

4
LEGENDARY SKILLS
When players become very powerful, they can start learning In addition, some enemies have attacks that only apply when
TO

6
Legendary Skills. A player needs to already have learned 8 fighting against players with Legendary Skills. Whenever an
Skills in order to learn Legendary Skills. When the player enemy has5
an attack action lineOverlord
Draugr in a darker color, that attack
wants to learn the 9th Skill, instead of gaining a new Skill will only be effective if any of the players facing it has a
Sneak 3
token, they choose one of the Skill tokens they already have Legendary Skill. Otherwise, any attacks matching that icon will
AP

and flip it, making it Legendary. This counts as a Level Up and automatically miss. Enemy Dice Enemy Dice
Axe Skull Stamina

costs 15 . 3 Swing 3 / 1
Enemy Dice
Sword Stamina
PR

In Skill Tests, instead of providing one die to the player, a Impale 5 2


Legendary Skill provides two. Some Legendary Skills also
Stamina

Frost Breath
6 3
1/217 ©2021 BSW

Shout
provide incredible bonuses that can quickly change the course
OV

of the game.
4
Gold Gold Gold Gold

3 3 3 3
AL

RULEBOOK 41
SKILLS
N
OT
The Elder Scrolls V: Skyrim The Adventure Game includes 18 Skills, 6 for each family of Skills (Might, Shadow and Sorcery.)
Each Skill gives the player additional bonuses.

MIGHT SKILLS
FI
› Smithing - When performing Skill Tests with this Skill, › Heavy Armor (Legendary) - When performing Skill
N
Draw
Card

roll an additional die. When Upgrading Equipment, an Tests with this Skill, roll two additional dice. Gain 1
Heavy
Armour
AL
additional card on the first draw. armor, even without a item equipped.

› Smithing (Legendary) - When performing Skill Tests › One Handed - When performing Skill Tests with this Skill,
with this Skill, roll two additional dice. When Upgrading roll an additional die.
.S
Draw
Card

Equipment, an additional card and pay 1 fewer on


the first draw.
› One Handed (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice.
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› Block - When performing Skill Tests with this Skill, roll an


additional die. With a
Shield

item equipped, gain 1 and


› Two Handed - When performing Skill Tests with this Skill,
roll an additional die.
1 armor.
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› Two Handed (Legendary) - When performing Skill Tests


› Block (Legendary) - When performing Skill Tests with with this Skill, roll two additional dice.
this Skill, roll two additional dice. Gain 1 and 1
CT

Shield

armor, even without a item equipped. › Archery - When performing Skill Tests with this Skill, roll
an additional die.
› Heavy Armor - When performing Skill Tests with this
Heavy
Armour

Skill, roll an additional die. With a item equipped, › Archery (Legendary) - When performing Skill Tests
TO

gain 1 armor. with this Skill, roll two additional dice.


AP
PR
OV
AL

42 RULEBOOK
N
OT SHADOW SKILLS SORCERY SKILLS

› Light Armor - When performing Skill Tests with this Skill, › Illusion - When performing Skill Tests with this Skill, roll
roll an additional die. Gain Sneak (1). an additional die.

› Light Armor (Legendary) - When performing Skill Tests › Illusion (Legendary) - When performing Skill Tests with
with this Skill, roll two additional dice. Gain Sneak (1) and this Skill, roll two additional dice.
FI
1 armor.
› Conjuration - When performing Skill Tests with this Skill,
N
› Sneak - When performing Skill Tests with this Skill, roll an roll an additional die.
additional die. Gain Sneak (1).
› Conjuration (Legendary) - When performing Skill
AL
› Sneak (Legendary) - When performing Skill Tests with Tests with this Skill, roll two additional dice. Increase the
this Skill, roll two additional dice. Gain Sneak (2). maximum number of summons to 2. The Summon action
.S
needs to be taken twice to get 2 summoned creatures.
› Lockpicking - When performing Skill Tests with this Skill,
roll an additional die. › Destruction - When performing Skill Tests with this Skill,
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roll an additional die.


› Lockpicking (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice. › Destruction (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice.
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› Pickpocketing - When performing Skill Tests with this


Skill, roll an additional die. › Restoration - When performing Skill Tests with this Skill,
roll an additional die.
CT

› Pickpocketing (Legendary) - When performing Skill


Tests with this Skill, roll two additional dice. › Restoration (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice. When using healing
› Speech - When performing Skill Tests with this Skill, roll
Draw
Card
spells, Heal an additional
Health

.
TO

an additional die. In the Market, an additional card on


the first draw. › Alteration - When performing Skill Tests with this Skill,
roll an additional die. With an Alteration spell equipped,
› Speech (Legendary) - When performing Skill Tests with gain 1 Armor.
this Skill, roll two additional dice. In the Market,
AP

Draw
Card Gold

an additional card and pay 1 fewer on the first draw. › Alteration (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice. Gain 1 Armor,
› Alchemy - When performing Skill Tests with this Skill, roll even without an Alteration spell equipped.
PR

an additional die.
› Enchanting - When performing Skill Tests with this Skill,
› Alchemy (Legendary) - When performing Skill Tests
Draw
Card

roll an additional die. When Enchanting Equipment, an


with this Skill, roll two additional dice. Gain 1 use of a
OV

additional card on the first draw.


potion per Combat round.
› Enchanting (Legendary) - When performing Skill Tests
with this Skill, roll two additional dice. When Enchanting
AL

Draw
Card

Equipment, an additional card and pay 1 fewer on


the first draw.

RULEBOOK 43
UPGRADING AND ENCHANTING
N
OT
Players can also improve their chances in the game by
Absorb Stamina:
Upgrading and Enchanting their items. This can only be done
Stamina

Gain 1 when receiving


at Strongholds. Most equippable cards have a cost to Upgrade any .

and/or Enchant. That price is shown as for Upgrading

1/810 ©2021 BSW


FI
and for Enchanting. The player can pay that price and

de nt
draw a card from the Upgrades/Enchantments deck. If an

ra e
pg tm
N

U an
item doesn’t have an Upgrade or an Enchantment cost, that

ch
En
card cannot be Upgraded or Enchanted. If a card has a cost +2
AL
for both Upgrading and Enchanting, the item can be both
Upgraded once and Enchanted once, in any order. Robes can
be Enchanted more than once. Spells and Potions cannot
.S
be Upgraded or Enchanted. If the player doesn’t like the
Upgrade/Enchanting card, they can choose to Push the draw,
UB

by paying an additional for Upgrading or an additional


for Enchanting. When a player draws the first card, some
game effects (such as Skills), may allow the player to draw
JE

one or more additional cards. This effect only applies on the


first draw, not on any further draws the player pays for. Once
the player is satisfied with the cards they’ve drawn, they must
CT

select one card to attach to the item and shuffle the rest into
the Upgrades/Enchantments deck.

Each Upgrade/Enchantment card has three elements. On


TO

the bottom of the card, there is an armor icon. This is used


when Upgrading Armor or Shield cards. Slide the Upgrade/
Enchantment card underneath the equipment card, so the
bottom is visible, and the new armor is added to the current
AP

armor. On the top of the card, there is a line that corresponds


with the Enchantment. Slide the card underneath the card
you’re Enchanting, so the top side is visible. Finally, the right
PR

side of the card contains the weapon Upgrades. These are


applied to either the first or the second action of the weapon,
or both. Slide the card underneath the Upgraded weapon,
OV

so the right side is visible, and a +1 or a +2 will match with


the Upgraded action. This counts as additional damage of the
same type as the Upgraded action.
AL

44 RULEBOOK
STATUS CARDS
N
OT
During the game, players will gain Status cards. Most of
them have positive effects that will help them in their Quest, Married

0
S5
although some do have negative effects. From getting married,
to having the guards of a Whiterun hunting the character,

1/782 ©2021 BSW


FI
to becoming the Thane of Falkreath, Status cards give an
extra layer of depth to the characters. There is no limit to the
N
number of Status cards a player can have at the same time. Skill Dice

Gain for Speech .


Some Status cards apply to all players.
AL
.S
UB

CHARACTER CARDS
At the beginning of the game, players select their Character
JE

cards, or distribute them randomly. These cards give the


Khajiit
player 3 different abilities. The first ability can be used in
CT

Combat, may be used from the beginning of the game and


using it doesn’t count as a Combat action. The last 2 abilities
depend on specific Skills to be active. For example, the Wood
Elf character has a special ability related to Archery, so that
TO

ability won’t be active until the character learns that Skill. The
Health

Night Vision: In Combat, lose 1 to gain


Character card also gives the players the Rest action, explained Sneak (1). Start with Claws, not Fists.
in the Combat section on page 28. Players can also select the After Learning Sneak
gender of their character by flipping the card. Sneak (1).
AP

After Learning Pickpocketing Gold

Gain 2 in every
1/176 ©2021 BSW

City Wilderness
Encounter Encounter

, and Encounter.
PR

Stamina

Rest 2
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AL

RULEBOOK 45
N
SAVING THE GAME
OT
FI
Health Stamina

At the end of each chapter, players are given the chance to The , and tracks are rebuilt, based on their Skills,
save their game, so they can keep on playing in the next increasing one of the three tracks by one point for each Skill
N
session. To do this, take the Save Game boxes included in token the character has. The configuration of the tracks doesn’t
the game. Four of these boxes match with the colors of the need to be the same as it was at the end of the last game,
AL
Player’s Quest Markers. The last one is gray, and is meant for as long as the player has the same number of total points.
the board.
Players open the gray Save Game box, and place all Roaming
Wilderness
Encounter
.S
Each player places their Character, Item, Status, Follower, Main
Gold
Monster tokens in spaces on the board. If there are not
Wilderness
Encounter

Quest and Personal Quest cards and their Skill , ,


Plant
Component
 , enough available spaces, place any remaining Roaming
 , and tokens into their Save Game box. Then Monster tokens on any available Dungeon space. Take all the
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players place all the Roaming Monster tokens and the Event Event cards, shuffle them, and use them as the new Event
cards, active World Quest cards and any other card that affects deck (adding any Event cards indicated in the Chapter setup.)
the board into the gray Save Game box. Any card that has This includes active World Quests; they won’t be active until
JE

been removed from the game will remain in their area in the drawn again. Place any other cards that affect all players on
game box and won’t return to the game. The rest of the cards the side of the game board, where all players can see them.
CT

are added to the gray Save Game box.


If you saved the game in the middle of a Chapter, each player
When starting again, each player takes all the components from places their Player figure on a Stronghold of their choice.
their Save Game box, and reorganizes their Character Board. Otherwise, follow the setup of the new Chapter
TO

PLAYING SOLO
AP
PR

Players can choose to play The Elder Scrolls V: Skyrim The character card. After every turn, the Starting Player token is
Adventure Game as a 1 player game. The rules are exactly the moved from one Character card to the other, starting with the
OV

same, and the chapters work in the same way, there is only one player’s. During turns that start with the Starting Player token
additional rule. on the upside down Character card, no Event card is drawn. If
any Roaming Monster would move towards the Starting Player,
At the beginning of the game, the player draws an additional
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they won’t move when the Starting Player token is on the


Character card and places it, upside down, beside their own
upside down Character card.

46 RULEBOOK
N
AN EXPLORER’S GUIDE
OT
FI TO SKYRIM
There are many ways of playing The Elder Scrolls V: Skyrim The Adventure Game. Some players will be inclined to rush through the main
storyline towards the end of the game, while others will be more interested in exploring all the secondary plots, and getting to meet all
N
the characters that inhabit Skyrim. There is no correct way of playing the game; as long as the players are enjoying the experience, any
approach is fine. However, there are a few things that all players can take into consideration to make their experience more interesting.
AL

COOPERATION
.S

Dungeons can be challenging. In some cases, approaching them Sometimes, a player may have slower progression than the
as a solitary endeavor can be too dangerous. Gathering a party of rest of the party. When there’s a noticeable difference in the
UB

adventurers can mean the difference between victory and defeat. characters’ levels, players can team up and explore Dungeons
The same principle applies to Quest cards that involve Encounters. together to progress faster and more evenly; harder enemies
As players won’t know the power of the enemy they’re going to give better rewards, and are easier to defeat when working as
JE

face, it may be advisable to bring in reinforcements, just in case. a team.


CT

EXPLORE THE WORLD


The world of The Elder Scrolls V: Skyrim The Adventure Game for these tokens can easily save the players from being defeated.
TO

is full of characters in need of assistance. Players should


City Wilderness
Encounter Encounter

In addition, meeting characters by drawing or cards


take advantage of that and try to complete Personal Quests
often gives additional instant rewards that can be incredibly
whenever possible, as this will give them an additional edge
helpful for the players.
when attempting the Main Quest. Personal Quests allow players
AP

to level up faster, to earn better rewards, and to gain valuable If at any point the players feel they are stuck in the Main
Status cards that can make a big difference during the game. Quest, with Objectives that feel too hard to achieve, it is a
good idea to focus on completing Personal Quests for a while,
Furthermore, Personal Quests give an additional bonus to the
PR

gaining more power to face the Main Quest.


players: they can soak tokens. Having an additional buffer
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BALANCE YOUR SKILLSET


All Skills are useful, one way or another. It can be tempting to The ideal approach is to try to build a well balanced character,
AL

only learn Skills that can be directly used in Combat situations, with Skills that fit their identity. Balancing Combat Skills with
however, this approach may leave the player unprepared for other Skills can make for a much more interesting experience.
other elements of the game, where other Skills are important.

RULEBOOK 47
N
CARDS
OT
FI
EVENT CARDS
N
Event name Chapter Deck
2 Preparing For The Storm

1
AL
Event type Event description

1
The Thieves’ Guild in Riften is hoarding
items in case they are needed. Threat tokens
.S

Riften
Hoard resources.
UB
3x Skill Dice Any

+ Speech =
Treasure

1/004 ©2021 BSW


Gold

Gain 2 and 8 . Shuffle 144 Degrade Riften and another


Remove Card

with the top four cards of the Event


From Game
Remove Card

Stronghold and this card.


From Game

Deck and this card.


JE
CT

QUEST CARDS (FRONT) QUEST CARDS (BACK)


TO

Quest Name Quest Success Effect


The Wrong
4 SUCCESS FAILURE
7

Type of Thief
16

Card Number My robber, a Dunmer My pleading only Quest Failure Effect


called Karliah, decides enrages her further.
Contacting the Thieves Guild in Riften is she has taken enough Lose all your .
Gold

Threat Limit surprisingly simple. I arrange a meeting in an from me.


abandoned house at midnight.
AP

Gain 2 .
Quest Story
Riften While Karliah counts my gold, I ask her about
Quest Destination Moivva Karnai. Turns out, she is all too Quest Story
PR

X 0 happy to help me crush her. Moivva used to


Stop Line As soon as I arrive, I feel the tip of a dagger run with the Blackblood Marauders, a group
pressing against my back. “Hand over all the of small-time pirates working around Skyrim.
money, and don’t try anything funny.” That’s They are currently docked in Windhelm.
OV

what I get for trusting thieves.


OPTION 1 OPTION 2
Quest Objective OBJECTIVE I will concoct a potion I will convince the guards
Player Choices
of invisibility to infiltrate of Windhelm to raid the
Beg her to stop stealing from you.
1/243 ©2021 BSW

the ship.
Draw vessel. Draw
AL

Card Card

172. 175.
©2021 BSW

ROLL
3x Skill Dice
RESULT PUSH
Skill Dice
Plant
Gold
Component

+ Speech 2 =

48 RULEBOOK
N
OT DUNGEON AND ENCOUNTER CARDS

Card Number Dungeon Order


Number

1
34
Enemy Type
FI
6

The Crypts 5
5 of Morthal
N
Enemy Armor Track Sneak 3
6 Enemy Name
AL
Heavy Armor
Enemy Dice
Axe
Dwarven Sphere Stamina

Light Armor 3 Swing 3 / Master


1
Sneak 4
Enemy Dice
Sword Stamina

5 2
.S
Impale
Magic Armor Enemy Dice
Skull Ambush
Stamina

Frost Breath
Shout 6 3 Enemy Die Icons

1/073 ©2021 BSW


Enemy Dice Enemy Dice
Axe Sword

Chop 3 /
UB
Enemy Dice Enemy Dice
Fire Skull

2
Aim 5
Enemy Legendary Charge 5 /

1/228 ©2021 BSW


JE

Action 1 Loot
5 2 2 – – Rewards
CT

FOLLOWER CARDS
TO

Card Number Follower Icon


7
13

AP

Follower Name
PR

Bahssi
“I kill for you. You pay me.” Follower Quote
Sneak (1)
Follower Action
OV

Enemy Dice
Sword

Follower Action Effect Backstab 2 /


Enemy Dice
Axe

2
1/535 ©2021 BSW

Slash
AL

Enemy Dice
Skull Gold

Pay day Lose 1

RULEBOOK 49
N
OT STATUS CARDS

Card Number Bounty in


Status Name

2
S3
The Pale

1/774 ©2021 BSW


FI
When entering Dawnstar, Gold

Clear 347 or Turn In 5 .


N
Gold
Status Description
Turn In 10 anywhere in Remove Card
From Game

The Pale to this card.


AL
.S
UB

UPGRADE/
ITEM CARDS ENHANCEMENT CARDS
JE

Item Type Enchantment


Shield

Glass Resurgence: Stamina

Shield
CT

Use as .
Item Deck

Item Name
1/729 ©2021 BSW

1/841 ©2021 BSW


de nt
ra e
pg tm
TO
U an

Weapon Upgrade
Stamina

– +1
ch

Block Block
Combat Action/Skill Test
En

Stamina

– 2 * – – +1
Action Effect *Protect: Take another
player’s damage.
AP

Item Price
7 2 1
34

Upgrade/Enhancement Price
4

Armor Upgrade
PR
OV
AL

50 RULEBOOK
N
OT UPGRADED AND ENCHANTED WEAPON EXAMPLE

Fire Damage:
When facing gain 1 Enchantment
damage to all your attacks.

1/812 ©2021 BSW


FI
OrcishResurgence: Stamina

Greatsword
Use as .

de nt
ra e
pg tm
U an
N
+1

ch

1/602 ©2021 BSW

1/841 ©2021 BSW


En
+1

de nt
AL

ra e
pg tm
U an
Stamina

Two
2 3 +1

ch
Handed Swing

En
Two
Handed 2
Stamina

Slash 5 +1 Weapon Upgrade


.S
Stamina

Block Parry –
UB

8
4
4
JE

UPGRADED AND ENCHANTED ARMOR EXAMPLE


CT

Absorb Magicka:
Gain 1 when receiving Enchantment
any .
Heavy
Armour
1/805 ©2021 BSW
TO

Dwarven
Armor
de nt
ra e
pg tm
U an

Muffle:
+2
ch

1/659 ©2021 BSW 1/839 ©2021 BSW

Sneak (1)
En

AP

4
de nt
ra e
pg tm

PR
U an
ch
En

+1
5
OV
3
3

Armor Upgrade
AL

RULEBOOK 51
GLOSSARY OF ICONS
Basic
Health Treasure

Health Animal enemy One Handed weapon Basic treasure


Advanced
Stamina Treasure

Stamina Human enemy Two Handed weapon Advanced treasure


Dragon
Treasure

Magicka Undead enemy Spell, Dragon treasure


occupies one hand
Remove Blades
Combat Push Card from the Game

Combat push Daedra enemy Shield


R emove a card from
Shield, the Blades deck
Gain +1
Skill Dice

Gain 1 Skill Test die Automaton enemy


3x Skill Dice
occupies one hand from the game
Roll 3 Skill Test dice Trap
Quest
Bow Marker

Bow, Quest marker


Threat token Dragon enemy occupies two hands
Light
Armour
Go to
Heavy armor T he most common symbol Light Armor
Enemy Dice Enemy Dice Enemy Dice Enemy Dice
Axe Fire Skull Sword

on the Skill Test dice


Heavy
Armour

Light armor Heavy Armor Symbols found on the Enemy


(50% probability) Robes
die and actions
Magic armor Robes
The second most Helmet
All players are affected
Final Blow common symbol on the Helmet Horse
Token

Skill Test dice Boots


Horse token
Heavy attack Boots
(33% probability) Trinket
Cave Dungeon
Light attack Trinket
T he least common symbol Potion
Mine Dungeon
Magic attack on the Skill Test dice Potion
(16.5% probability) Tomb Dungeon
Backpack
Slot

Ore Component Might


Market
Backpack slot
 ight Market deck.
M Ruin Dungeon
Plant
Component

Plant Component Shadow Skill


Includes Shields,
Dwemer City Dungeon
Soul Gem Component Heavy armors and One Legendary Shadow Skill Imperial Legion
Points

Handed and Two Handed Imperial Legion points


Any Component Might Skill
weapons, mainly
Gold
Stormcloak points
Gold Legendary Might Skill
Shadow
Market

Shadow Market deck.


Experience Includes Daggers, Light Sorcery Skill
armors and Bows, mainly
Sorcery
Market
Legendary Sorcery Skill
Sorcery Market deck.
Draw
Card

Draw card
Includes Spells, Potions Draw 2 Cards
Pick One

and Robes, mainly Draw an additional card


and select 1
Wilderness
Encounter

Wilderness Remove Card


From Game

Remove from the game


City
Encounter

Town
Follower

Follower

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