ESTBG Rulebook Preview
ESTBG Rulebook Preview
OT
FI
N
AL
.S
UB
JE
CT
TO
AP
PR
T H E ADVE N T U RE G A M E
OV
RU L E B O O K
AL
® ®
MODIPHIUS ENTERTAINMENT
N
Lead Game Design and Writing Chief Creative Officer Development Coordinator Playtesters
Javier Angeriz-Caburrasi Chris Birch Jason Enos Dominic Westerland, Eric Halil,
OT
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
FI
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
N
Head of Creative Services Mendiola, Bobby Vruwink,
Graphic Design Jon Webb Senior Project Manager Bosse Centerhed, Caleb Rochat,
AL
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
.S
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,
UB
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,
JE
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.
PR
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
PR
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.
AL
OV
PR
AP
TO
CT
JE
UB
.S
AL
RULEBOOK
N
FI
OT
N
4
N
OVERVIEW
OT
FI
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
N
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
AL
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
To win the game, the players must advance through the Main
Quest cards. Failing a Main Quest card doesn’t necessarily
TO
RULEBOOK 5
N
COMPONENTS
OT
FI
N
Health Cube x4 Stamina Cube x4 Magicka Cube x4 Track Limit Tokens x12 Final Blow Tokens x4
AL
.S
Ulfric’s Militia Token x1 Player Quest Markers x16 Quest Markers x24 Staring Player Token x1 Horse Tokens x4
UB
Armor Cubes x18 Skill Test Dice x8 Enemy Dice x1 Roaming Monster Tokens x34
JE
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
CT
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
3
1/334 ©2021 BSW
1 1
er.
Card
TO
Quest cards x296 Dungeon cards x54 Encounter cards x67 Follower cards x25
Nord No r
d
Trinket
Absorb Health:
Lockpicking Health
Bounty in
S3
Battle
1/645 ©2021 BSW
Cr
1 siv y:toInuse
Health
ng Tw
Gold
If it reaches the Stronghold, degrade it and remove the token. Wilderness
Add 1 da
ch
o
mage to Handed If there are no Daedra tokens on the board, place one on a space.
Skill Dice
Gold
facing .
From Game
1/175
2
1/001
Rest
Stamina
PR
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
OV
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
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 er pays the cos paying to dra can anothe card.
Card
» Item t
and paying 1 for space (Hold) s witmove. an Upgrad
they hanting shown
AL
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
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
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
N
OT
FI
Skill Tokens x72 Experience Tokens x42 Gold Tokens x42 Component Tokens x72 Threat Tokens x100
N
AL
.S
UB
JE
Player Figures x6
CT
TO
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
® ®
AP
Tutorial/Scenario Book x1
Might Shadow Sorcery
Market Market Market Gold
+1
3 6 6
Sorcery Plant
Market Component
7 4 4
Shadow Plant
Market Component
4
PR
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
OV
AL
T H E ADVE N T U RE G A M E
RU L E B O O K
® ®
RULEBOOK 7
N
SETUP
OT
FI
GAME BOARD SETUP
N
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.
AL
place the Animal, Human, Undead, Daedra and Automaton
Wilderness
Encounter
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
JE
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
TO
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:
PR
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
N
OT
FI
N
AL
+1
3 6 6
Sorcery Plant
Market Component
7 4 4
Shadow Plant
Market Component
4
UB
Might Shadow
Market Market Gold
+1
Might
Market
Might Shadow
Market Market
Shadow Plant
Market Component
6 4 6
JE
Shadow Sorcery
Market Market Gold
+1
CT
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
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
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
Old
Old
Old
2779
279
279
27799
279
27799
279
27799
279
27799
279
27799
279
279
27799
279
27799
279
27799
279
27799
279
279
27799
279
27799
279
27799
279
27799
279
27799
279
279
27799
279
27799
279
27799
279
27799
279
279
27799
279
27799
279
27799
279
9
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
Adventurer
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
FACTION
FACTION
FACTION
FACTION
FACTION
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST
FACTION
QUEST Bounty
FACTION
QUEST Bounty
Bounty
FACTION
QUEST
QUEST
QUESTBounty
Bounty
QUESTBounty
Bounty
QUESTin
Bounty
in
QUESTBounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
in
Bounty
ininininininin
S33
S3
S3
S33
S3
S3
S3
S33
S3
S3
S33
S3
S3
S33
S3
S3
S33
S
S
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
Whiterun
InIn
the
In
the
last
In
the
last
In
the
few
last
In
the
few
last
In
the
years,
few
last
Inthe
years,
few
last
Inthe
years,
few
last
Inthe
I’ve
years,
few
last
In the
I’ve
years,
few
last
In the
made
I’ve
years,
few
last
In the
made
I’ve
years,
few
last
In the
made
I’ve
years,
few
last
In
friends
the
made
I’ve
years,
few
last
In
friends
the
made
I’ve
years,
few
last
In
friends
the
made
I’ve
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
In
friends
the
made
I’ve
with
years,
few
last
friends
the
made
I’ve
with
years,
few
last
friends
made
I’ve
with
years,
few
last
friends
made
I’ve
with
years,
few
friends
made
I’ve
with
years,
few
friends
made
I’ve
with
years,
friends
made
I’ve
with
years,
friends
made
I’ve
with
friends
made
I’ve
with
friends
made
I’ve
with
friends
made
with
friends
made
with
friends
with
friends
with
friends
withwithwithwith
some
some
some
ofsome
of
the
some
of
the
some
Companions
of
thesome
Companions
of
thesome
Companions
of
thesome
Companions
of
thesome
Companions
of
thesome
Companions
of
thesome
Companions
of
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
thesome
Companions
of
Whiterun.
of
the Companions
of
Whiterun.
of
the Companions
of
Whiterun.
of
the Companions
of
Whiterun.
the Companions
of
Whiterun.
Companions
of
Whiterun.
of
Whiterun.
of
Whiterun.
of
Whiterun.
of
Whiterun.
of
Whiterun.
ofWhiterun.
Whiterun.
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
1/759
They
They
They
could
They
could
They
could
They
be
could
They
be
could
persuaded
They
be
could
persuaded
They
be
could
persuaded
They
be
could
persuaded
They
be could
persuaded
They
be
to could
persuaded
They
be
to could
help
persuaded
They
be
to could
help
persuaded
They
be
to could
help
persuaded
me
They
be
to could
help
persuaded
me
They
be
with
to could
help
persuaded
me
They
be
with
to could
help
persuaded
me
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my
They
be
with
to could
help
persuaded
me
my be
with
to could
help
persuaded
me
my be
with
to could
help
persuaded
me
my be
with
to help
persuaded
me
my be
with
to help
persuaded
me
my be
with
to help
persuaded
me
my with
to help
persuaded
me
my with
to
help
me
my
with
to
help
me
my
with
to
help
me
my
with
to
help
me
my
with
to
help
me
my
with
help
me
my with
me
my with
me
my with
my with
mymymy
©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
investigation,
investigation,
investigation,
investigation,
investigation,
investigation,
investigation,
ifinvestigation,
Iifinvestigation,
were
Iifinvestigation,
were
Iifinvestigation,
were
Iiftoinvestigation,
were
Iifto
help
investigation,
were
Iifto
help
investigation,
were
Iifto
help
them
investigation,
were
Iifto
help
them
investigation,
were
Iifto
help
them
investigation,
were
Iget
ifto
help
them
investigation,
were
Iget
ifto
help
them
rid
investigation,
were
Iget
ifto
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
investigation,
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
ifto
of
help
them
rid
were
Iget
to
of
help
them
rid
were
get
to
of
help
them
rid
get
to
of
help
them
rid
get
to
of
help
them
rid
get
of
help
them
rid
get
ofthem
rid
get
ofthem
rid
get
ofrid
get
ofrid
get
ofrid
ofrid
of of
somesomesome
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
some
bandits.
Whensome
bandits.
Whenbandits.
Whenbandits.
When
entering
When
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When
entering
When Whiterun,
entering
When Whiterun,
Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering
When Whiterun,
entering Whiterun,
entering Whiterun,
entering Whiterun,
entering Whiterun, GoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGold
Clear 347
Clear 347
Clear 347
Clearor347
Clear
Clear 347
Clear
orTurn347
Clear
orTurn347
Clear
orTurn 347
Clear
InorTurn347
Clear
Inor
5Turn347
Clear
Inor
5Turn347
Clear
Inor
5Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn 347
Clear
Inor
5.Turn
Inor347
5.Turn
Inor347
5.Turn
Inor
5.Turn
Inor
5.Turn
Inor
5.Turn
In5.Turn
In5. In5. In5. 5. . . .
PR
GoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGoldGold
TurnTurn
Turn
InTurn
In10
Turn
In10
Turn
In10
Turn
In10
Turn
In10
Turn
In10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
anywhereIn10
Turn
In10
anywhere
anywhere
Remove
In10
anywhere
Remove
FromFrom
Game In10
Card
Remove
From
Game10
anywhere
anywhere
anywhere
Card
anywhere
Remove
From
Gameanywhere
Card
anywhere
Fromanywhere
Remove
Card
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card
From
Remove
Game
Card Card
From
GameGame
in inWhiterun
inWhiterun
inWhiterun
inWhiterun
inWhiterun
inWhiterun
toinWhiterun
toinWhiterun
toinWhiterun
toinWhiterun
toinWhiterun
this toinWhiterun
this toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toinWhiterun
this
card.toWhiterun
thistothis
card.
thistothis
card. tothis
card.tothis
tothis
card.
card.tothis
card.
card.
card.
this
card.
this
card.
this
card.
card.
card.
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
OBJECTIVE
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
Chase:
Chase:
Chase:
Chase:
For Chase:
For Chase:
each
For Chase:
each
For Chase:
each
For Chase:
each
For Chase:
each
youFor
eachChase:
For
you each
For
clear,
you Chase:
eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you each
For
clear,
you Chase:
eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you eachChase:
For
clear,
you each
For
clear,
you each
For
clear,
you each
For
clear,
you each
clear,
you each
clear,
you
clear,
you
clear,
you
clear,
you
clear,
you
clear,
clear,
place
place
place
1 place
1 place
1onplace
1onplace
1on
this place
1on
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this place
1on
card.
this 1on
card.
this 1on
card.
this
card.
this
card.
on
this
card.
on
this
card.
this
card.
card.
2 2 :2Flip
:2Flip
2Flip
:this2Flip
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this2Flip
card.
:this
card.
:this
Flip
card.
:this
Flip
card.
this
card.
this
card.
card.
OV
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
.S
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 remaining
Health Stamina
, and tokens on the sixth slot of When placed on the right side of a track, these tokens
Health Stamina
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
maximum
Health
would be 5. It is possible to place the
cube on top of the token. Read the combat
AL
10 RULEBOOK
AL
OV
Robes Potion
Potion of
Ragged Fists Minor
Robes Healing
PR
Equipment Equipment
1/701 ©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
If a is equipped, 1 .
Rest 2
JE
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
Rest 2
AP
KHAJIIT Khajiit
PR
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
©2021 BSW
into a civil war. Stamina
UB
Rest 2
JE
DUNMER Dunmer
If a is equipped, 1 .
of spell and martial skills make them fearsome
TO
©2021 BSW
Stamina
Rest 2
AP
IMPERIAL Imperial
PR
, 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
Blades Deck
Draw
Card
JE
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
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
14 RULEBOOK
N
OT TURN SEQUENCE When moving, follow the roads. 3A
Draw
Card
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
, or . This doesn’t count as a Turn card is not there, 341. If 341 is not there, 342, and so on.
AP
Health
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
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
in or . in or .
6A Pay the action cost,
Stamina
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
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
“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 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
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
Health
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
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
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.
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
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
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
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
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
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
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
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 4 . and cost 6 . Winterhold: Can buy items from the deck.
AL
Plant
Gold Component Gold
Gold
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
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
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
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
From Game
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
Card
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
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 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
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
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
will gain 1 Skill Test die to the roll if they know the
DIFFICULTY ICONS Health Stamina
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
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
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
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
Player’s Offensive actions are rolled and resolved Combat Round: The individual sequence during
Combat that includes the enemy attacking and
PR
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.
AL
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
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
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
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
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
Stamina
Note that this takes the player’s round and also consumes
or , so it’s advisable to take Defensive actions only when
PR
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
Stamina
BOWS
Bows can be particularly deadly in combat, but they
require players to take a more strategic approach than
PR
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 ( ).
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
rest of the damage is reduced from the player’s . the player would only lose 1 from the
Stamina
portion of
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
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
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
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
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
UB
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
0 1
6 6
AP
4 4
Ambush
Enemy Dice Enemy Dice Enemy Dice
Skull Fire Sword
3 Swing 1 / 3 Swing 3
OV
2
Stab 2 2
Eviscerate 4
1/202 ©2021 BSW
1 1
AL
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
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
UB
Wilderness
Encounter
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
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
AL
Campaign 2
- Tomb - This is where players will find the most creatures. Chapter 3
toughest Dungeons.
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
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
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
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
JE
Health Stamina
At the end of the Combat, after all low level enemies have
been removed from the game, and all defeated Dungeon
OV
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
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
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
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
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,
UB
.
TO
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
Draw
Card
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
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
select one card to attach to the item and shuffle the rest into
the Upgrades/Enchantments deck.
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,
CHARACTER CARDS
At the beginning of the game, players select their Character
JE
ability won’t be active until the character learns that Skill. The
Health
Gain 2 in every
1/176 ©2021 BSW
City Wilderness
Encounter Encounter
, and Encounter.
PR
Stamina
Rest 2
OV
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
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
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
AL
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
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
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
Type of Thief
16
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
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
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
5 2
.S
Impale
Magic Armor Enemy Dice
Skull Ambush
Stamina
Frost Breath
Shout 6 3 Enemy Die Icons
Chop 3 /
UB
Enemy Dice Enemy Dice
Fire Skull
2
Aim 5
Enemy Legendary Charge 5 /
Action 1 Loot
5 2 2 – – Rewards
CT
FOLLOWER CARDS
TO
AP
Follower Name
PR
Bahssi
“I kill for you. You pay me.” Follower Quote
Sneak (1)
Follower Action
OV
Enemy Dice
Sword
2
1/535 ©2021 BSW
Slash
AL
Enemy Dice
Skull Gold
RULEBOOK 49
N
OT STATUS CARDS
2
S3
The Pale
UPGRADE/
ITEM CARDS ENHANCEMENT CARDS
JE
Shield
CT
Use as .
Item Deck
Item Name
1/729 ©2021 BSW
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.
Greatsword
Use as .
de nt
ra e
pg tm
U an
N
+1
ch
de nt
AL
ra e
pg tm
U an
Stamina
Two
2 3 +1
ch
Handed Swing
En
Two
Handed 2
Stamina
Block Parry –
UB
8
4
4
JE
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
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
Draw card
Includes Spells, Potions Draw 2 Cards
Pick One
Town
Follower
Follower