Risk: The Elder Scrolls V – Skyrim
Risk: The Elder Scrolls V – Skyrim Rulebook
Table of Contents
Table of Contents
Introduction
It is the year 4E 201. High King Torygg has been murdered and Skyrim has been plunged into civil war. Some want to break away from the crumbling empire, while others want to remain a part of it. But when the kingdom splits, the prophecy of the Elder Scrolls comes to pass – the dragons return! They terrorize the whole country, leaving nothing but chaos in their wake. Play with your favorite faction and show the others that you are the true Dovahkiin.
There are three different game modes for RISK: The Elder Scrolls V: Skyrim:
1. Chaos
This is the simplified version of RISK: The Elder Scrolls V: Skyrim, to introduce beginners to the game. Once you are familiar with the game, take a look at the DOVAHKIIN game mode.
2. Dovahkiin
The advanced version of RISK: The Elder Scrolls V: Skyrim, which allows a more strategic approach with objectives, equipment and spell cards.
3. Civil War
The standard version of RISK for the conquest of Skyrim: last man standing wins.
Game Contents Summary: 1 gameboard, 4 dragon game pieces, 5 hero game pieces, 375 units, 5 player boards, 4 dragon shout cards, 28 objective cards, 30 spell cards, 48 territory cards, 5 armor cards, 5 weapon cards, 1 end game card, 76 markers, 3 red dice (attack) and 2 black dice (defence).
Overview of Components
The Gameboard
The gameboard is divided into 48 TERRITORIES and 9 REGIONS. Each region has a different color. Each region has a territory with a fort that provides an additional victory point to the player who controls it at the end of the game. Each region also has one territory with a portal that directly links two territories. The gameboard also includes a Dragon Health display and a reinforcement chart.
- Fort: a territory icon marking the fort territory of each region.
- Portal: a territory icon marking the portal territory of each region.
- Reinforcement chart: lists the card sets (three-card combinations of symbols) and their unit values: 4, 5, 6 and 7 units, plus a "?" wildcard card set worth 1 unit. (Editor's note: the small print on the chart in the scan is only partly legible; the wording here follows the visible icons and values.)
- Dragon Health display: a track numbered 1 to 10 used to track the health of the dragons.
The Game Pieces
Each player commands the units of a faction. Each faction is represented by two different pieces, representing either 1 or 3 units. Use the 3-unit piece to save space, as this represents 3 single units.
- 1 Unit and 3 Units pieces.
- Only for DOVAHKIIN game mode: a Hero piece for each faction and Dragons.
In the DOVAHKIIN game mode, each faction also has a unique hero. The hero's special abilities are explained later. There are also 4 dragons that are used in this game mode.
Dice and Cards
Dice
There are 2 types of dice: red (3) for the attacker and black (2) for the defender.
Cards
There are 6 different decks of cards, distinguishable from the backs of the cards. The individual decks are separated and shuffled before the game.
- Territory cards: The deck contains one card for each territory on the board. Territory cards are used to develop the game and played to receive additional reinforcements (or equipment in the DOVAHKIIN mode).
- End game card: This card is placed randomly into the middle of the territory card deck to end the game in CHAOS mode.
- Objective cards: The objective cards create goals and strategies to earn important victory points (DOVAHKIIN mode).
- Spell cards: Spell cards can be purchased and used to gain tactical advantages for your faction during deployment, battles and defence (DOVAHKIIN mode).
- Dragon Shout cards: These cards allow the hero to use powerful abilities during the game (DOVAHKIIN mode).
- Weapon and Armor cards: Territory cards can be exchanged for weapon and armor cards in order to gain valuable equipment for the faction hero. This gives the hero additional abilities (DOVAHKIIN mode).
Player Boards
Each faction has a player board that helps you keep track of your hero, magicka, and health, as well as victory points, territories, forts and portals you control.
The player board carries a turn-order sequence (Reinforce, Declare Invasion, Maneuver, Complete Objective, Draw a Territory card) and spaces for the Weapon, Armor, Dragon Shout and Resources cards. (Editor's note: the small print of the turn-order and reinforcement list on the board is not fully legible in the scan; the phases are transcribed in full in the Dovahkiin turn sequence below.)
Use the +10 markers to indicate your total territories. You can use the neutral markers for the other value bars (DOVAHKIIN mode).
Game Mode: Chaos (2–5 Players)
Play this first! The CHAOS mode serves as an introduction to RISK: The Elder Scrolls V: Skyrim. It is easy to learn, faster to play, and is recommended as a way to help you learn the basic rules and mechanics of RISK. Once you have perfected your strategies, you should try the advanced DOVAHKIIN mode (p. 12).
Object of the Game
As soon as the End Game card is drawn, the game ends immediately! The player with the most points at this time wins the game! Players receive points for the territories, forts and portals they control.
Chaos Set-Up
- Gather up all the game materials required for the CHAOS mode: gameboard, factions, territory cards including the End Game card and dice.
- Set aside all the other game materials.
- Roll a die to decide who starts. The player with the highest number starts.
- All players take turns choosing their faction and place their starting units.
- Territory cards.
- 2 players: Shuffle the territory cards and deal 18 to each player. The other 12 territories will be occupied by neutral factions, at the beginning of the game.
- 3–5 players: Shuffle the territory cards and deal them equally between all the players. If 5 players are playing, the 3rd, 4th and 5th players receive an extra card.
- Unit placement.
- 2 players: Look at your territory cards and place 3 units on each of those territories on the board. Place 2 units of a third neutral faction (use the game pieces from an unused faction) on each of the 12 remaining territories.
- 3–5 players: Look at your territory cards and place 3 units on each of those territories on the board.
- After initial set-up, you put all the territory cards back together and shuffle them. Then divide the deck into 3 equal stacks and place the End Game card in a random position in the middle stack. Put the 3 stacks back together and place them next to the gameboard.
- Starting the game: The player who rolled highest begins and play then continues in a clockwise direction.
Game Play Overview / On Your Turn
Each turn consists of 4 phases in the following order:
- REINFORCEMENTS. Reinforce your faction by calculating and placing additional units.
- INVASION. Enter and attack enemy and/or neutral territories (if you wish).
- MANEUVER. Move your units (if you wish).
- DRAW a territory card if you conquered a territory. You only draw one card, even if you conquered several territories.
1. Reinforcements
At the beginning of each turn (even the first one), you receive additional units from your reserves to reinforce your territories. The number of units you receive is determined in the following steps:
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Count the territories and forts you control and divide the total by 3 (round up). The result is the number of units you receive as reinforcements from your reserve. Place the new units on any territory you already occupy. Important: you always receive at least 3 units of reinforcements, even if you control fewer than 9 territories.
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Determine whether you receive a region bonus. You receive a bonus for each region completely occupied by you at the beginning of your turn. The number of bonus units granted per region is indicated by the bonus number next to the name of the corresponding region on the gameboard. You also place these new units on any territory you already occupy.
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Exchange 3 territory cards for additional units. Each territory card has a symbol at the bottom. During the game, you can collect territory cards and exchange 3 cards for additional units (see the diagram on the left or on the gameboard).
- Three cards of the first symbol set: 4 units.
- Three cards of the second symbol set: 5 units.
- Three cards of the third symbol set: 6 units.
- One card of each of three different symbols: 7 units.
- Two wildcard cards marked "?": 1 unit, received as an Armor or Weapon card (see the reinforcement chart on the gameboard).
Editor's note: the chart symbols are small and only partly legible in the scan; the grouping above follows the chart's visible rows and values.
Bonus for occupied territories: If you control the territory of a card that you exchange, you will receive an additional bonus of 2 units, which you must place directly on that territory. Note: You may never have more than 5 territory cards in your hand! If you have 5 cards in your hand at the beginning of your turn, you MUST exchange a set of cards.
2. Invasion
This is the main phase of your turn, in which you decide who and where to attack in order to gain control over more territories, consolidate your power, and win the game!
You can invade territories of enemies that are adjacent to territories you control. You can declare multiple invasions during your turn, but each invasion can only come from a single territory at a time. You can invade territories with a portal from any other territory with a portal (p. 10). Announcing an invasion is always optional. You can decide for yourself if and when to attack enemy territories during your turn.
Attack Conditions
a) You may only attack territories adjacent to your own territories or that are connected to them via a portal (Territories with a portal, p. 10).
b) You may only ever attack one enemy territory from one of your territories.
c) The territory from which you launch your attack must contain at least 2 of your units, as one unit is always left behind as a garrison.
d) After your first attack, you may continue until you have defeated all enemy units in the territory, or you may shift your attack to another territory. During this phase, you may attack as many different territories as you want and are able to.
Attacking
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Take the units you want to attack with and push them across the border into the target territory. No matter how many units you have in a territory, you can only attack with a maximum of 3 units (that is 1, 2, or 3). Important: Remember that no territory can ever be left empty! You must always leave at least 1 unit in each territory as a garrison.
Example (diagram on p. 8): The Blue player has 5 units in Lost Knife Hideout. They want to attack the Red player in High Hrothgar, so they move 3 units into this territory. They can attack with a maximum of 3 units, while the Red player can defend with a maximum 2 units.
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The defending player decides whether to defend their territory with 1 or 2 units. Regardless of how many units you have in a defending territory, you can only ever defend with 1 or 2 units. Unlike the attacker, the defender may lose their last units in a territory, otherwise it would not be possible to conquer it. Note: The more units you use for attack or defence, the better your chances of victory. However, this also increases the number of units you could lose in combat.
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To battle! The attacker rolls 1 red die per attacking unit, and the defender rolls 1 black die per defending unit. Both players roll at the same time.
When you are playing the 2-player game, some territories are controlled by neutral factions. When you attack neutral units, your opponent will roll for the neutral faction and they always roll the maximum number of possible defence dice. The neutral factions occupy the territories in which they are placed, but they only defend and do not attack either of the players.
Deciding a Battle
To decide a battle, the dice with the highest rolls are compared (attack dice versus defence dice). For each higher attack die, the defender loses one unit from their territory. For each higher defence die, the attacker loses one unit from their attacking force. Both players return their defeated units to their reserve. If one player rolled one more die than the other, the lowest roll is simply ignored.
Examples (p. 9):
- Example 1: Attacker rolls 3 red dice, defender rolls 1 black die. The highest pair is compared. Result: defender loses 1 unit.
- Example 2: Attacker rolls 3 red dice, defender rolls 2 black dice. The highest pair and the second highest pair are compared. Result: attacker and defender each lose 1 unit.
- Example 3: Attacker rolls 2 red dice, defender rolls 2 black dice. Result: attacker loses 2 units.
- Example 4: Attacker rolls 1 red die, defender rolls 2 black dice. The highest pair is compared. Result: defender loses 1 unit.
Notes: When two rolls are the same, the defender always wins. The attacker can lose a maximum of 2 units per attack. If the defender still has units in the territory being attacked, the attacker can continue the current invasion by sending more units into battle, or they can end the invasion after the first battle and start an invasion elsewhere.
Capturing Territories
When the last defending unit is defeated in an invasion, the territory is conquered and you march into the territory with your surviving units. If you wish, you can move additional units from the attacking territory into the conquered territory. Important: You must always leave at least 1 unit behind in the attacking territory as a garrison.
Remember that you can announce as many invasions as you like during your turn, provided you have enough units. You decide how often and how many different territories you want to attack during this phase of your turn.
Example (diagram on p. 10): The Blue player conquered the territory High Hrothgar with their 3 surviving units. They move 1 additional unit into this territory for reinforcement and leave 1 unit in Lost Knife Hideout as a garrison.
Eliminating an Opponent
If you manage to remove all units belonging to another player from the game, that player is eliminated. You will receive that player's territory cards and, if you then have 6 or more territory cards, you must exchange the resulting complete sets immediately until you only have a maximum of 5 remaining cards (even outside of your reinforcement phase).
Territories with Portals
Portals are important strategic points. Each territory with a portal is connected to all other territories that also have a portal. Accordingly, each of these territories can be attacked from the other portal territories and units can move between them during a maneuver phase.
(Diagram on p. 10: the portal icon, shown on a blue and on a green territory, with arrows between them.)
3. Maneuver
Regardless of the outcome of your turn, at the end of it you may use a maneuver phase to reinforce a strategically important position. Each player may perform the maneuver at the end of their turn, even if no combat action or conquest took place beforehand.
To perform a maneuver, you can move as many units as you want from one of your territories to one other territory that is connected with it. Territories also count as connected if you own all the intervening territories and can form a continuous chain between them.
You cannot move through enemy or neutral territories. A maneuver is not considered an attack, just a way to reinforce a strategic or vulnerable position. Remember that you must leave at least one unit behind as a garrison in the starting territory.
After the maneuver phase, your turn is over and it is the turn of the player to your left.
Example (diagram on p. 11): The Red player moves 2 units as reinforcement from Fort Greymoor to Lost Knife Hideout. They can do this because the territories are connected (they own all the interconnecting territories between them). They leave one unit in Fort Greymoor behind as a garrison.
4. Draw a Territory Card
If you have conquered at least one enemy territory, you can draw the top card from the deck of territory cards. You only draw one card, even if you conquered several territories. Sets of 3 cards can be exchanged for additional units (p. 7).
Winning
As soon as the End Game card is drawn from the territory card deck, the game ends immediately! Players now count their victory points to determine the winner. Each player receives one point for each territory they control, plus one point for each fort and each portal. The player with the most points wins!
Game Mode: Dovahkiin (2–5 Players)
Once you are familiar with the CHAOS mode, you can incorporate deeper strategies and options by playing with the DOVAHKIIN rules. Adding the Spell cards, Dragon Shout cards, as well as the Equipment and Objective cards creates a richer, deeper, and more strategic experience when playing RISK: The Elder Scrolls V: Skyrim.
You can also choose to only play with certain DOVAHKIIN rules and omit others. For example, you could include heroes and equipment, but leave out objectives or spells and play with CHAOS victory conditions. Take a close look at the DOVAHKIIN mode rules and adapt the game to suit your own preferences.
Object of the Game
Instead of trying to control the most territories, forts and portals, your goal is to accomplish multiple objectives in order to earn victory points and increase in power. Objectives can be worth 1–3 victory points, based on how hard it is to complete them. The first player to reach 10 victory points and whose hero is still alive wins the game!
Dovahkiin Set-Up
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Collect all the required game materials. (Remove the End Game card from the game.)
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Roll a die to decide who starts. The player with the highest number starts.
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Collect the units for your chosen faction. The factions are: Stormcloak (blue), Thalmor (black), Orcs (green), Imperial (red) and Forsworn (yellow).
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Take the player board that represents your faction. The player boards help you keep track of your territories, forts, portals, victory points, magicka, health points, and heroes. (Use the different game markers to track these values.)
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Objective cards: Each player receives 3 cards and decides to keep 2. Discard the third card and shuffle it back into the deck. Then place the deck next to the gameboard.
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Territory, spell, weapon, armor, and dragon shout cards: place next to the gameboard.
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Collect your starting units (the remaining units will be used later as reinforcements). Starting units by number of players: 2 players – 29; 3 players – 28; 4 players – 24; 5 players – 20.
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Dragon placement: draw 4 territory cards and place a dragon in each of these territories. There cannot be any units in this territory. Only the dragon occupies this territory. Then shuffle the cards back into the territory deck.
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Initial unit placement.
- 2 players:
- Draw 12 territory cards and place two neutral units on each of these territories.
- In turn order, take turns placing one unit at a time on an empty territory until all territories are occupied.*
- When all territories are occupied, take turns reinforcing your occupied territories with your remaining starting units until they have all been placed.
- 2 players:
Game Play Overview / On Your Turn
Your turn consists of the following 6 phases:
- REINFORCEMENTS. Reinforce your faction with additional units and magicka.
- PURCHASING CARDS. You can use magicka to buy spell, weapon, armor or objective cards and then play them. This is also when you can play dragon shout cards.
- INVASION. Enter and attack enemy and/or neutral territories (if you wish).
- MANEUVER. Move your units (if you wish).
- COMPLETE AN OBJECTIVE and check your victory status.
- DRAW a territory card and receive magicka if you conquered a territory. You only draw one card, even if you conquered several territories.
Dovahkiin: Reinforcements
Reinforcement in DOVAHKIIN works in the same way as in CHAOS (p. 7), except that you also receive magicka that you can use during the game:
- Count the territories and forts you control and divide the total by 3 (round up). The result is the number of units you receive. You also receive +3 magicka. At the beginning of each round you receive +3 magicka. Use the markers on the player board to keep track of your magicka levels. You can have a maximum magicka level of 10.
- Determine whether you receive a region bonus. You receive a bonus for each region completely occupied by you at the beginning of your turn.
- Exchange 3 territory cards for additional units. Like in the CHAOS mode, you can also exchange territory cards for additional units (p. 7).
- Exchange 2 territory cards of any category for a weapon or armor card. Once per turn, you can exchange any two territory cards for a weapon or armor card and place them on your player board.
- Unit placement. When you have received reinforcement units (from your reserve) and collected the magicka for your turn, place ALL reinforcements on territories that you control. You may place all the units in a single territory or distribute them across multiple territories. Magicka is added to your magicka bar to be used for cards and abilities. You can accumulate magicka instead of spending it all every round.
Dovahkiin: Purchasing Cards
When you have placed your units and collected magicka, you can buy various cards.
Spell cards give you a one-time-use special ability and can be purchased for 2 magicka each. Move your marker back and draw the card from the top of the spell card deck. You can only buy one card per round and you can only play one card per round, unless you draw a defence card. You can play defence cards even when it is not your turn.
Keep your cards secret, as they allow you to surprise your opponents with special abilities in order to gain a tactical advantage.
The spell cards include a description of when they can be used and how much magicka it costs to use them. Cards can be used in the same round they were purchased, unless otherwise stated on the card. After a card has been used, you place it on the discard pile.
Important: If your hero has been defeated, you cannot use spell cards!
Objective cards give you missions that you must achieve in order to earn a certain number of victory points (1–3). The first player to reach 10 victory points and whose hero is still alive wins the game! You start the game with two objective cards and receive more when you achieve objectives. Keep your objectives secret so your opponents do not know what you are trying to achieve. At the end of your round, check whether you have achieved one of your objectives. When you achieve an objective, show the card to the other players, place it on the discard pile, add the victory points you earned to your total victory points and indicate the new total on your player board (p. 5).
Important: You can only complete one objective per turn.
To vary your strategy, you can spend +2 magicka once per turn and draw two cards from the objectives deck, one of which is kept and the other discarded. You can have as many objective cards as you like.
Weapon and armor cards: At the beginning of your turn, you can exchange 2 territory cards of any category for a weapon or armor card. These items of equipment give your hero special abilities that give you special benefits in the game. Lay the cards face up on your player board.
Each hero can only have one weapon and one armor item at any given time, but you can buy new weapons and armor items to replace the old ones. When you do this, you decide whether to keep the new card or shuffle it back into the deck.
If a hero is defeated, they lose all their equipment. If a hero is defeated by another hero, the winning player receives the defeated hero's equipment.
Dovahkiin: Invasion
Invasions in DOVAHKIIN work the same way as in CHAOS (p. 8). Some dragon shout and spell cards allow you to adjust dice rolls or to reroll. Read about these abilities carefully so you know when they can be used. They can mean the difference between victory and defeat. If a card or ability contradicts a basic game rule, always follow the rules for the card or ability.
Dragons
RISK: The Elder Scrolls V: Skyrim contains a total of 4 dragons, which are very powerful opponents and very difficult to defeat! But if you do manage to slay a dragon, you will receive a powerful and unique dragon shout that allows you to use a special ability.
Dragons cannot move and do not attack units. Each dragon has a total of 10 health points and can only be attacked by heroes. The dragon's health points can be indicated on the gameboard with a marker. When a dragon is attacked, it always defends with 2 dice, no matter how many health points it has. For each die roll that is lower than the corresponding attacker's die roll, the dragon loses 1 health point. For each dragon die roll that is higher than the corresponding attacker's die roll, the attacker loses 1 health point. If there is a tie, the defender wins (in this case the dragon).
If you do not manage to defeat the dragon in one turn, the dragon immediately gets its 10 health points back. So prepare well! If another player attacks the same dragon, the dragon also starts that battle with 10 health points.
When you defeat the dragon, move your hero onto the conquered territory and draw a dragon shout card and a territory card. Note: You can also attack several dragons and receive several dragon shouts.
Dragon Shout Cards
If you slay a dragon and receive a dragon shout card, you can only play the dragon shout card on your turn (before the invasion phase). You cannot play a dragon shout card during another player's turn. You can only play one dragon shout per turn (even if you have more than one) and it can only be applied to territories adjacent to the territory containing your hero. The card played remains permanently in your possession and can be reactivated each turn. Note: You can only play a dragon shout if your hero is alive! A dragon shout can be played in addition to spell cards.
Dovahkiin: Heroes
Each player has a unique hero with traits that reflect their faction. These are powerful special units with 10 health points that enable you to activate special abilities and to use weapons and armor.
Moving heroes: Your hero can only move up to 3 territories once per turn (either in the invasion or maneuver phase). These territories must be in your control and adjacent to each other. If you move your hero during the maneuver phase, this does not count as your unit move. You can still also carry out your unit move for the maneuver phase. A hero can occupy a territory alone, but they cannot leave it if there are no units there.
Territory bonus: The territory where the hero is located receives +1 to each of its dice rolls (attack and defence). The hero himself does not receive a bonus, just other units in that territory.
Battle: A hero can only fight other heroes or dragons, not units. Units cannot attack heroes! A battle between heroes works the same way as a battle between normal units. A hero can attack with 3 dice and defend with 2 dice, regardless of how many health points they have remaining. For each die roll that is lower than the corresponding attacker's die roll, the hero loses 1 health point. For each hero die roll that is higher than the corresponding attacker's die roll, the attacker loses 1 health point. If there is a tie, the defender wins. A hero can only attack alone, not in combination with other units (i.e. they attack separately).
Healing: If you lose health points, you can spend +2 magicka at any time to heal your hero by 1 health point. This does not apply if your hero is currently in combat. There are also some spell cards that restore your hero's health.
Death and resurrection: If your hero loses all of their health points, they are defeated and removed from the board. If your hero is defeated by a neutral unit or a dragon, all cards are put back under their respective stacks. If your hero is defeated by an opponent hero, they will receive all your hero's equipment.
At any time, you can spend +10 magicka to revive your hero and place them in any territory that you control. Note: You cannot win without your hero, so it is important to strike the right balance between using your hero and using your units.
Dovahkiin: Maneuver
When you have finished your attack phase, as in the CHAOS mode, you can perform a maneuver to reinforce an important strategic position (p. 11). Some abilities can give you an extra maneuver move or allow you to maneuver through an enemy territory.
Dovahkiin: Objectives
After your maneuver phase, check your objective cards (p. 15) to see whether you've achieved an objective. Objectives are worth between 1 and 3 victory points, based on their difficulty. You can only complete one objective per turn, regardless of whether you meet the conditions for more than one objective. So choose wisely.
To score the points, reveal the objectives that you have achieved and increase the victory point marker on your player board. After completing an objective and receiving victory points, you discard the card. Then draw two new cards from the objectives deck. Choose the card you want to keep and discard the other to continue your campaign and march to victory.
Dovahkiin: Draw a Territory Card and Receive Magicka
If you have conquered at least one enemy territory, you can draw the top card from the deck of territory cards. You only draw one card, even if you conquered several territories. You also receive +1 magicka for each conquered territory.
Dovahkiin: Elimination
If you manage to completely remove the units of another player from the board, that player is eliminated from the game. You will receive that player's territory cards. If you receive over 5 cards, you must immediately exchange a set for additional units and place them on your territories, even if it is not your reinforcement phase. You also receive all the player's weapon, armor, and spell cards.
Dovahkiin: Winning
If you earn 10 or more victory points by the end of your turn AND your hero is undefeated, you win the game! Therefore, you should always keep an eye on your opponents' victory points. You can prevent other players from winning by defeating their heroes.
Game Mode: Civil War (3–5 Players)
Object of the Game
Defeat all the opposing troops and occupy all the territories on the board.
Civil War Set-Up
- First, each player chooses their faction and gathers their starting units. Starting units by number of players: 3 players – 40 units; 4 players – 35 units; 5 players – 30 units.
- Each player throws a die: The player who rolls highest, places a unit on a territory of their choice. The other players continue in a clockwise direction, each placing one unit on a free territory of their choice. This continues until all 48 territories are occupied.
- The players now take turns placing one more unit in their respective territories. This continues in turn until all players have placed all their starting units. Players decide how to distribute their units: You can place a lot in a single territory or distribute them evenly. But a territory can never be left empty!
- Shuffle the territory cards well (without the End Game card), and place the deck face down next to the board.
- Now the game can start: The player who placed the first unit on the board starts.
- From this point, the game follows rules provided above for the CHAOS mode. Your goal is simply to defeat all the other players.
Civil War: Winning
The player who occupies all 48 territories of the board and therefore defeats all other players wins. Congratulations: you have conquered Skyrim!