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The Elder Scrolls: Call to Arms

The Elder Scrolls: Call to Arms Rulebook

Table of Contents

Table of Contents

  • Playing The Elder Scrolls: Call to Arms
    • The Battlefield
  • Summary of Gameplay
    • 1. Move Action
    • 2. Attack Action
    • 3. Search Action
    • 4. Adversary Activation
    • 5. Level Up!
  • Prepare for Battle
    • Conventions
      • The Battlefield
      • Measuring
      • Friends and Enemies
      • Rerolls
    • Components
      • The Dice
      • Tokens and Terrain
    • Line of Sight
  • The Party
    • Cards
  • Pre-Game Sequence
  • Character Cards
    • Hero Character Cards
    • Follower Character Cards
    • Attributes
  • Upgrade Cards
    • Ranged Weapon Cards
    • Melee Weapon Cards
    • Armor Cards
    • Item Cards
  • Height Level and Base Size
    • Other Cards
  • Skill Tests
    • The Skill Dice
  • Attribute and Skill Modifiers
    • Modifiers
    • Attribute Tests
  • Effect Dice
    • The Rule of Three
    • Skill Test Summary
  • Skills
    • Strength Skills
    • Endurance Skills
    • Intelligence Skills
    • Agility Skills
    • Wisdom Skills
  • The Game Round
    • The Advantage Phase
      • The Advantage Token
      • Start-of-Round Effects
    • The Activation Phase
      • Replenish Reserves
      • Perform Actions
      • Passes
      • Adversary Reactions
      • Activating a Model
      • Action List
    • Free Actions
    • Boosts
  • The Actions
    • Move
      • Engagement
      • Jumping and Climbing
      • Move Boosts
    • Withdraw
    • Attack
      • Ranged Attack (Shoot)
      • Other Ranged Attacks
        • Range
        • The Skill Test
        • Damage
      • Ranged Attack Boosts
  • Damage
    • Health
    • Applying Damage
      • Injured Models
      • Removed from Play
      • Overkill
      • Damaging Incapacitated Models
    • Armor
      • Armor Bonuses
      • Special Effects (Armor)
      • Strong Armor
      • Strong Armor Bonus
      • No Armor?
  • The Event Phase
    • Adversaries Activate
    • Draw an Event Card
      • Spawn Adversaries
      • Radiant Quest
      • Special Quest
    • Victory Points
    • Incident
    • Place Token
    • Curating the Event Deck
    • End of Round
      • Objectives and Scoring
      • Level Up
  • Morale
    • The Morale Check
    • Flee
      • Fleeing from Combat
      • Terrifying Models
      • Engaging a Terrifying Model
      • Attacked by a Terrifying Model
  • Status Effects
    • Incapacitated
    • Shaken
    • Staggered
  • Spells
    • Magicka
    • Spell Cards
    • Followers with Spells
    • Casting a Spell
    • Targeting Types
      • Environment
      • Melee Attack
      • Aura
      • Blessing
      • Curse
      • Hybrid Attacks
      • Ranged Attack
      • Personal
  • Dragon Shouts
    • Enchanted Attacks
    • Boosting Shouts
    • Range and Targeting Types
    • Sneak
    • Recovering Thu'um
    • Dovahkiin and Draugr, Wielders of Thu'um
  • Terrain
    • Jumping and Climbing
      • Falling
      • Jumping Down
    • Classifying Terrain
      • Normal Terrain
      • Difficult Terrain
      • Barriers
      • Impassable Terrain
        • Locked Doors
      • Gaps
      • Large Obstacles
        • Tall Linear Barriers
  • Adversaries
    • Adversary Models
      • Using Playable Races as Adversaries
    • Adversary Types
    • Using Adversaries
      • Adversary Forces
    • Battle Mode
    • Delve Mode
    • Reactions
    • Ready!
    • Adversary Activations
      • Determine Response
      • Status Effects (Adversaries)
  • Special Rules
    • Limited Use Abilities [X]
    • Keywords
      • Absorb (Reserve) (X)
      • Acute Senses
      • Adrenaline Rush
      • Adversary Shapeshift (X)
      • Attachment (Type)
      • Agent of Mara
      • Ancestor's Wrath
      • Ancient Knowledge
      • Berserker Rage
      • Bleed
      • Bodyguard
  • Special Attack Rules
    • Area Effect (X")
    • Scatter
      • Scatter Direction
      • Scatter Collisions with Obstacles
      • Scatter Distance
    • Damage Types
      • Fire
      • Force
      • Frost
      • Magic
      • Physical
      • Shock
  • Perks
    • One-Handed
    • Archery
    • Two-Handed
    • Heavy Armor
    • Block
    • Light Armor
    • Sneak
    • Lockpicking
    • Pickpocket
    • Speech
    • Alchemy
    • Illusion
    • Conjuration
  • Character Special Rules
  • Races of Tamriel
    • Altmer (High Elf)
    • Argonian
    • Bosmer (Wood Elf)
    • Breton
    • Dunmer (Dark Elf)
    • Elves
    • Imperial
    • Khajiit
    • Nord
    • Orsimer (Orc)
    • Redguard
  • Other Races
    • Dwemer Animunculi
    • Beasts
    • Monsters
    • Daedra
    • Undead
  • Paths
    • The Path of Might
    • The Path of Sorcery
    • The Path of Shadow
  • Scenario Rules
    • Scenarios
    • The Pre-Game Sequence
      • 1. Choose Game Mode
      • 2. Choose Parties
      • 3. Determine Setup Priority
      • 4. Choose a Scenario
      • Scenario Format
      • 5. Choose Environment and Set Up the Battlefield
      • Scenery
      • Treasure Tokens
      • Adversaries
      • 6. Draw Quest Cards and Select Oaths
  • Victory Conditions
    • Victory Points
  • Gathering the Party
    • Gold Septims
    • Factions
    • Party Composition
      • The Party Champion
      • Faction Heroes
      • Followers
      • Familiars
      • Hirelings
      • Faction Reference
    • Player Factions
      • Adventurers
      • Bandits
      • Draugr

Playing The Elder Scrolls: Call to Arms

You only need a handful of things to start your adventures in Tamriel! To begin, you'll need a playing area for your game (most scenarios require a space 3 x 3 feet in size). If you have any terrain, you can use it to populate this area to better represent the field of battle. While The Elder Scrolls: Call to Arms can be played on an empty board, the game is far more fun on a table of rolling hills and scattered ruins.

You will also need something to measure distances with, a measuring tape from a DIY store will do fine. And let's not forget the most important part - the miniatures! Finally, all the tokens and rules you will need are in one place, The Elder Scrolls: Call to Arms Rules Box is practically brimming with content to keep you busy!

The Battlefield

Tamriel is a land of spectacular and varied terrain, from dusty tombs to sprawling cities. The battlefields of The Elder Scrolls: Call to Arms are no different! This game excels on boards that are full of characterful terrain, with enough space for your miniatures to move around freely. A few larger pieces with a healthy amount of smaller, scattered terrain like walls or crates will provide an interactive battlefield to fight over. The smaller pieces of terrain are useful for providing cover to models, while larger pieces such as a watch tower or a Word Wall add to the cinematic feel of a game. Having said that, you don't need to spend an age making terrain for your table. You could use anything you have lying around (with a healthy bit of imagination!) or if you really want something that'll stand out, you can visit the Modiphius web store for top quality terrain straight from the video game!

Summary of Gameplay

1. Move Action

The Breton Ranger performs a Move Action. They can move the Standard Movement Distance of 6". Measurements are taken from the front of the model's base, and no part of the Breton Ranger's base may move beyond 6".

Lydia too performs a Move Action, and additionally performs the Move Action Boost: Sprint, adding 3" to her Standard Movement Distance for a total of 9"! She uses this extra distance to move into Base-to-Base contact with an enemy Draugr. When a model is in base-to-base contact with an enemy model it is considered to be Engaged. Engaged models can perform Melee Attack Actions against Enemy models.

2. Attack Action

An Orc Barbarian is engaged in mortal combat with a Draugr. The Orc Barbarian gathers a dice pool of the Skill and Effect Dice from their weapon, and rolls all of them at once. The Orc's attack hits, so the Draugr will be forced to roll its Armor. Any damage over the value rolled will be inflicted upon the Draugr. Luckily for our adventurers, the Draugr is unable to block any damage and is smashed to pieces. Other models in the game are able to attack from further away with ranged weapons or arcane spells.

3. Search Action

The Khajiit Thief has stumbled across a Treasure Chest - but it is locked! They roll a Skill Dice, scoring a 2. Comparing this to their Lockpicking Skill of 4, they have rolled below it. A success - Divines be praised! Rubbing their hands with glee, the Khajiit Thief draws a card from the Treasure Deck and the Treasure Chest token is discarded.

4. Adversary Activation

It is time for a Skeleton Archer Adversary to go! Each Adversary has a Path - the Skeleton Archer is on the Path of Shadow. The player rolls a Black Dice, comparing the result rolled to the corresponding section on the Draugr AI Matrix. This matrix will determine if the Skeleton Archer moves, attacks or does something else when they activate. The AI Matrix Target Priority will determine the target of the Skeleton Archer's ire, whilst the model's Attitude will explain how the Adversary navigates the battlefield.

5. Level Up!

During the course of a game, a force can acquire Victory Points (or VPs) through means such as completing scenario objectives or opening a Treasure Chest like the Khajiit Thief did earlier. Hero models can use these VPs to level up, becoming stronger and unlocking new abilities! The Dragonborn has just done this by turning their character card over, getting an increased Strength attribute and a few new abilities too.

Battles are won or lost by the actions of the Warriors and the feats of their Champions. The victors will often be the party that kills well, and often, but this is not always the case. Battles have been won in the shadows, in the courts, in the streets. Just as there is more than one way to kill a man, there is more than one way to win a war.

Prepare for Battle

The Elder Scrolls: Call to Arms uses a number of conventions and unique game components to keep track of the action. In this section we'll cover these conventions, and break down all the custom components. Take a moment to familiarize yourself with these basics before diving into the thick of battle!

Conventions

The Battlefield

Every game takes place on a flat gaming area, referred to as the 'battlefield'. Page 3 of the Quests book describes the ideal size of gaming area for games of different sizes. A battlefield of 36" (3') square is the most common size for most battles.

Measuring

All distances in the game are measured in inches ("). A measuring tape is particularly useful for checking long ranges and getting into hard-to-reach areas of the battlefield.

Friends and Enemies

A friendly model is any model from your own Party (or from an allied Party, if the Game Mode being played has allied Parties). An enemy model is any model that is not one of your own, or an ally's. All opposing models and Adversaries are 'enemies'. A player may not declare an Attack targeting a friendly model.

Rerolls

Occasionally, a rule may instruct a player to 'reroll' one or more dice. The player should pick up the dice they are asked to reroll and roll them again. The new result replaces the old one. No dice may be rerolled more than once as part of the same Test, no matter how many reroll rules there may be. The result of a reroll must be accepted, even if it is worse than the first roll.

Components

The Dice

The game includes five special dice of different colors and shapes. These will be referenced throughout the rules using the following icons:

  • White Skill Dice (20-sided)
  • Green Accuracy Dice (6-sided)
  • Yellow Effect Dice (6-sided)
  • Red Effect Dice (6-sided)
  • Black Effect Dice (6-sided)

As well as numbers and 'pips', these dice contain icons, which produce various Special Effects.

Tokens and Terrain

  • Tokens: These are card counters of various sizes and designs. Tokens can either show effects that remain in play for lengthy periods of the game, like Battlefield Objectives and Treasure Chests, or more temporary effects such as Burning and Incapacitated.
  • Terrain: Players may wish to enhance their gaming setups with three-dimensional scenic elements, like those used in the photographs throughout the book. All of these, from walls and small houses to ruined temples and magical gates counts as 'Terrain'. Modiphius also produces a range of scenic Terrain items, including token upgrade sets, terrain elements and gaming mats, available from Modiphius.net.

Line of Sight

'Line of Sight' (or 'LoS') lets you know what a model can 'see' on the battlefield. The model checking Line of Sight is the 'Attacker' and the other model is the 'Target'.

All game boards are different and models can be assembled in a variety of creative ways, so we abstract Line of Sight in The Elder Scrolls: Call to Arms in order to remove ambiguity. Line of Sight will either be Clear, Blocked, or Obscured. To check a model's Line of Sight, draw an imaginary straight line from any edge of the Attacker's base to any edge of the target model's base.

  • LoS is Clear if any line drawn between the two models does not cross any Terrain or any bases of other enemy models.
  • LoS is Blocked if a line cannot be drawn without crossing either Terrain of equal or greater Height Level than either the Attacker or the Target or the base of another enemy model that is of equal or greater Height Level than either the Attacker or the Target.
  • Friendly models never block Line of Sight unless they're Engaged in melee with an enemy model – they are assumed to get out of the way due to a shout from their comrade.
  • Otherwise, LoS is Obscured.

A model referred to as 'within LoS' will either have Clear or Obscured LoS to the other relevant model. A model referred to having no LoS will have Blocked LoS to the other relevant model.

A model always has Clear LoS to itself.

Note: If the Attacker is in base contact with terrain that is a lower Height Level than itself, or in base contact with the edge of Terrain that Blocks LoS, that Terrain does not Obscure the target – the Attacker is assumed to lean over or around it.

The Party

Players group their models together into a fighting force, called a 'Party'. This usually contains in the region of 5-12 models, although some Parties will be larger or smaller than this. Choosing a Party is covered in detail on pages 116-121.

Cards

The Elder Scrolls: Call to Arms uses a number of different types of cards. The types of cards in the game are as follows:

  • Hero Cards - Hero Cards are the large cards which give all the information you need about Heroes.
  • Follower Cards - Follower cards are smaller than Hero cards, and contain all the information you need for Followers.
  • Adversary Cards - Adversaries represent many foes which can be found all over Tamriel.
  • Upgrade Cards - These include Armor, Weapons, Spells, Shouts, and Items, all the gear you need to adventure successfully!
  • Treasure/Master Treasure Cards - These cards are used when your models search for things in game, and cover a wide variety of effects.
  • Quest Cards - Quest cards are additional tasks that your party can undertake during games that generate rewards.
  • Event Cards - Event cards represent random chance and events that can help or hinder you.
  • Trap Cards - Traps will activate when triggered, and can be very dangerous for your adventurers.
  • Effect Cards - Effect cards represent different conditions, bonuses, and penalties a model can be affected by on the battlefield.
  • Behavior Matrix Cards - These cards let you know how Adversaries will react during games.

Pre-Game Sequence

Before you begin a game of The Elder Scrolls: Call to Arms, there's a few things you should do to set up for the clash to come. The full Pre-Game sequence is on Page 1 of the Quests book, but this sequence provides a quick run down so you can get straight into the action.

  1. Choose the Game Mode. The Elder Scrolls: Call to Arms features two Game Modes: Battle and Delve. Battle Mode is for playing a two player game against an opponent. Delve Mode is for playing solo or cooperative games against Adversaries who will be activated by their AI rules.
  2. Choose a Party. Parties can be made up of a wide variety of models. You can find the full rules for choosing Parties on page 116. Place the Hero and Follower cards for each player's Party close to where that player will be playing the game so they can see them.
  3. Set up the battlefield. A 3' by 3' board will be big enough for most battles, but the size of the battlefield can vary depending on the Septim count and the scenario for the game. In terms of Terrain, we recommend one large piece (6" diameter or more) or two smaller Terrain pieces per square foot (12") of table area. You can find more information on this on page 3 of the The Elder Scrolls: Call to Arms Quests book.
  4. Choose a Scenario. There are dozens of Scenarios to play, many are listed in the Quests book.
  5. Set up the decks and tokens. Separate out the Quest Deck, Trap Deck, Event Deck, and Treasure Deck, shuffle each of them, and place them face down near the playing area, ideally where all players can reach them. In addition, take all the game tokens out, separate them out, and place them near the playing area where all players can reach them.
  6. Draw Quest Cards and select Oaths for the Parties (see pages 6-7 of the Quests book).
  7. Deploy any Adversaries according to the Scenario being played.
  8. Deploy the Party or Parties according to the Scenario and Mode being played.
  9. Fight! Start the first round and begin the battle!

Character Cards

Every model has a corresponding reference card, called a Character Card, which illustrates its key abilities, current damage taken, and a wealth of other useful information. There are two types of Character Cards; Hero and Follower. Heroes are powerful and mighty warriors who can serve as leaders for your Party. Followers are the common soldiers, mages, and people of Tamriel who follow your Heroes into battle. Followers are individually weaker than Heroes, but naturally, you can field a great deal more of them.

Hero Character Cards

These large Character Cards are for Heroes. The base side has a beige background, and is used for adding Heroes to your Party before a game; it has the Hero's Septim cost listed. The Leveled Up side has a blue background, and is used when your Heroes Level Up throughout the game. Here's a breakdown of all the information contained on a Hero Character Card.

  1. Name & Title: All models have a name. Some characters have multiple different models and cards, representing different versions of the character at various stages of their adventuring career. Different titles are used to distinguish between these versions. These are unique characters from the lore of Tamriel, and have an asterisk (*) next to their name to indicate this. You can only include one of any unique character in a Party, so you could not include The Dragonborn, Champion of Skyrim and The Dragonborn, Steadfast Adventurer in the same Party.
  2. Faction Symbol(s): This symbol denotes which faction(s) the model belongs to. Factions have their own Special Rules which usually dictate what models can be in a Party of that Faction. A model with more than one faction icon always has one icon larger than the others, colored gold – this is their 'primary' faction.
  3. Race: The races of Tamriel have various traits that offer unique options on the battlefield. See pages 102-104 for more information.
  4. Path: All models belong to one of three broad paths – Might, Shadow, or Sorcery – which represents their expertise and preferred tactics. Paths are often taken into account when choosing a Party. See page 105 for more information.
  5. Perks: This section of the Character Card lists the Hero's Perks. Perks are special rules that are tied to Hero Skills and Attributes. See pages 94-101 for more information.
  6. Keywords: This section of the Character Card lists the Hero's Keywords. Keywords tend to be racial bonuses, active effects, and weapon or damage properties. See pages 84-91 for a list of Keywords.
  7. Special Abilities: Some Heroes possess one or more unique Special Abilities they can use during a game, such as Banish the Wicked or The Strong Survive. These are explained on the Hero Character Cards.
  8. Reserves: These are the three vital figures that a model is. Each model starts with a pool of Health, Stamina, and Magicka equal to the numbers shown on their card. At the start of a game, all models begin with their Reserve pools at maximum. As models use Stamina or Magicka, or lose Health, add tokens to the respective pools to show the current figure. During battle, these tokens will be added and removed as the Reserves are restored or used. The number of tokens in a pool may never exceed the maximum value printed on the model's card. So for instance a model has Health 5. If they suffer 2 damage, place two tokens on the model's Health Reserve in order to show that the model only has 3 remaining Health.

Follower Character Cards

These smaller cards are for Followers and Familiars. These models cannot Equip Upgrades. Instead, all their default Attacks, defense options, and Special Rules are detailed on the Character Card (shown below).

  1. Attacks: Followers' models generally come ready Equipped, and therefore their Attacks are listed on their Character Cards rather than on Upgrades. Most Followers have one or two Attacks, of varying types.
  2. Armor and Defense: Most Followers have an Armor Rating, representing either natural resistances or equipped Armor. They may also have a bonus to their defenses (such as Block). See 'Armor', pages 39-40.

Attributes

The five Attributes at the heart of a model's abilities are:

  • Strength: Physical prowess, inner power, and might of arms.
  • Agility: Stealth, marksmanship, and dexterity.
  • Endurance: Toughness, fortitude, and physical resistances.
  • Intelligence: Book-learning, tactical acumen, and spellcraft.
  • Wisdom: Courage, faith, and worldly knowledge.

Upgrade Cards

These smaller cards represent a range of items and abilities which you can use to make your Heroes more powerful. Upgrades are selected when choosing the Party and represent everything from Weapons and Armor to Spells and Potions.

There are five Upgrade Slots on each Character card (2x Hand Slots, 1x Body Slot, and 2x Quick Slots). All Upgrades have an icon that shows they can be Equipped to one of these Upgrade Slots. Any Upgrade card assigned to an Upgrade Slot is 'Equipped'. Other cards can be carried by a model but are kept in a small pile near to the Character Card. This is the model's 'Inventory' – those Upgrades are not Equipped and have no in game effect until they are, but they are considered to be in the model's possession.

During the game, Heroes might also obtain Treasure Cards. Many of these cards are normal Upgrade cards and can be Equipped or kept in an inventory as normal. However, these Treasure Cards will not have a Septim cost on them, since they cannot be purchased during Party Selection. Other Treasure Cards will be related to the specific Quest being played.

Ranged Weapon Cards

  1. Slot Icon(s): Will be either a single hand icon or two hands icon. This denotes how many Hand Upgrade Slots on a Character Card this item takes up.
  2. Skill Icon: A red circle denoting the associated Skill with this item. Most Ranged Weapons will have the bow icon, linking these items to the Archery Skill.
  3. Gold Septim Cost: This shows how many Gold Septims the card is worth.
  4. Range and Effect: Will always be ordered with Short Range first, then Long Range (if applicable).
  5. Special Effects: This shows any effects that can be resolved when a symbol is rolled.
  6. Keywords: Some items will have Keywords. They will be listed under the Special Effects.

Melee Weapon Cards

  1. Slot Icon(s): Will be either a single hand icon or two hands icon. This denotes how many Hand Upgrade Slots on a Character Card this item takes up.
  2. Skill Icon: A red circle denoting the associated Skill with this item (A melee weapon will have a one-handed or two-handed icon, linking this item to either the One-Handed or Two-Handed Skill respectively).
  3. Gold Septim Cost: This shows how many Gold Septims the card is worth.
  4. Damage: Melee Weapons don't have Short and Long Range like Ranged Weapons. This section will tell you the dice that are added to a Skill Check when this weapon is used.
  5. Special Effects: This shows any effects that are resolved when a symbol is rolled.
  6. Keywords: Some items will have Keywords. They will be listed under the Special Effects.

Armor Cards

  1. Slot Icon(s): This shows that the Armor must be Equipped to the Body Upgrade Slot on a Character Card. Clothing is also Equipped to the Body Upgrade Slot, but are considered to be Armor.
  2. Skill Icon: A red circle denoting the associated Skill with this item. Armor will have either a heavy or light armor icon, linking the item to the Light or Heavy Armor Skill respectively.
  3. Gold Septim Cost: Shows how many Gold Septims the card is worth.
  4. Armor Rating: This tells you which dice to use when preventing damage with this Armor.
  5. Special Effects: This shows any effects that can be resolved when a symbol is rolled.
  6. Special Rules: If the armor has any Special Effects, they will be listed here.

Item Cards

  1. Icon Type: A number of different types of Upgrade Card are classed as Items, including Potions, Food, and Poisons. For the full list of Items, see page 121.
  2. Gold Septim Cost: Shows how many Gold Septims the card is worth.
  3. Rules Text: Consumables can have a wide variety of unique rules text, they will be shown here.

Height Level and Base Size

Every model in the game is assigned a Height Level of 1-5, according to its card. The model's Height Level is the number shown in the arrowed circle on its card. The model's actual height is not taken into account, as it might be modeled on a tall, scenic base for example, which might give anyone shooting at it an unfair advantage.

A model should be mounted on the base provided to prevent any advantage or disadvantage being gleaned in certain situations (such as a wide base being unable to fit through narrow gaps or being able to attack several models at once due to the larger area covered). As an example, an average human, such as a Nord or Imperial, is Height Level 2, and is usually mounted on a 30mm base. Note that base width does not always correlate to a model's height (see above).

See page 66 for more on Height Levels.

The base sizes shown in the rulebook's illustrations are: Height 1 and Height 2 models (each with a 30mm base); Height 2 (with a 50mm base); Height 3 (with a 40mm base); and Height 4 (with a 50mm base).

Other Cards

The other main types of card in the game are Adversary Cards, Event Cards, Quest Cards and Trap Cards.

  • Adversaries are monsters and roaming foes that are not controlled by either player, but instead wander the lands and dungeons of Tamriel, ready to pounce on the unwary. Their cards are much like Character Cards. The full rules for Adversaries are covered in Chapter 11 (page 67).
  • Event Cards represent random happenings and twists of fate during battle. The Event Deck is created at the start of every game. The Event Phase and Deck are detailed on pages 42-44.
  • Quest Cards represent secondary objectives, which are drawn at the start of a battle. Quest Cards are explained in detail in the Quests book (page 6).
  • Traps are triggered by Event Cards or when a Failure symbol is rolled whilst resolving a Treasure (page 36) or Puzzle (page 114).

Skill Tests

During a game of The Elder Scrolls: Call to Arms, models perform Actions such as Attacking, Searching, and Hiding. Often, success or failure in these actions is determined by a Skill Test. A model taking a Skill Test is very simple: the player rolls the Skill Dice, often accompanied by one or more Effect Dice, applies any modifiers, and that result determines success or failure in the model's Action.

As we mentioned earlier, most models have some Skills that make them the fearsome warriors they are. A model with the One-Handed Skill is adept at using single handed weapons to destroy their foes, while a model with the Sneak Skill is much better at skulking around the battlefield, hiding from their enemies until the time is right to strike!

Every model's Character Card includes five Attributes. A Skill always directly relates to one of these Attributes. For example, the Heavy Armor Skill is tied to the Endurance Attribute, and so the Heavy Armor Skill appears next to the Endurance Attribute on any model's card that has this Skill. Any time that model makes a Heavy Armor Skill Test, it uses its Endurance Attribute to check whether the Test succeeds or not. Usually, a model must have a particular Skill in order to perform the corresponding Skill Test, however some special rules and abilities give models the chance to perform an Action even without the right Skill. This is referred to as an Attribute Test. In this case, the model uses its Attribute value as normal, however some results on the Skill Dice are ignored without the relevant Skill.

To make a Skill Test, roll the Skill Dice plus any relevant Effect Dice all at once. If the result rolled on the Skill Dice is equal to or lower than the corresponding Attribute value, the Skill Test is a success! Many results on the Effect Dice (as well as some other gameplay effects) can modify the number rolled on the Skill Dice, however, so make sure to check all dice rolled and apply all modifiers before moving on.

The Skill Dice

The Skill Dice is a white, 20-sided dice with numbered results from 2 to 10, and icons on its other faces. All possible results on the Skill Dice, and what they mean, are listed in the following table.

Skill Dice Results

IconNameEffectDescription
2 to 10 (numbered face)Numbered FaceThe numerical result of the rollThe number faces – ranging from 2 to 10 – are the unmodified result of the roll. Any numerical modifiers from the Accuracy Dice and any relevant bonuses or penalties are applied to this number, and the total is then compared to the Attribute value.
Potion Bottle (two faces, each showing a Potion Bottle icon)Potion BottleReplenishes a ReserveIn addition to the rolled result, the appearance of the Potion Bottle means the model immediately restores 1 point of any Reserve lost earlier in the game (choose Health, Stamina or Magicka).
Critical Hit (exclamation mark)Critical HitAllows some models to land more powerful blows or achieve spectacular resultsThis result counts as a result of 1. In addition, if the Skill Test was for an Attack of any kind, it's a Critical Hit. Add a Black Effect Die to the roll (unless you are already rolling the maximum of 3 Black Effect Dice).
Failure (cross)FailureThe Skill Test has not been successfulThis icon means the Skill Test has failed. Accuracy bonuses cannot modify it into a Success. One Failure icon also bears a Potion icon, which restores Health, Stamina or Magicka even though the test is unsuccessful.

Attribute and Skill Modifiers

Modifiers

Some Special Rules, Potions and Magical Effects apply temporary bonuses to a model's Attributes or specific skills, modifying the value up or down. These are always applied before rolling the Skill Dice.

Most modifiers are applied to the score rolled on the Skill Dice. These will usually take the form of penalties, which increase the score, and thus reduce the chance of success. For example, if a Test has a +2 penalty and the player rolled a 5, the +2 penalty would change the result to a 7.

Note: Regardless of how many penalties or bonuses are applied to an Attribute value, the final result can never be greater than 10, or less than 1.

Attribute Tests

Sometimes a model will be asked to make an Attribute Test instead of a Skill Test. In addition, in some instances a model may be able to use an Attribute in place of a Skill. The Path of Might, for instance, allows a model to use its Strength in place of a Weapon Skill. In this instance the Attribute value is still used for the Skill Test, but it is an Attribute Test instead. Attribute Tests work exactly the same as Skill Tests, with one exception. The Failure symbol does not inflict a Critical Hit when taking an Attribute Test. The Failure symbol still counts as a result of a '1', but no additional damage is rolled for critical hits. If the Failure symbol is rolled on the Skill Dice, the Test is always a failure regardless of any modifiers.

Effect Dice

Effect Dice Icons

IconNameEffectDescription
Success (starburst icon)SuccessAdds damage or SuccessesThese are treated like 'pips' on a conventional dice, and can be rolled in combinations of 1, 2, or 3 depending on the color of the Effect Dice. The number of Successes are added together to determine a final score. Special icons on some faces are not treated as Successes – see below.
Skill Bonus (-1, -2, -3)Skill BonusIncreases chances of success from a Skill TestFound only on Accuracy Dice, these bonuses modify the number rolled on the Skill Dice during a Skill or Attribute Test, making success more likely. Bonus modifiers can never reduce a score to less than 1.
Special Effects (three icons)Special EffectsTrigger one Special EffectThese icons are primarily used to trigger specific effects awarded by Special Rules and Perks, or those shown on Weapons, Armor, Spells, Traps, and other items. Only 1 Special Effect can be triggered during a single roll. These do not carry over to subsequent Actions. See Special Effects, page 41.
  • Accuracy Dice (green): These primarily modify the target value when taking a Skill Test. If an effect generates additional Green Dice, roll all of them before determining success or failure.
  • Effect Dice (yellow, red and black): These primarily add Successes and Special Effects to attack and defense rolls.

Example: If a model's equipment and abilities confer a total bonus of 5 Black Dice and 2 Yellow Dice to a Skill Test, the player would actually roll 3 Black Dice and 2 Yellow Dice, discarding the two extra Black Dice before rolling.

Results rolled on the Accuracy Dice modify the Skill Dice roll. Minus numbers help achieve a lower result (which is better since you're trying to roll under or equal to the model's relevant Attribute).

One or more six-sided Effect Dice are usually rolled alongside the Skill Dice to determine extra effects. There are three types of Effect Dice, each of a different color. The exact type and quantity rolled is dictated by the Action a model is performing.

The Rule of Three

A single Skill or Attribute Test cannot contain more than 3 Effect Dice of the same color. Any dice over this limit go unused. This also applies to Armor Rolls.

Skill Test Summary

  1. Select the Skill to use and find the corresponding Attribute.
  2. Apply bonuses and penalties to the Attribute or Skill Value if applicable.
  3. Gather the Skill Dice and any Effect Dice the Skill Test requires, then roll them all at once.
  4. Apply any modifiers to the Test.
  5. If the final total rolled is equal to or lower than the Attribute being tested against, the Test is successful. If it is higher, the Test has failed.
  6. If the Test was successful, resolve the effect of the Test. In addition, whether the Test succeeded or failed, resolve any Special Effects and Potion Bottle symbols rolled.

Skills

Each Skill is assigned to an Attribute. The full list of Skills and their associated icons are listed below.

Note: Many Upgrade Cards display a prominent Skill, which is tested against when the card is used. Unless a special ability or Perk allows otherwise, a model must have the specified Skill in order to Equip the Upgrade Card in one of their Upgrade Slots.

Strength Skills

  • Block: This Skill determines how well the model can use a Shield to fend off incoming attacks.
  • One-Handed: This Skill determines how well the model can use One-Handed Weapons, such as swords, axes and maces.
  • Two-Handed: This Skill determines how well the model can use Two-Handed Weapons, like greatswords and battleaxes.

Endurance Skills

  • Heavy Armor: This Skill allows the model to fight in battle while wearing Heavy Armor.
  • Light Armor: This Skill allows the model to fight while wearing Light Armor.
  • Smithing: The art of creating items with various materials.

Intelligence Skills

  • Alteration: This type of magic deals with altering the world around your models.
  • Conjuration: This type of magic deals with summoning creatures and creating Weapons of pure magic.
  • Destruction: This type of magic deals with channeling the elements into destructive properties.
  • Illusion: This type of magic deals with creating illusions and manipulating the mind.

Agility Skills

  • Archery: This Skill determines a model's marksmanship.
  • Lockpicking: The ability to open locks without the need of a key.
  • Pickpocket: The ability to steal an enemy's items or peruse their secrets.
  • Sneak: The ability to move around without being seen or heard.

Wisdom Skills

  • Alchemy: The art of creating and using Potions and Poisons.
  • Enchanting: The art of imbuing mundane Weapons and items with powerful charms and magical properties.
  • Restoration: This type of magic deals with healing the model and their companions.
  • Speech: The art of the silver tongue, used for bartering and persuasion.

The Game Round

To represent the brutal reality of dungeon brawls, botched assassinations and bandit ambushes in the dangerous corners of Tamriel, we structure the game into a series of rounds, during which players alternate moving and fighting with their models.

During each round, players should execute the following three phases consecutively. When all players have completed the sequence of play, a new round begins, and the process starts again. Rounds go on until the round limit is reached, or the victory conditions for the game are met. Each scenario will tell you the round limit (how many rounds the game will go on for) and the victory conditions. If any player achieves the victory conditions, the game will end regardless of the current round. This is explained in more detail on page 9 in the Quests book.

Sequence of Play

  1. Advantage Phase
  2. Activation Phase
  3. Event Phase

The Advantage Phase

Advantage can be a vital factor in games of The Elder Scrolls: Call to Arms, as it not only dictates who gets to Activate their models first, but can sometimes be a deciding factor in resolving tiebreakers.

Advantage Phase Steps

  1. Assign the Advantage Token
  2. Start-of-Round Effects

The Advantage Token

The first thing to do at the start of the round is assign the Advantage Token to one player. Among other benefits, the player with the Advantage Token decides which player will begin Activating their models in the next phase.

  • Unless a scenario set-up says otherwise, at the start of the first round, the Advantage Token is given to the player who did not have setup priority (see the Quests book).
  • At the start of each round, the player who had the Advantage Token last time passes the token to their opponent. If there are more than two players, the token is passed clockwise around the gaming table to the next opponent, following the same order each time.

Start-of-Round Effects

Resolve any Special Rule or ongoing effect that is resolved 'at the start of the round'. If both players have effects to resolve, the player with the Advantage resolves one of theirs, then the opponent does likewise, and then players alternate until all effects are resolved. Then move on to the Activation phase.

The Activation Phase

In this phase, players take it in turns to Activate their models, explore the battlefield, and engage with the enemy!

  1. The player with the Advantage Activates a model, performing all of that model's Actions as described below.
  2. Play passes to the next player, who Activates a model as above.
  3. Play continues alternating between players until all models that can Activate have done so.

Note: If there are more than two players, the player with Advantage chooses the order in which their opponents take their turns.

Replenish Reserves

When a model Activates, if it has any tokens in its Stamina or Magicka pools, it removes one token from each of these pools. Health is never restored in this way.

Perform Actions

During a model's activation, it can perform up to two Actions from the list below. Some models have unique Actions due to their abilities or Equipment that they can also use during their Activation. A model may not perform the same Action twice in one Activation.

A model does not have to perform all of its Actions, or indeed any Actions at all when it is Activated.

A new Action cannot be started until the current Action is complete; i.e. a model cannot stop to Shoot part-way through a Move Action, and then complete the Move.

Passes

At the start of each Activation Phase, the player with the fewest models in their Party receives one Pass for every two full models difference. Any leftover single models are ignored for working out passes. So if one player had 7 models and the other had 4, the player with 4 would receive 1 Pass. When it is a player's turn to Activate a model, they may instead declare the use of one Pass. Play is immediately handed back to the opponent. A player may not Pass twice consecutively.

Adversary Reactions

Sometimes a model may have to pause its turn to allow an Adversary model to React. See page 71.

Activating a Model

Players take it in turns to Activate one model at a time, until all models that can Activate have done so. Occasionally, a player may be instructed to Activate two or more models consecutively, interrupting the normal sequence of play. The player must finish one model's Activation entirely before beginning the next.

The Activation sequence for each model is as follows:

  1. Replenish Reserves
  2. Perform Actions
  3. Recover

Action List

The normal Actions that a model can choose to perform are listed here, in alphabetical order. The rules for these Actions are detailed fully in Section 3: Actions.

Standard Actions

  • Aid
  • Attack
  • Block
  • Command (Heroes Only)
  • Hide
  • Move
  • Pickpocket (Heroes only)
  • Ready
  • Search
  • Special Action
  • Swap Items

Free Actions

A Free Action is an Action that does not take one of the model's two Actions for that Activation. Free Actions do not count as Actions at all and can be performed in addition to a model's two normal Actions (even if the model is Engaged). The most common uses of a Free Action are to drink a Potion or apply Poison to a Weapon. Free Actions still can't be done partway through another Action.

Boosts

Some Actions can be 'Boosted' using Stamina. This either increases the Action's efficacy, or adds a Special Effect. Boosts are part of the same Action and must be resolved before moving on to a different Action.

The same Boost cannot be applied more than once to the same Action, although if there are multiple Boosts available, and the model has sufficient Stamina, Boosts can be combined.

Recover

The last thing a model must do is attempt to Recover from adverse effects; staggered, shaken, and incapacitated. The full rules for those effects are covered on page 48.

  • Models with an Incapacitated Token flip it to staggered. If the Incapacitated model has any Damage Effect Tokens (such as bleed or burning), it is removed from play instead. Each Damage Effect has its own rules for removing the associated Token.
  • Models that began their Activation with a Staggered Token remove it.
  • Shaken Tokens remain in place – the model must Test to remove it at the start of its Activation.

Ending an Activation

Once an Activation is complete, place an Activated Token on the model. Models with Activated Tokens may not be Activated again this round.

The Event Phase

In this phase, random events are generated that reflect the fickle will of the Divines, while dangerous creatures and malign foes strike at the Parties from the shadows. The Event Phase is when Adversary Activations, events, and any end of round effects are determined. It is described fully on page 42.

Day follows night, death follows life, riposte follows parry. In war, the advantage that one side possesses over the other can be lost in a heartbeat as each side seeks to exploit their enemies to wrest back control. From the machinations of fate to the obstacles that confound the best laid plans, every battle has similarities but no two fights are the same.

The Actions

There are many Actions that your models can take in a game of The Elder Scrolls: Call to Arms. All normal Actions are listed here. Some Upgrade Cards and models may have special Actions of their own in addition to these; those Actions will be described fully on the card.

Move

When a model makes a Move Action it can move up to 6" – this is its 'Basic Move Allowance'.

  • Models cannot move through enemy models, and if moving around an enemy model without wishing to Engage, a model must leave a gap of at least ½" at all times during the Move Action.
  • Movement is always measured from the front edge of the model's base to the destination point. When placing the model at the destination, the front edge of the base must not exceed the measured distance.
  • A model does not have to move the full 6" – they can move any distance up to 6", including 0".
  • A model does not have to move in a straight line, but when moving around obstacles or other models, the player must measure around the obstruction carefully.

Engagement

The only way a model can Move into base contact with an enemy model is if that model chooses to do so during a Move Action. When a model is in base contact with one or more enemy models, it is Engaged. A model is Unengaged if it is not in base contact with any enemy models. If a model Moves into Engagement with an enemy model, that model must end its Move Action immediately, even if it has some Movement Allowance left. If a player does not wish to start a combat, they should ensure that the Moving model stays at least 1⁄2" away from an enemy throughout the whole Move to be clear that the models are not Engaged. A model cannot Move if it is Engaged with an enemy unless all the enemies in base contact are Incapacitated or it Withdraws (see below).

Models can move through Unengaged friendly models. Models cannot end their move with their base overlapping any other models.

Jumping and Climbing

Models may leap over gaps and climb over obstacles as part of a Move Action, by taking an Agility Attribute Test as soon as the gap or obstacle is reached.

  • A model may Jump a gap as long as it has enough movement remaining to place its base fully on the other side. The model must take an Agility Attribute Test. If the Attribute Test is successful, place the model on the closest point on the opposite side of the gap, and continue the move if the model has any movement left. If the Test is failed, the model takes Falling Damage (page 60) and is placed on the lower terrain level, in contact with the ledge, as close to its start position as possible. A model can't move any further after a failed Jump.
  • A model may Climb any Barrier or Tall Obstacle up to its own Height Level, either to reach a higher platform, or to get to the other side of the piece of Terrain. The model must take an Agility Attribute Test. If successful, the model must end the Climb Move with its base fully flat on a surface, having moved no further than its remaining movement. Deduct the width of the Terrain Climbed from the model's remaining movement. If the Agility Test is failed, the model stays where it was and its Move Action ends.

A model may take any number of Jump and Climb Tests during its turn, in any combination, as long as it has enough movement left to complete each one.

Move Boosts

The following Boosts are available when making a Move Action:

  • Sprint (Any Model): A model may spend 1 Stamina to Sprint.
    • A model with Light Armor Equipped in its Body Slot, no Armor at all, or a Follower with the Light Armor Defense, adds +3" to the current Move Action if it Sprints.
    • A model with Heavy Armor Equipped to the Body Slot, or a Follower with the Heavy Armor Defense, adds +2" to the current Move Action if it Sprints.
  • Heroic Move (Heroes Only): A Hero may spend 1 Stamina during its Move Action to make a Heroic Move. For the duration of this move action, the Hero may add an Accuracy Die to all Agility Tests it is required to take.

The Move diagram in the rulebook illustrates the following: 1. Measurements are front to front. 2. Movement distances are measured front edge to destination. 3. Models should stop short if they do not want to engage with a model. 4. Overlapping bases is not allowed.

Withdraw

A model that begins an Action Engaged with an enemy can use a Move Action to Withdraw from Engagement. Withdrawing follows all of the rules for a normal Move Action, except where noted below.

Before the model Withdraws, one enemy model with which they were Engaged, chosen by the opponent, performs a Melee Attack that targets the Withdrawing model. This is called a Parting Blow. Models that are staggered or Engaged by any model other than the one Withdrawing cannot make a Parting Blow. A Parting Blow is a Free Action that can be performed outside of the model's activation.

A Parting Blow is made after the player has committed to the model Moving out of Engagement and before the model begins its Move.

The Withdrawing model must finish its Move at least 1⁄2" away from any enemy models, and as such cannot Engage any models during this Move. Note that models may not Withdraw if they are surrounded by enemies and/or Impassable terrain such that they could not ordinarily Move – in this case they are trapped in combat.

A Parting Blow is performed immediately and out of sequence. It follows the Melee Attack rules (page 29) with the following exceptions:

  • The Attacker may not use any Boosts during a Parting Blow.
  • If the Withdrawing model has a Block Token, it may be used against a Parting Blow.
  • If there are models from more than one side Engaged with the Withdrawing model, the player with Advantage chooses which model Attacks from those eligible. Only one model can make a Parting Blow regardless of how many models are Engaging the Withdrawing model.

Attack

When performing an Attack Action, a model must choose whether to make a Ranged Attack or a Melee Attack. The model performing an Attack is referred to as the Attacker. The target enemy is the Target.

  • The Attacker must not be Engaged with an enemy.
  • The Target must be within the Weapon's Range.
  • The Attacker's Line of Sight to the Target must be either Clear or Obscured, it cannot be Blocked.

Ranged Attack (Shoot)

This Action allows a model to shoot at a target enemy with an equipped Ranged Weapon or Spell. It is sometimes called a Shoot Action. Ranged Weapons are recognizable by the Archery Skill icon on the Upgrade Card.

Followers and Adversaries have a summary of their Ranged Attack options, if any, printed on their Character Card, denoted by the word "Ranged" followed by the Attack details. To make a Ranged Attack with a Ranged Weapon:

  • The Attacker must have the relevant Skill to use the Weapon.

Other Ranged Attacks

Some Spells, Shouts, Scrolls, Wands, and Staffs use the Ranged Attack rules in addition to Ranged Weapons. These items follow all of the rules below, and may have their own additional Special Rules, detailed later. The main thing to note is that not all of these abilities use the Archery Skill to resolve the Attack – the relevant Skill or Attribute will be clearly shown on the card.

Range

Ranged Weapons usually list two ranges on their card: short and long. Both of these ranges are accompanied by a distance in inches ("). When measuring Weapon range, long range starts where short range ends. Note that some Weapons do not have a long range.

Example: A Hunting Bow has a short range of 10", and a long range of 20" – this means any distance even a fraction over 10" but less than 20" is treated as long range.

Shooting attacks may have a short and long range, with different Effect Dice being used, depending on the distance to the Target. Targets partially in both ranges count as short range. Targets even partially within long range still count as long range. The rulebook's range diagram shows green and red Effect Dice for short range and green and yellow Effect Dice for long range.

The Skill Test

Attacks are resolved by taking a Skill Test (see page 17).

Roll all of the Effect Dice shown next to the Attack's Range alongside the Skill Dice. Effect Dice gained from the Weapon, other Equipment, or Perks (page 94) may modify the result.

Damage

Upon a successful hit, the player must see whether the Target is wounded. See 'Damage', page 38.

Ranged Attack Boosts

The following Boost is available when a model is performing a Ranged Attack with a Bow or Crossbow:

  • Aimed Shot: At a cost of 1 Stamina, the Attacker adds an Accuracy Die to the Skill Test.

Dual Shot

If a model is Equipped with two Ranged Weapons (taking up one Hand Slot each), it may fire both as a single Action. As Bows and Crossbows require two hands, this usually happens when a model has two Ranged Attack Spells Equipped, or two Throwing Weapons. One Weapon may be fired as normal. As soon as the shot is resolved, the other Weapon may also be fired, following all the normal rules for a Ranged Attack (in the case of Spells, remember to pay the Magicka cost for the second Attack as well). However, this second shot adds a +2 modifier to the Skill Test.

Cover

If Line of Sight is Obscured, the target gains a Yellow Effect Die to its Armor Rating (see page 39 Armor) when hit by a Ranged Attack. Remember that models friendly to the Attacker do not provide Cover – they are working together and are assumed to duck out of the way.

Note: If the Attacker is in base contact with Terrain that is a lower Height Level than itself, or in base contact with the edge of Blocking terrain, that Terrain does not Obscure the target – the Attacker is assumed to lean over or around it.

The rulebook's cover diagram illustrates this: a Mage is in contact with a low wall, while an Imperial Archer is similarly Obscured but in contact with the corner of a building. Both have a clear shot on Ralof, but have Cover against him.

Ranged Attacks at Engaged Models

A model may not declare a Ranged Attack at a Target if a friendly model is Engaged with it. However, there are many situations where enemies from different sides (such as an opponent's models and Adversaries) are fighting each other. In these instances, a model may make a Ranged Attack at a specific Engaged enemy, but with little control over which enemy will be hit.

The Attacker chooses their Target as usual and rolls the Attack. A success hits the initial target. A failure (with a numeric value) is a miss. However, if a Failure symbol is rolled on the Skill Dice, the initial target is not hit; instead the owner of the target model chooses which model Engaged with the Target, and in either Clear or Obscured LoS of the Attacker is hit. If there is no owner of the Target model, the player with Advantage chooses which model, other than the Target, is hit.

Special Ammunition

Some Ranged Attacks make use of special or finite ammunition (such as arrows which are 'Attached' to a Bow Weapon Card, or Throwing Knives). To represent the risk of running out, each time the ammunition is used, roll the Skill Dice after the Attack. If the player rolls a Failure, the card is discarded (so the weapon has no more of that ammunition). On any other roll, they continue using the item as normal.

In the case of Attached ammunition, it is only the Attachment card that is discarded, not the Weapon that fired it – it's assumed the model has a reserve of 'normal' ammunition as a backup.

Melee Attack

Models can only make Melee Attacks against enemy models they are Engaged with. In order to Attack an Engaged enemy, a model must resolve a Skill Test using an equipped Melee Weapon. Melee Weapons are easily recognizable by the Skill icons on the Upgrade Card (either One-Handed or Two-Handed). To Attack with a Melee Weapon, the Attacking model must have the relevant Skill to use the Weapon.

In order to use this Ancient Nord War Axe (which has the One-Handed Skill icon), a model also needs to have the One-Handed Skill assigned to their Attributes.

Followers and Adversaries have a summary of their Melee Attack options, if any, printed on their Character Card, denoted by the word "Melee" followed by the Attack details.

Note: Heroes from the Path of Might can Equip any Melee Weapon Card, even if they don't have the corresponding Skill, Attacking instead with a Strength Attribute Test instead of a Skill Test.

  • If the target of the Attack is Staggered, the attacker gains a -2 modifier to the Skill Test.
  • If the target of the Attack is Incapacitated, the Attack hits on any Skill Dice result other than a Failure.
Damage

If the Skill Test is successful, see 'Damage', page 38, to see what happens.

Other Melee Attacks

Many other abilities allow models to Attack in melee, not just weapon cards. Some Spells, Shouts, Scrolls, Wands, and Staffs also use the Melee Attack rules. These items follow all of the rules here, and may have their own additional Special Rules. Sometimes these Attacks use a specified Skill or Attribute other than the usual One-Handed or Two-Handed Skills.

Dual Wield Strike

A model with two One-Handed Weapons may Attack with both as part of the same Action. One of the Weapons must be declared as the Primary Weapon this Action, and the other as the Secondary Weapon.

Once the initial Melee Attack with the Primary Weapon is complete, the model may immediately Attack with the Secondary Weapon, with a +2 modifier to the Skill Test. This is a new Attack, and may target any Engaged enemy, not just the original target.

As both Attacks are part of the same Action, the model may not use the same Boost twice, even if it is with different Weapons. However, the Secondary Weapon may still trigger its own Special Effects.

Followers and Adversaries with two separate One-Handed Melee Attacks listed on their card are eligible to Dual Wield Strike.

The Skill Test

Attacks are resolved by taking a Skill Test. Roll all of the Effect Dice shown next to the Attack's Range alongside the Skill Dice. Effect Dice gained from the Weapon, other Equipment, or Perks (page 94) may modify the result.

Unusual Engagements

Sometimes models from opposing sides might be Engaged in combat even though it looks as though they aren't. The most common occurrences are summarized here.

Outnumbered!

A model that is Engaged with multiple enemies is Outnumbered, if those enemy models are not themselves Engaged with multiple enemies. Any Melee Attacks that target an Outnumbered model gain 1 bonus Accuracy Die.

The rulebook's diagrams are captioned: "Outnumbered: the Imperial models outnumber the Stormcloak soldier 2-1 and receive 1 extra Accuracy Die in melee." and, after a second Stormcloak soldier joins the melee: "Now there are an equal amount of combatants and no advantage is given."

Fighting Over a Barrier

Models count as Engaged when on opposite sides of a narrow barrier, and attacks can be made across it, so long as:

  • The models are no further than 1" apart.
  • Both models are in base contact with the Barrier.
  • The Barrier does not Block Line of Sight between the models.

The Target adds a Yellow Effect Die to its Armor Rating when Attacked in melee across a Barrier. If it has no Armor, it gains an Armor Rating of a Yellow Effect Die for the purposes of the Attack.

A model can make a Withdraw Move from an Engagement over a Barrier without consequence – enemies cannot make Parting Blows.

The rulebook's diagram shows Model A engaged with Model B over the barrier, while Model C is too far away.

Melee Attack Boosts

The following Boosts are available when a model is performing a Melee Attack. Melee Attack Boosts may not be used if a model is fighting Unarmed.

  • Power Attack: Spend 1 Stamina to add a Yellow Effect Die to the Attack roll. If the Attack inflicts any damage, but the target is not staggered, incapacitated, or removed from play, the target gains a Staggered Token.
  • Precision Strike: Spend 1 Stamina to add an Accuracy Die to the Attack roll.

High Ground

A model may Engage an enemy that is higher up or further down a slope, on a platform, stairway, and so on, as long as their bases would be in contact if viewed from above (see example, lower left), and they are no more than 1 Height Level above the enemy's base.

A model Attacking from High Ground gains a -1 modifier to the Skill Test when rolling to hit the Target.

The rulebook's diagram shows that, viewed from above, a model on a terrain piece one Height Level higher and a model standing on ground level, standing on terrain only one Height Level different, are still Engaged.

Attacking Incapacitated Models

Although incapacitated enemies cannot be Engaged, a model may Target them with a Melee or Ranged Attack, as long as the Attacker is not also Engaged with any other enemies. Roll to Attack as normal but the target is hit on any result other than a Failure. Any Critical Hit or Potion Bottle results are applied as usual. See page 48 for more details.

Unarmed Attacks

A model with no Attacks listed on its Character Card, and no equipped Melee Weapons or special Melee Attacks can still fight in melee, but will have to fight Unarmed. Every model in the game is capable of fighting Unarmed if the situation becomes desperate enough, so this type of Attack is listed here for ease of reference.

An Unarmed Attack is always a Strength Attribute Test. It may never be used to Dual Wield.

Beasts and Khajiit can go one better – when they fight Unarmed, they instead use Teeth and Claws, which follows the rules for Unarmed Attacks, but with the improved profile shown in the rulebook.

Note: The Unarmed and Teeth and Claws profiles use the second dice value if the attacker has a Strength of 6 or more.

Block

Only models with Shields can perform the Block Action. Place a Block Token beside the model. A model cannot have more than one Block Token at any one time unless a rule states otherwise. While a model has a Block Token, it may not perform an Attack of any kind, nor may it Boost any other Action. It can discard the token at any time during its activation.

A model with an Equipped Shield that has a Block Token adds a Yellow Effect Die to its Armor Rating.

In addition, a model with an Equipped Shield and a Block Token may discard the Block Token whenever the model is targeted by a Melee Attack, losing the bonus Yellow Effect Die, to take a Block Skill Test. On a successful Block Test, add the Shield's Block dice to this model's Armor Rating vs the Attack.

If a model with a Block Token loses or Unequips its Shield, or becomes Incapacitated, the Block Token is removed. If a model with a Block Token ever Falls (page 60), remove its Block Token.

Two-Handed Block

A model with an Equipped weapon with the Two-Handed Block Keyword may also perform a Block Action of sorts, albeit less effectively. See page 91.

Block Boost

The following Boost is available when a model performs a Block Action:

  • Shield Bash: If the Block Token is spent in response to an enemy Melee Attack, the model may use 1 Stamina to assign a Staggered Token to one enemy they are Engaged with. Only a model Equipped with a Shield may perform a Shield Bash.

Ready

The Ready Action may not be performed in the same Activation as an Attack Action. Place a Ready Token beside the model. The Ready Token stays in place until it is used, or until the start of the model's next Activation, whichever comes first.

The token may be spent out-of-sequence whenever an eligible enemy model completes an Action, as follows:

  • A model with an Equipped Melee Weapon may spend its Ready Token to perform a Melee Attack against an enemy it is Engaged with, as soon as that enemy completes an Action (for example, Attack or Move). This Attack follows all of the normal Melee Attack rules.
  • A model with an Equipped Ranged Weapon may spend a Ready Token to make a Ranged Attack at an enemy in Range and Line of Sight as soon as that enemy completes an Action. This Attack follows all of the normal Ranged Attack rules.

A Ready token cannot be used in response to a Ready Action or an Action taken as a result of a Ready token. If multiple players can use Ready tokens to respond to the same Action, the player with Advantage chooses the order.

Command

Only Faction Heroes (see page 117) may perform this Action. A model may not perform the Command Action if it has a Hidden or Shaken Token. The model chooses one of the three Commands; Hold, Rally, and With Me - detailed below. Note that:

  • Party Champions may target any friendly Faction Hero or Follower.
  • Faction Heroes may only target friendly Followers.
  • Hirelings (page 117) may never use or be the target of Commands.

Rally

The Hero targets one eligible friendly model within 6" and Line of Sight that has a Shaken Token. Remove the Shaken Token.

Rally Boost

The following Boost is available when performing a Rally Action:

  • Vigor: A Party Champion may target more than one friendly model at a cost of 1 additional Stamina for each model after the first.

Hold

The Hero targets one eligible friendly model within 6" and Line of Sight. The target model adds an Accuracy Die to Morale Checks until the end of the round.

With Me!

The Hero targets one eligible friendly model within 6" and Line of Sight that is yet to Activate. As soon as the Hero's Activation is over, the target model Activates next, interrupting the usual sequence of play.

Aid

A model may come to the assistance of a comrade in need by performing the Aid Action. A model cannot perform an Aid Action if it is shaken or staggered, or if it has any Damage Effect Tokens.

Target one friendly model in base contact with this model. It may choose one of the following options:

  • Flip an Incapacitated Token to Staggered.
  • Remove one Damage Effect Token (such as Bleed or Fire) or Poison Token.
  • Use one of the Activating model's Potions as if it were their own.

Hide

A model that is further than 6" from all enemy models may Hide, to conceal themselves from view. This Action may only be performed if no enemy has Clear Line of Sight to this model. When this Action is performed, place a Hidden Token next to the model. A model with a Hidden Token is Hidden.

While Hidden, models treat their Height as one level lower than usual, to a minimum of 1. Remove any Hidden Tokens a model has after the model performs any other Action unless it has the Sneak Skill (page 35).

Hidden models cannot control Objectives, and do not Block or Obscure Line of Sight.

A model may voluntarily remove its Hidden Token at any point during its Activation. A model with the Sneak Skill may begin the game with a Hidden Token as long as no enemy has a Clear Line of Sight to it after deployment.

If an enemy model moves into base contact with and Engages a Hidden model, the Hidden Token is removed.

The rulebook's diagram shows Ralof outside of 6" and Line of Sight, and so able to perform the Hide Action.

Detecting Hidden Models

While a model is Hidden, enemy models may not Target it or move into base contact with it, unless they first roll to Detect it. Declare the action the model is attempting (Ranged Attack, for instance) then roll to Detect the Hidden model. Models cannot Detect Hidden models to which their LoS is Blocked. Detecting Hidden models is an Intelligence Attribute Test. Add an Accuracy Die to the Test if the Hidden model is within 6" of the model trying to Detect it. If the Test succeeds, the Hidden model is targeted successfully and the Hidden Token is removed. Continue the Action as normal.

If the Test is failed, the enemy model may choose a different Target for the Action, even if this means rolling to Detect a different enemy. If there is no viable Target, the model may choose a different Action. If the original Action was intended to Engage the Target, the model may continue its Move, Engaging a different enemy if it wishes (and it has enough Movement left to do so).

A model may not attempt to Detect the same enemy more than once per Activation.

Sneak Attacks

Hidden models can perform Sneak Attacks. These Attacks gain benefits from hitting the enemy from an unexpected angle.

Ranged Sneak Attacks

A Hidden model that performs a Ranged Attack adds a Yellow Effect Die to the Skill Test for the Shoot Action. If the shot hits, even if no damage is inflicted, the Hidden model must pass a Sneak Skill Test or remove the Hidden Token. If the shot misses, the model does not need to perform this Sneak Skill Test.

Melee Sneak Attacks

A Hidden model that performs a Melee Attack discards the Hidden token to add one Yellow Effect Die to the Skill Test. The Target receives no bonus dice for a Block Token against a melee Sneak Attack, nor can it discard its Block Token to gain an additional Block Bonus.

A model cannot perform a Sneak Attack with a Two-Handed Weapon. If for any reason a model with a Hidden token has a Two-Handed Weapon Equipped when it chooses to Attack in melee, it discards the Hidden Token without gaining a bonus.

Sneak

When a model with the Sneak Skill begins its Activation with a Hidden Token, it may retain the token even while it performs other Actions. However, the Hidden Token is removed at the end of the Action if:

  • The model performs any Stamina Boost.
  • The model triggers a Trap (page 36 and page 114).
  • The model suffers damage or receives a Status or Damage Effect Token.

Attacks performed while Hidden follow the Sneak Attack rules.

Finally, after each Action performed while Hidden, check for enemies within 6" and LoS. If there are any, the Hidden model must pass a Sneak Skill Test or discard its Hidden token. If there are none, the Token remains. Sneak Attacks in melee and Dragon Shouts (page 58) remove Hidden Tokens once performed, even if the model has the Sneak Skill.

Pickpocket

Only Heroes with the Sneak and Pickpocket Skills can make this action while Hidden. To attempt a Pickpocket, a Hero must be Engaged with an enemy Hero, or an enemy Follower with an Upgrade Card in its Inventory.

The model makes a Pickpocket Skill Test. If the Test is passed:

  • Shuffle any Equipment Cards (i.e. not Enchantments, Spells, or Shouts) in the Target's Inventory, and randomly take one. Put this Upgrade Card in the Pickpocketing model's own Inventory, or Equip it immediately, swapping it for an already Equipped Upgrade if necessary.
  • Next, the Pickpocketing model must choose: remain Engaged, or move 1" away from the target. This move may not be used to Engage another enemy. The enemy model may not make a Parting Blow as a result of this move.

If the Pickpocket Test is failed, however, the thief has been detected! The Hidden Token is removed immediately, and the models are now Engaged as normal.

If a model is Engaged with more than one enemy, the Pickpocket Action may not be used by that model.

Search

An Unengaged model may perform this Action when it is in base contact with a Treasure Token while there are no enemy models in base contact with the same token. As soon as the Search Action is declared, flip the Treasure Token – this will reveal either a blank token (an Unlocked Chest) or a Locked Chest, which shows a Resistance Rating and a Complexity Rating (see Locked Chests below).

If the token is a Locked Chest, the Search Action can only be completed by picking the lock with the Lockpicking Skill, or forcing the lock with a Strength Attribute Test.

Treasure Chests

For Unlocked Chests, roll the Skill Dice:

  • On a Failure symbol, something unexpected happens – draw and resolve a Trap Card. Then draw a Treasure Card.
  • On any other result, draw a Treasure Card.

Whatever happens, remove the Treasure Token from the board.

Locked Chests

Some Treasure Tokens represent Locked Chests, which can only be Searched by a model with the Lockpicking Skill or those wishing to use brute force. Locked Chests have a Resistance Rating, which represents the physical sturdiness of the lock and a Complexity Rating, which represents how intricate the mechanisms are. These are used, respectively, when a Searching model tries to force the lock or use the Lockpicking Skill on the Locked Chest.

To open a Locked Chest, a model must perform a Search Action, and choose to either take a Lockpicking Skill Test, modifying the Skill Dice result by the number shown on the Complexity Rating, or take a Strength Attribute Test, modifying the Skill Dice result by the number shown on the Resistance Rating.

  • Any score of a Failure symbol on the Skill Dice triggers a Trap! Draw a Trap Card and resolve it. If the Searching model survives, the lock is opened. Draw a Treasure Card.
  • Any roll of a Critical Hit symbol on the Skill Dice indicates a lucky find! Draw two Treasure Cards instead of one.
  • On any other successful roll, draw a Treasure Card.
  • On any other unsuccessful roll, nothing happens. The Locked Chest can be Searched again after this activation.

Forcing a Lock risks damaging precious treasure – a model that uses a Strength Attribute Test to open a Locked Chest does not gain any Victory Points (VP) if the scenario being played rewards VPs for successfully searching a Treasure Token.

Drawing Treasure Cards

Most Treasure Cards take the form of Upgrades, while some are Bonus Cards (providing bonus Victory Points or similar). Bonus Cards with an immediate effect apply the bonus to the model, or the model's Party. Bonus Cards which have to be held until the end of the game should be kept to one side by the player who holds them. They do not apply their effect until the game ends.

If an Upgrade Card is drawn by a Hero, that model may immediately make a free Swap Items Action (even if they have already performed this Action this turn).

If an Upgrade Card is drawn by a Follower (including Hireling Followers), the card is placed beside that model's Character Card, in the Follower's Inventory. It may not be Equipped or used by the Follower. A friendly Hero can use a Swap Items action to acquire the item from the Follower.

Special Tokens

Sometimes a scenario or Quest rule will allow a model to Search a token other than a Treasure Token. In these instances, instead of simply drawing a Treasure Card, follow the instructions for the Special Token (shown).

Swap Items

A Hero may use this action to rearrange their Inventory and Equipped Upgrades, swapping around any currently Equipped Upgrade Cards they like from their Slots or replacing them with their Unequipped Upgrade Cards. Spells, Shouts, and additional abilities that need to be Equipped may also be swapped using this Action.

  • If the Hero is Unengaged, Swap Items uses a single Action.
  • If the Hero is Engaged with one or more enemies, Swap Items uses two Actions.

Additionally, a model that performs a Swap Items Action within 2" and LoS of a friendly Unengaged model may target that model as part of this Action:

  • If the target friendly model is a Hero, this model may exchange any of its Equipment Cards (other than Spells or Shouts) with that Hero. Both Heroes may freely exchange Equipment Cards and Equip whichever Equipment Cards they like from their Inventories (as long as they meet all prerequisites and restrictions for those cards).
  • If the target friendly model is a Follower with one or more Treasure Cards, the Hero takes any or all of the Follower's Treasure Cards and may rearrange their Inventory and Equipment as normal. Follower models without any Treasure Cards may be given Treasure Cards, however these go into the Follower model's Inventory and cannot be Equipped by that model.

Followers and the Swap Items Action

A Follower may only perform the Swap Items Action if they have one or more Treasure Cards, and there is a friendly model within 2" and Line of Sight. If the target is a Hero, they may take any or all of the Follower's Treasure Cards, and then may rearrange their Inventory and Equipped cards. If a piece of Equipment is swapped to a Follower (including Hireling Followers), the card is placed into that model's Inventory. It may not be Equipped by the Follower.

Special Actions

Some models are able to use Special Actions or use a particular rule or piece of Equipment 'as an Action'. Unless stated otherwise, such rules follow all of the normal rules for performing Actions.

A model may perform more than one Special Action a turn but each individual Special Action may only be used once per turn.

Damage

Health

All models have a Health Reserve on their Character Card, represented as a number. Each time a model suffers damage, place tokens on top of their reserve. If the number of tokens equals the number on the character's Health Reserve, the model becomes Injured.

Applying Damage

After an Attack roll is successful, follow the sequence below to see how much damage is inflicted.

  1. Count up the total number of Successes (starburst icon) from the Damage Effect Dice rolled during the Attack.
  2. Any Special Effect icons rolled may indicate additional damage, as well as other effects described on the Weapon Card. See 'Special Effects' on page 41.
  3. The target rolls its Armor Rating. Each Success cancels out one of the Attacker's Successes (see 'Armor', below).
  4. Each remaining Success from the Attack roll inflicts one point of damage – add one token to the target's Health reserve for each point of damage.

Injured Models

When a Follower or an Adversary (other than an Adversary Master) is Injured, it is removed from play.

When a Hero or Adversary Master is reduced to less than 1 Health, however, it is not necessarily dead. Remove tokens from the model's Health Reserve until the model has 1 Health remaining, then the model takes an Endurance Attribute Test.

  • If the Test is failed, the model is removed from play.
  • If the Test is passed, the model is no longer Injured, and remains in play with 1 Health remaining but is incapacitated. It gains an Incapacitated token.
  • If the dice rolls a Critical Hit icon, the model is no longer Injured, and remains in play with 1 Health remaining but is staggered. It gains a Staggered token.

Removed from Play

When a model is removed from play by being reduced to 0 Health or for any other reason, physically remove the model from the tabletop and place it to the side. It will take no further part in this battle (unless it can be revived via some dark magic!).

Overkill

If the amount of damage inflicted by an Attack is equal to or more than double the target's remaining Health, the target suffers a +2 modifier on the Endurance Attribute Test (this is cumulative with other Special Rules that affect Endurance Tests when a model becomes Injured, such as Punishing).

Damaging Incapacitated Models

If an incapacitated model becomes Injured, it cannot roll an Endurance Attribute Test, it is automatically removed from play.

Armor

Many models wear some kind of Armor, which affords them protection from Attacks in the form of an Armor Rating (a number of dice icons). Models without any Armor cannot make an Armor roll.

  • Heroes usually have to purchase Armor in the form of Equipment Cards, which must be Equipped to use. Some Heroes have other Equipment or Perks that also grant them bonuses to their Armor Rating.
  • A Follower's Armor Rating is always marked under the Armor heading of their Character Card.

Once an Attack roll has succeeded, the Target rolls its Armor Rating dice and deducts the number of Successes from the Attacker's Successes. Each point of Armor Rating cancels out one Success. Each remaining Success from the Attack roll inflicts one point of damage on the Target.

Armor Bonuses

Armor Rating can be improved through various sources, such as Perks or Attachments. Upgrade Cards with Armor Ratings are not cumulative with other Armor Ratings currently Equipped, except as described below.

  • Any Upgrade Card with an Armor rating followed by a modifier (such as +1 Yellow Effect Die) adds that bonus to the model's total Armor Rating. Usually these items do not confer an Armor Rating on their own, unless the card displays two separate icons (one with a rating, and one with a (+) bonus).
  • Some Armor Bonuses are only applied as a result of a special options (such as a Block Bonus). These bonuses are identified by the accompanying Skill icon and are treated in the same way as other Armor Bonuses upon a successful Test.

Example: Hadvar is wearing Imperial Heavy Armor and carries an Imperial Shield. He has also found a Ring of Fortify Armor attachment. He has an Armor Rating of one Black Effect Die and one Yellow Effect Die, and can add one Red Effect Die if he uses his shield.

Special Effects (Armor)

Some Armor Cards display Special Effect icons. If the Armor dice rolls the corresponding Special Effect, apply the result (or choose a result if there is more than one applicable). If the Special Effect indicates an Effect Dice icon, roll the specified dice and add any successes to the Armor Rating Successes rolled.

Strong Armor

If an Armor Rating shows a number in parentheses – i.e. (1), this is its 'Strong Armor' value. No matter how many Armor reducing effects or Special Rules the Attacker might have, the defender's Armor Rating can never be reduced below this value. If the defender rolls no Armor Rating at all, however (all blanks), Strong Armor cannot help!

Strong Armor Bonus

If an Upgrade Card displays a Strong Armor value with a plus sign before it (such as (+1)), it adds that value to the Strong Armor, and not to the overall Armor Rating. These bonuses also grant Strong Armor where a model might not have had it; so a (+1) Strong Armor bonus also gives Strong Armor (1) to a model's Armor Rating.

Example 1: Hadvar is wearing Imperial Armor with a rating of one Black Effect Die (1). He is shot by a Longbow with Piercing 1. His Attacker rolls the Longbow's attack dice and Hadvar rolls just one Success on his armor. Normally the Piercing 1 of the Longbow would negate Hadvar's Success of armor, but because he has Strong Armor (1) the one point of Piercing is ignored. One Success of damage is blocked by Hadvar's armor, so he suffers one point of damage.

Example 2: Hadvar is equipped with Imperial Heavy Armor (Armor Rating Black Effect Die) and an Imperial Shield (Block Rating Red Effect Die). He has taken a Block Action, so he has a Block Token. Later in the round he is targeted by an Attack from a Draugr. Confident his armor can resist any damage from a Draugr, Hadvar does not spend his Block Token. He gets his Black Effect Die Armor Rating, plus a passive Yellow Effect Die for an unspent Block Token.

Example 3: Later, Hadvar is Attacked by Yrsarald Thrice-Pierced. Hadvar knows that Yrsarald is a formidable foe, so he decides to spend his Block Token. He takes a Block Skill Test, needing to roll less than his Strength of 4. He rolls his Skill Dice and the Red Effect Die Block Dice, getting a 3, and a Success. He can now roll a Black Effect Die for his Armor and add the Success from the Imperial Shield.

The worked examples above describe their dice in words where the text layer does not carry the dice icons.

No Armor?

A model with no Armor Rating is usually at the mercy of an Attacker, unless it has some Special Rule to provide a measure of protection.

Special Effects

Some Weapons, Spells, Special Attacks, Armor, and other Upgrades include Special Effects, signified by the Dragonborn icon, the Crossed Swords icon, or the Oblivion icon.

If a piece of Equipment has one or more Special Effects, one of them is triggered when the corresponding icons are rolled when Attacking or defending with that Equipment.

  • If there are several Special Effects that could be triggered, only one can be chosen to apply to a single roll. This rule applies whether the Special Effects all come from the same source, or from several items (such as a Weapon and its Enchantment when making an Attack).
  • Special Effects are not cumulative – so if the roll of a Dragonborn icon adds a Yellow Effect Die to the roll, rolling three Dragonborn icons does not add three Yellow Effect Dice.

When a Special Effect roll indicates that extra dice are to be added to the Test, take all the specified dice and roll them, adding the results to the Test.

  • If any of these bonus dice are Accuracy Effect dice (green), they can potentially transform a failed roll into a success.
  • If any of the Bonus dice score further Special Effects, the icons are ignored – remember that only one Special Effect can be triggered per Test.
  • If, after rolling all the bonus dice, the Skill Test is still a failure, none of the effects apply.

Example: The Imperial Soldier's one-handed attack always does a green Accuracy Die and red Effect Die of damage. On a Crossed Swords icon it also becomes Piercing 1. The Imperial Soldier's Light Armor provides a Yellow Effect Die of Protection. On a Dragonborn icon it provides an additional Yellow Effect Die. If the second Yellow Effect Die also produced another Dragonborn icon, the soldier would not get a third Yellow Effect Die since only one Special Effect can be used per roll.

Example: The Steel Warhammer will always do a base of a Black Effect Die and Yellow Effect Die of damage on a hit. If a Dragonborn icon is rolled it has a chance to Stagger the target, if a Crossed Swords icon is rolled it will do extra Yellow Effect Die damage. If both a Dragonborn icon and a Crossed Swords icon are rolled the player has to choose either Staggered or an extra Yellow Effect Die.

The Event Phase

The Event phase plays slightly differently depending upon which Game Mode is being played (see the Quests book for more on Game Modes). The Event phase follows the sequence below:

  1. Adversaries Activate (Battle Mode Only): In Battle Mode games, a random number of Adversaries Activate at the start of the Event phase.
  2. Draw Event Card: The player with Advantage draws and resolves the top card from the Event Deck, and resolves it immediately, in the following order:
    • Spawn Adversaries.
    • Resolve Event Card text.
  3. End of Round: Check to see if any Objectives are controlled, bonus VPs awarded, or Special Effects need to be resolved. Then, the round ends.

A Note on Adversaries: An Adversary model is an 'enemy' to all player models. They are a force of nature, acting according to their own artificial intelligence rules (AI), and pose a threat to all Parties. Detailed information on Adversary Behaviors can be found on page 72.

Adversaries Activate

In Battle Mode games, some of the Adversaries in play not already Activated earlier in the round (due to Reacting) will now Activate (see page 70). This step is skipped in Delve Mode games (see page 70).

If there aren't enough eligible Adversaries to Activate, move onto the Draw an Event Card part of the phase.

Adversary Activations – Battle Mode

Player Party Gold Septim LimitActivation Limit (Not including Reactions)
0-991
100-1992
200-2993
300-3994
400+5

Draw an Event Card

Once any Adversaries able to Activate have done so, the player with Advantage draws the top card of the Event Deck. Event Cards will do one or more of the following:

  • Spawn Adversaries
  • Begin a Radiant Quest
  • Begin a Special Quest
  • Detail an Incident

When an Event Card is fully resolved, it is placed on the discard pile beside the Event Deck. If at any point during a game there are no Event Cards left to draw, the discard pile is reshuffled and replaced face-down, forming a new Event Deck.

Spawn Adversaries

Most Event Cards have a Spawn value in the bottom-right corner, with a number between 0 and 3. The Spawn must be resolved before the text of the Event Card.

Take the corresponding Number Token for each Adversary not yet in play (Minion Adversaries that have been removed from play always return to the Spawn pool). Draw a number of these tokens equal to the Spawn value on the Event Card, one at a time, placing each model as described below before drawing the next Number Token.

Place the corresponding Adversary Card(s) on the tabletop alongside any other Adversary Cards, and place the spawned Adversary models in to play as follows:

  • The player who drew the card places the first model in contact with one of the board edges marked on the scenario map. If there is no marked edge, any board edge may be chosen. The Adversary must be positioned at least 6" away from any player model if possible, otherwise as far away from the model as possible.
  • Players then alternate placing the other models in the same way, until all of the Spawned models have been placed, or they run out of Adversaries.

Radiant Quest

When a Radiant Quest Event is drawn, it is placed at the side of the board where all players can see it. All players must meet the Quest Requirements when the card is drawn – if not, draw another Event Card.

This card is treated just like any other Quest Card, except that it applies to all players equally. When the game ends, any player who has completed the Quest receives the reward.

There is no limit to how many Radiant Quests can be in play at any one time (although the number in the Event Deck is limited).

Special Quest

A Special Quest always involves a specific Quest Treasure Card. Place the Special Quest at the side of the board, where all players can see it. Then take the top 3 cards from the Treasure Deck and shuffle the named Quest Treasure Card with them. Replace all four cards on top of the Treasure Deck.

A model in possession of the Quest Treasure Card when the game ends earns the bonus Victory Points stated on the Special Quest.

If there are fewer than four Treasure Tokens in play, place spare Treasure Tokens in play, until there are four in total. Beginning with the player with Advantage, players alternate placing one Treasure Token at a time, no closer than 10" to a player model if possible (or as far away from any player model as can be if this is not possible).

Victory Points

Once all prerequisites defined by a Quest are complete, the player that fulfilled them is awarded a number of Victory Points (VPs) (see page 115). The number awarded will be equal to the value shown next to the Victory Point icon in the bottom right corner of the card.

Incident

Incident Cards represent a variety of unexpected events – both good and bad – that might befall a Party. This could be anything from the triggering of a deadly Trap, to the discovery of a cache of Treasure. When an Incident Card is drawn, resolve the instructions on the card. The card is then discarded, unless it states that it 'Remains in Play', in which case place it next to the battlefield where all players can see it.

Place Token

If an Event Card gives the instruction to place any kind of token (such as a Trap), the player with Advantage takes the specified token, and places it anywhere on the battlefield, but no closer than 3" to a model or to another token. If there are several tokens to place, the next player in sequence places the second token in the same way, then players alternate placing tokens until all tokens have been placed.

Curating the Event Deck

If you have multiple sets and expansions, you might wish to customize your Event Deck. We encourage this, as it makes for a more diverse game. You must bear in mind the following guidelines:

  • The deck must comprise 11 cards: 7 Incident cards, 1 Radiant Quest, and 3 Environment Events (these will be a mix of types – see page 107-108).
  • The deck cannot include more than one card with the same title.
  • Cards marked Battle or Delve may only be used in a game of the specified Mode (see page 106). Cards that don't have either of these icons may be freely used in any game.
  • Some expansions contain Event Cards with a small icon specific to that set. While you are free to use these cards in any game you like, do so with care, as sometimes they are very specifically tailored to the expansion in which they were included, and might have an unbalancing effect in normal games (or no effect at all!).

End of Round

At the end of the round, players must take stock of the battle. Resolve outstanding effects in the following order:

  1. Objectives and Scoring
  2. Level Up
  3. Remaining Effects

Objectives and Scoring

Any models that control Objectives and Special Objectives score Victory Points (see page 115) in this part of the phase. Any cards or scenario rules that bestow bonus VPs 'at the end of the round' also take effect at this step.

Example: At the end of the turn, the player controlling the Imperial Party has accumulated 7 Victory Points. They can now flip 5 of these to the "spent" side, exchanging larger counters for smaller values as needed, and turns Hadvar to the Leveled side. The three Reserve pools are replenished to their maximum values. Hadvar's Endurance, Wisdom and Stamina are all increased, and he gains the Tower of Strength Perk.

Level Up

Players with enough VPs can Level Up one of their Heroes at this stage of the game. Only one Hero per Party can Level Up per round.

Leveling Up a Hero costs 5 Victory Points. Flip the requisite VP Tokens over to the silver side to show that they have been used to Level Up. Those tokens still count towards the final score for the game but cannot be used to Level Up another Hero.

Choose one non-Incapacitated Hero and flip its Character Card to the Leveled (blue) side. The Hero's Health, Stamina, and Magicka reserves are set to their maximum level. The Hero uses that side of their card for the remainder of the battle.

Note: Some rare Upgrades can only be Equipped by a Leveled Hero – in this case, they may be carried in a model's inventory, but cannot be Equipped until a Hero has Leveled Up.

Remaining Effects

If any Adversaries are in play, and still have an Incapacitated Token, flip it to staggered.

Any rule not already covered that specifies it must be resolved 'at the end of the round' takes effect now. The player with Advantage should resolve all such rules for their Party before going clockwise to the next player to do likewise.

Once remaining effects are resolved for player models, all Activated Tokens are removed from play.

Once that's done, the round ends and a new one begins (unless the round limit has been reached, in which case the game ends).

Morale

Against the many dangers of Tamriel, perhaps the greatest asset a warrior can possess is courage. Many a battle is won or lost on the ability to stay in the fight when all others have lost heart.

A model must take a Morale Check in the following circumstances:

  • When the Party's Champion is removed as a casualty while within 6" and Line of Sight.
  • When it is attempting to Move into Engage a Terrifying enemy, or when a Terrifying enemy moves into Engage that model.

Some Special Rules can also trigger Morale Checks – regardless of the trigger, the process of taking the check is always the same (see below).

The Morale Check

A Morale Check is a Wisdom Attribute Test, with the following modifiers:

  • If there are no friendly models within 6" and Line of Sight, the model suffers a +1 modifier on the Test.
  • If the Party's Champion is within 6" and Line of Sight, any Faction Hero or Follower may use the Champion's Wisdom value instead of its own.

If a Morale Check is passed, the model suffers no ill effects, and play continues as normal. If a Morale Check is failed, however, the model immediately Flees.

Flee

When a model Flees, it must move its full Basic Move Allowance directly away from the closest enemy model in Line of Sight. If the model was forced to Flee due to the presence of a Terrifying enemy, or an enemy Spell or special ability, the model must move directly away from that enemy, even if it's not the closest.

  • If there is no enemy visible, the model moves towards the closest edge of the battlefield.
  • The model moves by the most direct route possible, even if that means moving through Difficult Terrain (which will affect Flee Movement as normal).
  • The Fleeing model cannot Climb or Jump over Terrain, and if it would be forced to, it Moves around the Terrain by the shortest possible distance to avoid it – it must still end its move as far away as possible from the enemy it was fleeing from. If it can't move around, it will stop in contact with the Terrain.
  • A Fleeing model moves in a blind panic and may sometimes move closer to an enemy than it began. It cannot move into base contact with an enemy, and will attempt to move around them, treating them like Terrain.
  • If the model is under any effect that reduces its Movement, then these effects also apply to a Flee move.
  • If it is impossible to move a model its full distance (or at all) due to the presence of intervening terrain or enemy models, move the model as far as possible, following the criteria above.

As soon as the Flee Move is complete, the model gains a Shaken Token. A model with a Shaken Token cannot take further Morale Checks for any reason – however, effects that cause the model to Flee without a check (such as the Fear Spell) still apply, though a model can never have more than one Shaken Token.

Fleeing from Combat

A model that is Engaged and forced to Flee follows all of the rules for fleeing above. However, one enemy in contact may make a Parting Blow, exactly as if it was a Withdraw move.

Terrifying Models

Models with the Terrifying Keyword prompt Morale Checks in models that do not have this Keyword. The results depend on what triggered the Morale Check.

Engaging a Terrifying Model

A model that wishes to Engage a Terrifying enemy during a Move Action must stop 1" away and take a Morale Check. If the Test is passed, they may finish their Move and Engage the Terrifying enemy as normal. If the Test is failed, the model flees as normal.

Attacked by a Terrifying Model

After a Terrifying model makes a Melee Attack against an enemy model, the enemy model must take a Morale Check.

The rulebook's diagram is captioned: "There are no friendly models within 6" and Line of Sight. Wisdom test modified by +1."

Status Effects

During the course of a game, warriors take both physical and psychological punishment; this is reflected by three common Status Effect Tokens.

A model may never have more than one of the same type of Status Effect Token.

Incapacitated

An Incapacitated Token replaces any other Status Effect Tokens assigned to the model. A model may not receive further Status Effects whilst incapacitated. A model with an Incapacitated Token:

  • Immediately loses any Block or Ready Token it had, and cannot gain new ones while it has an Incapacitated Token.
  • Cannot Replenish Reserves or perform Actions. Incapacitated models do not count towards the Party's total number of models for the purposes of Passing an Activation.
  • Never counts as Engaged, although it may be the target of enemy Attack Actions.
  • Cannot control Objectives.

Models with an Incapacitated Token flip it to staggered at the end of their activation. An Incapacitated model with any Damage Effect Tokens (i.e. bleed or burning) is unable to Recover at the end of its Activation. Instead of flipping the token to staggered, the model is removed from play (this cannot be avoided by an Endurance Attribute Test if the model is a Hero or Adversary Master).

In addition, an Attacker hits incapacitated models in melee on any roll that doesn't include a Failure symbol. They must roll damage as normal. A roll of a Critical Hit symbol will add a bonus damage dice as normal.

If an incapacitated model becomes Injured, it does not take an Endurance Attribute Test, it is just removed from play.

Shaken

A model with a Shaken Token must take a Wisdom Attribute Test when it is Activated. Faction Heroes and Followers within 6" and Line of Sight of the Party's Champion may use the Champion's Wisdom for the test.

  • If the Test is passed, the Shaken Token is removed.
  • If the Test is failed, the Shaken Token remains in place, and the model loses one Action during this Activation.

Models with Shaken Tokens do not take further Morale Checks. However, they may not voluntarily move into base contact with an enemy during their Activation.

Remove a model's Shaken Token if it is targeted by a Rally Command Action.

Staggered

A model with a Staggered Token cannot use Stamina Boosts of any kind.

In addition, an Attacker gains a bonus -2 modifier to the Attack roll when targeting a model with a Staggered Token with a Melee Attack.

At the end of a model's Activation, remove any Staggered Token it began its Activation with.

Spells

Magic is an integral part of adventuring and warfare in Tamriel. Those who dabble in the arcane arts, from the mages of Winterhold to the humble priests of the Divines, can bring terrible energies to bear in battle, just as easily as a warrior can swing a sword. All Spells require a Skill Test to use, whether they are an Attack or something more esoteric.

Magicka

Magicka is a Reserve pool, like Health and Stamina, which is primarily used to power Spells.

Spell Cards

For Heroes, Spells take the form of Upgrade Cards, just like Weapons, Armor and other items. Some Followers can also cast Spells, and their spells are detailed on the Follower's card.

Spell Cards contain the following information:

  1. Equipment Slot: This icon corresponds to one of a Hero's Equipment Slots. A Spell cannot be used unless it is Equipped (the exception being Personal Spells, see page 52). Spells are Equipped at the start of the game or with the Swap Items Action, just like other Upgrade Cards.
  2. Name: This is the Spell's name.
  3. Difficulty: All Spells have a Difficulty modifier, either a bonus, a penalty, or 0, representing how easy or hard the Spell is to cast. This modifier is applied to the Skill Dice result when making the Test to cast the Spell (Note: this modifier is not applied to the Attack roll when using Bound Weapons).
  4. Magicka Cost: This value is the amount of Magicka that must be spent each time the Spell is used. For example, a magical Melee Attack might require only 1 Magicka to strike in combat, whereas summoning an Atronach might require 3 or more Magicka. A model cannot Equip a Spell that requires more Magicka to cast than that model's maximum Magicka Reserve.
  5. Gold Septims: All models, Upgrades, and Adversaries in the game are assigned a value in Gold Septims, representing their comparative worth in battle.
  6. Targeting Type: A Spell's Targeting Type determines the target of the Spell, and thus how it is 'cast'.
  7. Range: The Spell's maximum range. This works in exactly the same way as Ranged Weapons. Not all Spells have a Range value – some can only target the caster or are used like Melee Weapons.
  8. School/Skill: This icon represents which School of Magic the spell is from (Alteration, Conjuration, Destruction, Illusion, or Restoration), and the Skill required to use the Spell.
  9. Effect: The Spell's rules are described here. If the Spell is an Attack, this information will be similar to that found on a Weapon of the same type (Ranged or Melee), including range, damage, and Special Effects. The effect rules may include one or more Keywords found elsewhere in this book.

All Spells have the Enchanted Keyword (page 87) and gain the Magic Damage Type (page 93) in addition to any other Damage Types listed.

Followers with Spells

Follower's Spells are detailed on their card, this is all the information needed for Followers to use spells.

Casting a Spell

Although Spells come in a variety of types, the basic procedure for casting a Spell is always the same. The model using a spell is called the Caster.

  1. Select a Spell from those Equipped to one of the Caster's upgrade slots. The Caster must meet all the criteria for casting the chosen Spell (note that some Targeting Types restrict which Spells can be cast at any given time – Ranged Attack Spells, for example, can't be cast if the model is Engaged).
  2. Pay Magicka cost. The Magicka cost for the spell must be paid before the Skill Test is made. The Magicka remains spent whether the Skill Test is successful or not.
  3. Take a Skill Test, modified by the Spell's Difficulty.
  4. If the Skill Test is successful, resolve the Spell effect plus any applicable rules for its Targeting Type. If the Skill Test is unsuccessful, the spell is not cast and has no effect.

Targeting Types

The Targeting Type of the Spell dictates who or what the target has to be. There are eight Targeting Types, which dictate how a Spell is cast: Aura, Blessing, Curse, Environment, Melee Attack, Personal, Ranged Attack, and Rune. Each Type shows the Action required to cast the Spell – if the Action has its own rules (such as Ranged Attack), they all apply except where noted.

Some Spells (such as Flames) have more than one Targeting Type – each time these Spells are cast, the player must choose one of the Targeting Types. For that cast, only the rules for the chosen Type apply.

Environment

As a Special Action, pay the Magicka cost to choose a point on the battlefield within range and Line of Sight as the initial target. Mark this point with a spare token while performing the Action. The target cannot be a model or overlap a model's base. These Types of Spells often result in an Area Effect, token, or even another model being centered on the target point.

Melee Attack

Equipped Melee Attack Spells count as One-Handed Melee Weapons and follow all of the rules for Melee Attacks (page 29).

  • The Spell's Magicka cost must be paid each time an Attack is performed with that spell, before taking the Skill Test.
  • When taking the Skill Test to Attack with a Melee Attack Spell, the Spell's associated Magic Skill (usually Destruction) is used, rather than the One-Handed Skill.
  • The Difficulty of the Spell applies to the Skill Test.

Melee Attack Spells may be Dual Wielded alongside an identical or different Spell, or with a Weapon Card. A Hero's Melee Spells cannot benefit from any Melee Attack Boosts, but may have their own Spell Boosts listed on the Spell Card.

Aura

As a Special Action, pay the Magicka cost to target the caster. The Spell's effect extends outwards from the caster's base a number of inches equal to the listed range, affecting the caster and all models within its Area (see Area Effect, page 92).

Blessing

As a Special Action, pay the Magicka cost to target one friendly model (which may be the caster themself) within range and Line of Sight.

Curse

As a Special Action, pay the Magicka cost to target one enemy model within range and Line of Sight.

Hybrid Attacks

Some spells have both the Melee Attack and Ranged Attack Targeting Type. These spells follow their respective Attack Type rules as defined previously in this section.

Ranged Attack

Equipped Ranged Attack Spells may be used in lieu of Ranged Weapons as a Shoot Action. These Spells follow all of the rules for Ranged Attacks (page 26), with the following exceptions:

  • The Spell's Magicka cost must be paid each time an Attack is performed with that spell, before taking the Skill Test.
  • Ranged Attack Spells have only a single Range value.
  • When taking the Skill Test to Attack with a Ranged Attack Spell, the Spell's associated Magic Skill (usually Destruction) is used.
  • The Difficulty of the Spell applies to the Skill Test.

A Hero's Ranged Spells cannot benefit from any Ranged Attack Boosts but may have their own Spell Boosts listed on the Spell Card.

Personal

A Spell Card with the Personal Targeting Type must be Equipped to a Quick Slot to use.

As a Special Action, the caster targets themselves. If successful, for a Hero Caster, the Spell is Equipped to the slot specified on the Spell Card (e.g. Hand Slot, Body Slot, or Quick Slot), and remains active while Equipped using the Upkeep rules. If the Spell's specified slot is also a Quick Slot, the Upkeep Token signifies that it is active. When the Spell ends, it is removed from the specified slot and placed back in a Quick Slot (if available), or in the model's Inventory. Remove the Upkeep Token to show that it is not active.

Followers do not use Spell Cards or Slots so the Effect of any Personal spell will be detailed on their Follower Card.

Rune

A Rune Spell is a Special Action. Pay the Magicka cost, then make a Skill Test. Don't roll any Yellow, Red, or Black Effect Dice during this Skill Test and ignore Special Effects on the Accuracy Dice. If the Skill Test is successful, choose a point on the battlefield within range and Line of Sight of the Caster, and place a Rune Token there.

The target may not be a model, and the Rune Token may not be placed so that it overlaps or touches a model's base, or on any scenic item on which the token will not fit. The Rune Token shows the center of the proximity trigger area – an area around the token equal to the Radius value shown on the card in inches.

Once in place, a Rune is triggered whenever an enemy model moves (even involuntarily) within the proximity trigger area or ends any Action within the proximity trigger area. Movement is paused to resolve the effects of the Rune before the model's Action is completed.

When the Rune Spell is triggered by an enemy model, roll all the Effect Dice shown in the spell effect plus any dice which would normally modify the Skill Test or Attack and resolve damage and any other effects generated by the Effect Dice. Rules which affect Attacks of this Type will also affect this Damage Roll (e.g. the Disintegrate or Intense Flames Perks).

Note: This means you roll the Accuracy Dice twice, once for the Skill Test and once with the Effect Dice to check for Special Effects.

Blast Radius

If a Rune specifies that it has an Area Effect, the Rune uses the Area Effect rules on page 92, centering the Area Effect on the Rune Token.

Upkeep

Some Spells have an ongoing effect, which continues into subsequent rounds. As soon as a Spell with an Upkeep Token is used, place the Upkeep Token on the Spell Card. At the start of each of this model's Activations, after it has replenished Reserves, it must pay 1 Magicka for each Spell with an Upkeep Token it wishes to maintain.

For each Spell, in order the Player with Advantage chooses, pay 1 Magicka and immediately apply the effect (if the effect is limited to a specific target, the same target receives the Spell's effect again).

If the Magicka cannot be paid, or the caster chooses not to pay it, the Spell ends immediately.

If a model wishes to re-cast the Spell again (perhaps to choose a different target), the original effect automatically ends.

Spell Subtypes

There are four common subtypes of Spell: Bound Weapon, Bound Armour, Summon and Ward. These Spells modify their associated Targeting Type.

Bound Weapon

A Bound Weapon is a subtype of Personal Spell.

  • Ranged Attacks with a Bound Weapon use the Archery Skill rather than the magical School. If the model does not have the Archery Skill, it may make an Agility Attribute Test instead. The Spell's Difficulty modifier is not applied to the Test.
  • Melee Attacks with a Bound Weapon use the One-Handed or Two-Handed Skill rather than the magical School. If the model does not have the requisite Skill, it may make a Strength Attribute Test instead. The Spell's Difficulty modifier is not applied to the Test.

As a Special Action, a Hero may cast the Spell, targeting itself. Spend the Magicka, and take the Skill Test, with the usual Difficulty modifier. If the Test is successful, Equip the Bound Weapon to a Hand Slot – any item(s) already Equipped to the chosen Hand Slot(s) is placed in the model's Inventory. Turn the Bound Weapon card on its side when Equipped to a Hand Slot to show that it is now in its 'Weapon Form'. Use the rules that are now on the left-hand side of the card when performing Attacks.

While the Spell is Equipped to a Hand Slot, the Bound Weapon is used exactly like a normal Weapon Card – no Magicka is used when Attacking with a Bound Weapon. The cost is considered paid when the Spell is Equipped, and it remains in play.

The Caster can choose to end the Spell at any point, Unequipping it from the Hand Slot and returning it to their Inventory. Likewise, if a Swap Items Action is used to Equip an Item in the same slot, or another Bound Spell is cast to that slot, the Bound Weapon is returned to the Inventory.

Up to two single-handed Bound Weapons may be cast simultaneously, in which case they may be Dual Wielded.

Note: Unlike Melee and Ranged Attack Spells, Bound Weapons may benefit from Boosts when Attacking, just like ordinary Weapons. The Caster must pay the Stamina cost as normal.

The rulebook's example shows a Bound Bow as a Spell placed in a Quick Slot, using the keywords shown on the card, and in Weapon Form equipped to a Hand Slot, using the Weapon rules shown on the card.

Followers do not use Spell Cards or Slots so the Effect of any Personal spell will be detailed on their Follower Card.

Bound Armor

Bound Armor is a subtype of Personal Spell.

As a Special Action, a Hero model may cast the Spell, targeting itself. Spend the Magicka, and take the Skill Test, with the usual Difficulty modifier. If the Test is successful, Equip the Bound Armor to the Body Slot – any Upgrade Card already Equipped to the Body Slot is placed in the model's Inventory. Turn the card on its side when Equipped to the Body Slot to show that it is now in its 'Armor Form' and use the rules that are now on the bottom of the card when defending against Attacks.

While the Spell is Equipped to the Body Slot, the Bound Armor is used exactly like a normal Armor Card – no Magicka is expended when defending with Bound Armor. The cost is considered paid when the Spell is Equipped, and it remains in play.

Skill Tests using Bound Armor use the Light Armor or Heavy Armor Skill rather than the magical School. If the model does not have the requisite Skill, it may make an Endurance Attribute Test instead. The Spell's Difficulty modifier is not applied to the Test.

Followers do not use Spell Cards or Slots so the Effect of any Personal spell will be detailed on their Follower Card.

Summon

Summoning Spells are subtypes of Environment Spells. When a Spell with this subtype is successfully cast, it results in a model being placed on the board, in accordance with the Environment Targeting Type rules. These models (or Summoned Creatures) are treated exactly like friendly Followers while the Spell has an Upkeep Token.

Summoned Creatures cannot be placed in base contact with an enemy model but may otherwise be placed anywhere within Range of the Caster.

When a Summoned Creature appears, it must Activate as soon as the caster's Activation is complete, ignoring the usual sequence of play. In subsequent rounds, the creature activates as a normal member of the Party, with the exceptions noted below.

Unless otherwise specified, Summon Spells receive an Upkeep Token – unlike normal Upkeep, 1 Magicka must be paid each time the creature Activates, not the Caster. The Upkeep is not paid in the Round in which the Creature is Summoned. A Summoned Creature remains in play for as long as the caster is able to pay the Upkeep. If the Upkeep cannot be paid (or the caster chooses not to pay it), the creature is removed from play immediately.

Summoned models are subject to the following restrictions:

  • Any Summoned model that ends its Activation more than 12" from the model that summoned it is removed from play.
  • If the caster chooses to end the Spell, remove the Upkeep Token – all the models summoned by that Spell are removed from play.
  • A model may not have more than one Spell of the Summon sub-type active at any one time. If the user casts another Summoning Spell, or re-casts the same Spell, Summoned Creatures from the previous iteration are removed from play.
  • If there are no models left from the same Summoning Spell for whatever reason, the Spell ends, and the Upkeep Token is removed. For example, if a Summoned Creature is removed from play, and no other Summoned Creatures placed by that spell remain, the Spell ends.

Ward

A Ward is a subtype of Personal Spell and is effectively a magical Shield.

As a Special Action, a Hero model may cast the Spell, targeting itself. Deduct the Magicka cost, and take a Skill Test, with the usual Difficulty modifier. If the Test is successful, Equip the Ward to a Hand Slot – any item(s) already Equipped to the chosen Hand Slot(s) is/are placed in the model's Inventory instead. Turn the card on its side when Equipped to a Hand Slot to show that it is now in its active form and use the rules that are now on the left-hand side of the card to resolve the Ward's effects.

While the Spell is Equipped to a Hand Slot, the Ward is used exactly like a normal Shield Card – no Magicka is expended when Blocking with a Ward. The cost is considered paid when the Spell is Equipped, and it remains in play.

  • The Block Token can be spent as normal to gain the Block bonus to Armor Rating. If the model does not have the Block Skill, it makes a Strength Attribute Test instead.
  • An active Ward cannot be used to Shield Bash.

Unlike normal shields, a model may Equip a Ward to each Hand Slot, forgoing offensive capability in exchange for defense (it may not, however, Equip a Ward and a normal Shield at the same time). A model so Equipped may perform a Block Action while it already has a Block Token. This is the only way that a model can possess two Block Tokens at the same time.

When the Block Action is performed with an Equipped Ward, the model gains a Block Token as normal.

  • While the model has a Block Token, the Special Rules on the Ward Card are in effect (for example, Lesser Ward provides the caster Resistance: Magic as long as the Block Token is assigned).

Followers do not use Spell Cards or Slots so the Effect of any Personal spell will be detailed on their Follower Card.

Spells and Incapacitated

If a spell caster is incapacitated, all active Spells cease to be active. Rune Spells are an exception to this rule and will remain in play even if the model that cast them is Incapacitated.

Dragon Shouts

A Dragon Shout, or simply a 'Shout', is similar to a Spell, and is unique to certain Heroes, most notably a Dragonborn. If a model can perform Shouts, it will have the Dragon Shouts Keyword listed on its Character Card. To perform a Dragon Shout a model must use a Special Action, then use the following rules to resolve the Shout.

Much like Spells, a Shout must be Equipped before it can be used, representing a Hero steeling themselves in preparation to unleash a mighty roar. However:

  • Shouts can only be equipped to the Quick Slot.
  • Each model can only have one Shout Equipped at any time.

Before the game begins, each Hero with the Dragon Shouts Keyword takes a Thu'um Card and a Thu'um Token, and places these beside the Character Card. Thu'um is spent in varying numbers (either 1, 2, or 3 points at a time) whenever a Shout is performed. To spend Thu'um, move the Thu'um Token up by the number of points you want to spend. The number of Thu'um spent alters the effect of the Shout, as shown on the Shout Card, and must therefore be chosen before rolling any dice to perform the Action.

If a Shout would require a Skill Test (such as when performing a Ranged Attack Shout), it instead uses a Strength Attribute Test. Remember that this means Critical Hit results are ignored.

Enchanted Attacks

Just like Spells, all Shouts automatically have the Enchanted Keyword (page 87).

Boosting Shouts

Each Shout has three 'levels', based on the utterance of one, two, or three Words of Power. These words channel a model's 'Thu'um' into incredible feats of magical power!

By spending one, two, or three Thu'um, a model performs the corresponding level of Shout shown on the card – these effects are not cumulative.

Some Shouts have a 'default' effect or rule that is supplemented by the level of Thu'um (for example, Unrelenting Force always has a Range of 6", but its damage changes depending on the Thu'um level).

Range and Targeting Types

These are exactly the same as the rules for Spells. The only exception, as noted above, is that Shouts are fueled by Thu'um rather than Magicka.

The Unrelenting Force Shout Card shows level 1 as Force damage, and levels 2 and 3 as Force damage with a +2" Push Back.

Sneak

Dragon Shouts that are Attacks benefit from the usual Sneak Attack rules if the Attacker is Hidden.

When a model performs any Dragon Shout while Hidden, the Hidden Token is always removed after the Action is complete.

Recovering Thu'um

Each time it is Activated, a model with a Thu'um Card and less than 3 Thu'um restores 1 Thu'um, up to the maximum of 3.

Dovahkiin and Draugr, Wielders of Thu'um

Example: The Dragonborn wants to use Unrelenting Force on the Draugr Overlord. She has 2 Thu'um available and decides to use them both. Unrelenting Force is a Ranged Attack with the Force Damage Type, so the Dragonborn makes a Strength Attribute Test with the Skill Dice and the Accuracy Die from the Shout. She rolls the dice shown in the rulebook, so the Shout has struck the Draugr. It blocks 2 damage with its Armor roll, takes 1 damage, and is pushed directly away from the Dragonborn by a black Effect Die roll + 1 + 2 inches. (The distance is calculated by rolling the black dice, adding the damage inflicted, and adding 2" for the boosted Shout effect.) Although the Dragonborn rolled a critical, she does not get any extra damage dice as this was an Attribute Test and not a Skill Test.

The dice in this worked example are described in words where the text layer does not carry the dice icons.

Terrain

Although it's perfectly possible to play games of The Elder Scrolls: Call to Arms across a flat, featureless tabletop, the game really comes to life when populated with three-dimensional scenery.

The following rules explain how models and scenery interact in the game.

Jumping and Climbing

Models may leap over Gaps and climb over Barriers and Tall Obstacles as part of a Move Action. A Climb or Jump requires an Agility Attribute Test.

  • A model may Jump a Gap as long as it has enough movement remaining to place its base fully on the other side. The model must make an Agility Attribute Test. If the Attribute Test is successful, place the model on the closest point on the opposite side of the Gap, and continue the move if the model has any movement left. If the Test is failed, the model takes Falling Damage and is placed on the lower terrain level, in contact with the ledge, as close to its start position as possible. A model can't move any further after a failed Jump.
  • A model may Climb any Barrier or Tall Obstacle up to its own Height Level, either to reach a higher platform, or to land on the other side of the piece of scenery. The model must take an Agility Attribute Test. If successful, the model must end the Climb Move with its base fully flat on a surface, having moved no further than its remaining movement. Deduct the width of the scenery Climbed from the remaining movement. If the Agility Test is failed, the model stays where it was and its Move Action ends.

A model may take any number of Jump and Climb Tests during its turn, in any combination, as long as it has enough movement left to complete each one.

If during Setup the players decide, or if the scenario specifies, that a section of Climbable scenery has a ladder, knotted rope, or other obvious means of assisting any model Climbing it, add an Accuracy Die to that model's Agility Attribute Test.

Falling

Models will sometimes fail in their heroic efforts to leap mighty Gaps and Climb Tall Barriers. In this case, the model will suffer Falling Damage. The amount of damage a model takes depends on the distance fallen. Work out the total Height Level of the model's starting position, deduct the model's own Height Level, and look at the Falling Damage Chart. Models may make an Armor Roll against Falling Damage.

If a model suffers any damage (after their Armor Roll), their Movement Action ends where they land. If they are undamaged and still have remaining Movement left, they may keep moving. Subtract the distance fallen from their Movement before the model continues its move.

Falling Damage

Height Level DifferenceDamage
1One Yellow Effect Die
2One Red Effect Die
3One Black Effect Die
4Two Black Effect Dice
5+Remove as casualty

Jumping Down

A model that is at the top of a piece of scenery can decide to jump down instead of Climbing down. Place the model in base contact with the piece of scenery they just jumped from and check for Falling Damage. In this case, the distance of the drop is not deducted from the model's remaining Movement Allowance, if the model does not suffer Falling Damage and could continue to move.

Classifying Terrain

Each piece of scenery on the battlefield should be classified as one of the following:

  • Normal Terrain
  • Difficult Terrain
  • Barriers
  • Impassable Terrain
  • Gaps
  • Large Obstacles
  • Area Terrain
  • Deadly Terrain

Before the game, after the scenery is set up, both players should agree what each piece of scenery is classified as. Each piece will remain with that classification for the duration of the game. Note that some models have a rule on their Character Card, and it is important that players agree on a piece of scenery's 'type' for the purposes of any such rules before the game begins.

Normal Terrain

Examples: Flat, open ground; paths and roads; shallow water and fords; gently sloping hills; steps and stairs.

There are no restrictions, bonuses, or penalties for movement across Normal Terrain. This is the default type of terrain. Everything on the battlefield that isn't classified as another type of scenery is Normal Terrain.

Difficult Terrain

Examples: Rocky, ruinous, or unstable surfaces; deep water and marshland; thick undergrowth and overgrown fields.

All movement through an area of Difficult Terrain is halved. So for example, a model that moved 2" to the edge of Difficult Terrain could only move a maximum of 2" further through the difficult terrain, as it has 4" of total Movement left.

Models cannot perform Shouts, Spells, or Attacks while in deep water, so be sure to clarify whether any water Terrain pieces on the table are Deep Water, or shallow water, which is normal Difficult Terrain.

Note that some models are unaffected by Difficult Terrain (or specific types of Difficult Terrain, such as water). These models may Move over it as they would over Normal Terrain. This ability is noted on the Character Card.

The rulebook's diagram is captioned: "Wading through deep water halves movement as it is Difficult Terrain."

Barriers

Examples: Low walls, fences and hedges; barricades; crates and barrels.

Barriers are low, often linear, terrain features that break up the battlefield. A model treats a Terrain feature as a Barrier if it is:

  • 1 level less than its own Height Level;
  • No wider than its base.

Models can Climb over Barriers (see above). Remember that models on opposite sides of a Barrier can fight each other in melee, as long as they are within 1" of each other.

Small Barriers that are two or more levels lower than a model's own Height Level are treated as Open Terrain.

Impassable Terrain

Examples: Tall dungeon pillars; locked and barred gates and buildings; wide lava pits and magical vortices; castle walls.

Unless otherwise agreed, no model can move through Impassable Terrain, nor may they deploy or end any form of Move on it. If a model contacts Impassable Terrain during a Move, the Move immediately stops. The model can Move away from the Impassable Terrain if it has any Movement Allowance left, but no part of its base can overlap the Impassable Terrain at any point. Tokens of any kind cannot be placed on Impassable Terrain.

Locked Doors

Locked Doors are Impassable Terrain. A model that moves into base contact with a Locked Door may try to open it as part of the Move Action.

  • The model can take a Lockpick Test – if the Test is passed, the door is unlocked and the model may continue the Move, passing through the door if the player wishes. Once the door is unlocked, it no longer counts as Impassable Terrain and is instead considered Normal Terrain.
  • If the Test is failed, the door remains locked and the model may continue its move, but may not pass through the door.
  • If a Failure symbol is rolled in the Test, the door remains locked, and the model's Move Action ends immediately.

Note that some scenarios specify that a door is Magically Locked. These doors may only be opened with a Key, usually provided by a specific scenario instruction.

Gaps

Examples: Deep ditches and narrow crevasses; rivulets of lava or acid; sharp drops between rooftops or ledges.

A Gap is any drop that is either Impassable or whose depth is greater than the model's own Height Level but is narrow enough to be crossed by Jumping.

If a model fails its Agility Test when jumping a Gap, or is pushed into the Gap by a rule such as Force (page 93) it will fall into the Gap. If the Gap is a drop to a lower level of the gaming area, the model takes Falling Damage and, if it survives, is placed at the bottom of the drop, in contact with the ledge, as close to its start position as possible.

If the Gap is filled with something more deadly, check the Deadly Terrain section for suggestions on what could happen to the unfortunate soul.

Large Obstacles

Examples: High walls; wagons; large stacks of crates; palisade outposts; rocky outcrops.

A Large Obstacle is any significant battlefield feature that could reasonably be Climbed over, up, or down, so that a model either ends up on the other side (in the case of tall but narrow walls, for example), or could end its Move in a stable position on the obstacle itself where its base wholly fits. A model must have enough Movement Allowance remaining to reach a stable point of the terrain feature, or the Climb may not be attempted. Large Obstacles cannot be traversed by using a Sprint Boost.

At the start of any vertical or near-vertical movement, the climbing model must make an Agility Attribute Test for Climbing. If successful, the model Climbs up/down the surface as if traversing Difficult Terrain (i.e. halving its movement rate) – place the model in its new position. If the Test fails, the model falls to the ground (calculating Falling Damage from the start position), and their Move Action ends. If the model was already at ground level, it does not suffer Falling Damage.

Tall Linear Barriers

If the Large Obstacle is a wall, fence, or similar, the rules above still apply – the Climb move counts as Difficult Terrain, so any wall with a Height greater than half the Model's Movement Allowance in inches cannot be Climbed. Only measure the Climb to the top of the wall. From there, the model can drop down over the other side without using any Movement Allowance.

  • If the drop is greater than the model's own Height Level, it counts as falling from the top of the wall and will suffer Falling Damage. If it survives, place the model as near to the point it started the Climb as possible, on the opposite side of the wall, and (if it took no damage) continue the Move if the model has movement remaining.
  • If it is equal to or less than the model's Height Level, no damage is taken, and the distance of the drop is not deducted from the model's remaining Movement Allowance. Place the model as near to the point it started the climb as possible, on the opposite side of the wall, and continue the move if required.

Area Terrain

Examples: Forests; swamps; ruins; rubble; ponds; quicksand.

This type of terrain covers an area of the battlefield – it can be moved through, but not always easily. It is usually represented by several scenic items affixed to a single large base. The edges of Area Terrain must be clearly defined. Area Terrain is usually also Difficult Terrain, although it does not have to be – players should decide before the game whether this applies.

Note: When setting up a battlefield, it's important to clarify what is Area Terrain and what is a Large Obstacle or Barrier. For example, a few trees mounted on individual bases might be Impassable features, which may provide Cover or block Line of Sight depending on their size. But those same trees collected together on a scenic base become representative of a forest, which is Difficult Area Terrain.

Some Area Terrain, especially forests, affects Line of Sight and provides Cover differently from normal obstacles. If players agree that a piece of Area Terrain fits this description, then when LoS passes through that Area Terrain, the target may claim Cover from it. Even if the model is not Obscured by individual features of the terrain, they may still claim Cover while within the Area Terrain. Models on the opposite side of the Area Terrain cannot be seen at all – the terrain is considered too dense to see through completely.

The rulebook's diagram is captioned: "The players agree that a green cloth represents a thicket: Area Terrain. Cover obscures Line of Sight between Soldier 1 and Ralof. Its full width blocks Line of Sight between Soldier 2 and Ralof. See Area Terrain section (page 64)."

Deadly Terrain Effects

Many times, a model may move, fall, or be pushed into scenery that is potentially deadly (even more so than a simple drop into thin air). It is impossible to cater for every terrain collection, and so some suggested rules are collected here; players should feel free to modify these or come up with their own, as long as their opponent agrees.

Note: Deadly Terrain can have a big impact on games. Unless the scenario dictates otherwise, it's recommended that no more than one area of Deadly Terrain is included for every three ordinary terrain pieces of comparable size.

Bottomless Pits

Any model that fails to jump across or is pushed into a Bottomless Pit is removed from play.

Acid Pools

A model may wade or swim through these pools or streams, treating them as Difficult Terrain. However, for every inch (or partial inch) moved through acid, the model suffers one Yellow Effect Die of damage, to a maximum of three Yellow Effect Dice for a Move of 3" or more through an Acid Pool. Armor Ratings apply as usual, but models may not Block, and Strong Armor is ignored. Any model even partially within an Acid Pool at the end of its Activation is removed from play.

Fire Pits

A model may move through a Fire Pit at its normal movement rate. However, for every inch (or partial inch) moved through fire, the model suffers one Yellow Effect Die of Fire damage, to a maximum of three Yellow Effect Dice for a Move of 3" or more through a Fire Pit. Armor Ratings apply as usual, but models may not Block. Any models that suffer damage receive a Fire Token. Any Incapacitated model even partially within a Fire Pit at any point during its Activation is removed from play (unless it has Immunity: Fire, in which case it is also immune to this effect – see page 88).

Lava

A model may wade or crawl through lava, treating it as Difficult Terrain. However, for every inch (or partial inch) moved through lava, the model suffers one Black Effect Die of Fire damage (with no maximum). Armor Ratings (even Strong Armor) are ignored against lava damage. Any model even partially within Lava at the end of its Activation is removed from play (unless it has Immunity: Fire, in which case it is also immune to this effect – see page 88).

Height Levels

All Terrain is assigned a Height Level, just like models. Because models are often modeled crouching or standing on rocks or barrels, relative size between model and scenery can become tricky to work out. Height Levels allow relative size to be abstracted for the purposes of LoS and uneven engagements.

When moving around or over three-dimensional terrain pieces, their actual heights and widths should be measured just as they would be for any other distance on the battlefield. Height Levels are only used in situations where disputes may arise. When using two-dimensional scenery, if an exact height is required for movement purposes, use the greater value in the table below.

Typical Terrain Height Levels

SceneryRecommended Height (")Height Level
Low fence, hedge, drystone wall, crates and barrels<1.51
Palisade, market stall, cart1.5-2.52
Single-story house, hill2.5-3.53
Two-story house, forest, cliff3.5-54
Tall pillar, guard tower5>5

Elevated Terrain

When a Target is on a piece of terrain of a greater Height Level than the Attacker, it is possible that it can still be seen. In this instance, Line of Sight is Obscured as normal, but is only Blocked when:

  • The target is more than its own Height Level in inches from the edge nearest the Attacker. This rule applies both ways; shooting upwards from below or down from above.
  • There is intervening terrain on top of the platform that would completely block LoS (such as a battlement, balustrade or rocky outcrop).
  • To shoot down at a target from a raised platform, follow the same process as above; i.e., if LoS would be Obscured or Blocked when shooting upwards, it will also be Obscured or Blocked when shooting downwards.

The rulebook's diagram is captioned: "The Attacker on the ground cannot see the Target when the latter is more than his Height (2) in inches away from the edge. Once the Target moves within 2 inches of the edge, the Skeleton can attack, although the Dragonborn target is still Obscured." The Dragonborn's card states a Height Level of 2.

Edge of the Battlefield

Unless the scenario dictates otherwise, models cannot leave the edge of the battlefield. When they reach it for any reason, they stop in contact with the edge, as if they had contacted Impassable Terrain.

Some scenarios allow a model to voluntarily leave the battlefield. To do so, a model must have enough remaining Movement Allowance for its whole base to leave the battlefield. The model is then removed from the battlefield. It has not been removed from play, and does not count towards the player's model count for the rest of the game.

Adversaries

The world of Tamriel is full of danger, and it is not just parties of adventurers and soldiers who are to be met with caution. Undead overlords, ravenous monsters, and gangs of roaming bandits will stop at nothing to slaughter intruders to their territory – whatever side they might be on!

Adversary Models

All Adversaries selected for a game must be from the same Adversary Faction. Monsters and Beasts can be included in any Adversary Force, regardless of Faction.

All Adversary Models have corresponding Adversary Character Cards. These are presented as follows:

  1. Name & Subtype: The name and type of the Adversary is shown here. The 'subtype' is a distinguishing feature, which usually refers to the Adversary's armament or other characteristics. Like other models in the game, some Adversaries are unique, which is shown by an asterisk (*) after their Name. No more than one of each unique model can be included in an Adversary set for the same scenario.
  2. Faction: Like player Factions, Adversaries usually belong to one or more Factions, and have their own associated Special Rules. These are provided on the Faction Cards for convenience during play, which also details how Adversaries behave when they Activate.
  3. Race: An Adversary's Race will be noted on the card if it provides any pertinent Special Rules (such as Undead, for instance, see page 104).
  4. Path: All Adversaries belong to one of three broad 'Paths' – Might, Shadow, or Sorcery – which represents their expertise and preferred tactics. Paths are used for Adversaries when determining their Actions using the Adversary Reference Card.
  5. Attitude: An Adversary's Attitude will be listed as either Aggressive or Cautious and modifies its Actions.
  6. Attacks: Like Followers, an Adversary's Attacks are marked with a small icon to remind players what type they are (Melee, Ranged, or Special), and those Attacks follow the corresponding rules for targeting. Every Adversary model will have at least one Attack, listed in order of preference, with their Preferred Attack being at the top of the list.
  7. Armor Rating: The Adversary's Armor Rating is displayed here. A model with a shield will have its Block Bonus and any additional effects shown after its Armor Rating.
  8. Special Rules: This section of the card lists any Keywords and unique Special Rules (page 84).

Using Playable Races as Adversaries

While some races and foes are specifically designed to be antagonistic to players, others are variations of existing, playable races. Both Battle Mode and Delve Scenarios may suggest specific enemies to fight against (or as spawning Adversaries) but you can use other models from The Elder Scrolls range and playable Factions for this instead if you choose – not every tomb is stalked by Draugr after all! Use the Adversary Cards for the models that you wish to use, following the rules for Adversaries as normal.

Adversary Types

All Adversary models are one of three types.

Minions

Minions only have 1 Health, and do not take an Endurance Test when reduced to 0 Health; they are automatically removed from play. However, in a scenario that uses the Spawn rules, as soon as a Minion is removed from play, place it in the Spawn Pool (Victory Points are scored for the casualty if applicable to the scenario, but the Minions may return to play later).

Elite

Elite Adversaries have a Health Reserve, and never re-enter the Spawn Pool once destroyed. Elite Adversaries do not take an Endurance Test when reduced to 0 Health; they are automatically removed from play.

Masters

Elite and Minion Adversaries treat any friendly Master from the same Faction as a Party Champion – this most often comes up when taking Morale Checks.

When a Master Adversary is removed as a casualty by Melee Attack from a Hero, that Hero draws a Treasure Card. If the Master is destroyed by any other means, their treasure is lost in the confusion of battle.

Using Adversaries

The following rules for Adversaries are for scenarios that indicate that they should be included. These scenarios will display the Adversaries Scenario Special Rule at the beginning of the Special Rules section.

The game mode you're playing will determine the round sequence, and the number of Adversary activations per round. See the Quest Book for more details.

Adversary Forces

Adversary forces must be composed according to the following rules:

  • An Adversary force must comprise a minimum of 4 models (unless otherwise stated in a scenario).
  • All models in the Adversary force must be from the same Faction.
  • Models within Adversary forces always consider all player models as enemies, unless otherwise stated in a scenario.
  • If there are multiple Adversary Forces, they also consider other Adversary Forces as enemies unless stated in a scenario.

Note: Some scenarios may dictate a particular Adversary type to be included in the scenario setup. In these instances the scenario overrules the above force composition table.

Players must choose a number of Adversary models from their collection with a total equal to the Gold Septim limit of the game (or as close as possible without going over). In Delve mode games (see page 70), add an extra 25% to the limit for the Adversary force, rounding fractions up (so, in a 150 Septim game, the Adversary force would be chosen up to 188 Gold Septims).

The types of Adversaries players may choose depends on the size of the game, as summarized below. If the minimum value is 0, players do not have to take any model of that type if they do not wish to, or do not have them available.

Adversary Force Composition

Gold Septim LimitMinionEliteMaster
0-991+0-30-1
100-1991+0-50-1
200-2991+0-61-2
300-3991+0+1-3
400+1+0+1+

Battle Mode

In a Battle Mode scenario, two player forces clash against each other with an Adversary force fighting both. In Battle Mode games, the Adversary force activates during the first step of the Event phase (page 42). Because there is only a single player, or a team of players, the standard sequence of play is slightly different.

Advantage is determined as normal (see p.xx), alternating between the party and the Adversary force. During instances where the Adversaries have Advantage, but a rule requires the player with Advantage to split a tie, the player chooses.

Activations

Take the corresponding Number Token for each Adversary in play that does not already have an Activated Token (due to Reacting, below), and is not Incapacitated. Place these tokens into the activation pool.

When it is an Adversary's turn to Activate, randomly draw a single token from the activation pool and Activate the corresponding Adversary. The Adversary force can only Activate a number of models per round, as shown on the chart below. The Adversary models Activate one at a time in the order they are drawn, until either the Activation limit is reached or there are no eligible Adversaries left to Activate.

Once all eligible Adversaries have been Activated, continue with the next steps of the Event phase.

Adversary Activations – Battle Mode

Player Party Gold Septim LimitActivation Limit (Not including Reactions)
0-991
100-1992
200-2993
300-3994
400+5

Delve Mode

Delve mode games match the player against an Adversary force, with player models and Adversaries alternating their activations until both sides have no more eligible models to Activate. Because there is only a single player, or a team of players, the standard sequence of play is slightly different.

Advantage is determined as normal (see p.xx), alternating between the party and the Adversary force. During instances where the Adversaries have Advantage, but a rule requires the player with Advantage to split a tie, the player chooses.

Activations

Take the corresponding Number Token for each Adversary in play that does not already have an Activated Token (due to Reacting, below), and is not Incapacitated, and place them into the activation pool.

When it is an Adversary's turn to Activate, randomly draw a single token from the activation pool and Activate the corresponding Adversary. The Adversary force can only Activate a number of models per round, as shown on the chart below. The Adversary models Activate one at a time in the order they are drawn, until either the Activation limit is reached or there are no eligible Adversaries left to Activate.

Once all eligible Adversaries have been Activated, continue with the next steps of the Event phase.

Adversary Activations – Delve Mode

Party Gold Septim LimitAdversary Activations (Not including Reactions)
0-993
100-1994
200-2995
300-3996
400+7

The Event Phase

During Delve Mode games, the Adversaries do not Activate in the Event Phase.

Note: "(see p.xx)" is printed as-is in the source rulebook; the cross-reference was not filled in.

Reactions

Whenever a player model completes an Action within 6" and Line of Sight of an Adversary that does not have an Activated Token, that Adversary will React as soon as the player model ends its activation.

A Reaction is treated exactly like a normal Adversary activation, interrupting the usual sequence of play. If a player model triggers Reactions from multiple Adversaries, the player with Advantage determines the order of those activations.

  • When an Unengaged Adversary Activates as a result of a Reaction, the player model that triggered the Reaction is always the target where possible. If the Adversary cannot use that player model as the target, use the Target Priority rules as normal (see below).
  • If an Adversary is Engaged when it Reacts, it may only React to the models it is Engaged with.

When the reacting Adversary's activation is complete, flip its Number Token to the Activated side and return to the normal sequence of play. An Adversary cannot React after it has Activated, and vice versa.

Hidden Player Models: If the triggering model has a Hidden Token, each Adversary that would React must roll to Detect the player model (see page 34). If this Test is failed, the Adversary does not React this time.

Ready!

Some Adversary Actions allow the model to be given a Ready Token, in much the same way as player models. An Adversary with a Ready Token will React as soon as a player model completes any Action within 6" and Line of Sight (instead of waiting until the player model has completed their full activation, as described above). As soon as the Reaction is complete, the Ready Token is discarded. Note that there is no choice whether or not to spend the token – an Adversary will always use its Ready Token the first time an enemy triggers it.

Adversary Activations

An Adversary model is Activated in one of two situations:

  • It Reacts to the presence of a player model.
  • Its Number Token is drawn from the activation pool.

When an Adversary Activates, it will perform up to two Actions, which are determined by following a Response Matrix (see below). When an Adversary is Activated, it does not Replenish Reserves, and follows this sequence:

  1. Determine Response
  2. Perform Actions
  3. Recover

When its Activation is complete, the Adversary's Number Token is flipped to the Activated side.

Determine Response

An Adversary's response is determined by the Response Matrix on the model's Faction Reference card. Neutral Models and Summoned Creatures within an Adversary force use the Response Matrix of the Faction that the majority of the models in the Adversary force belong to.

To determine the Response, check the Path on the model's Adversary Card (either Might, Shadow, or Sorcery), and roll a black Effect Die. The Path determines which column to look at, and the die result determines the row. Where the two intersect, a letter shows which Response the Adversary makes this turn. Finally, check the model's Attitude (Cautious or Aggressive) – this will change the specifics of the Response. The results and how they work are listed on pages 74-81.

There are five Responses:

  • A – Attack (page 74)
  • M – Move (page 76)
  • O – Objective (page 77)
  • D – Defend (page 79)
  • F – Fall Back (page 80)

Some scenarios may include scenario-specific behaviors that Adversaries must follow, such as a guard following a patrol route. In these instances, the scenario rules override the usual Response rules.

Example: A player is activating an Adversary – in this case, a Skeleton Archer. Skeleton Archers are part of the Draugr Faction, and so the player checks the Response Matrix on the Draugr Faction Reference Card. The player rolls a black Effect Die, resulting in the face shown. Cross-referencing this result with the Skeleton's Path (Shadow), the Response is A – Attack.

Status Effects (Adversaries)

The way Status Effects affect Adversaries is slightly different to player models:

  • Incapacitated: An Incapacitated Adversary cannot Activate, and its Number token is not placed in the activation pool. At the end of the round, all Incapacitated Adversaries that also have other Status Effects (such as Burning, for example) are removed from play. Incapacitated Adversaries that do not have any other Status Effects flip the token to Staggered.
  • Shaken: Adversaries do not Test to remove Shaken Tokens. Instead, a Shaken Adversary may only perform one Action during its activation (when working out their Response, they perform only the first eligible Action, then end their activation). During the Recover step of their activation, the Shaken Token is removed.
  • Staggered: Just like player models, Adversaries with a Staggered Token cannot perform Boosts (see page 23).

Perform Actions

An Adversary's Response is used for the whole of its activation. After resolving the first Action of the Response, do not roll again on the Response Matrix – the second Action is always listed after the first. However, the player must re-check the model's Target Priority after resolving the first Action (see below), as the situation may have changed (most commonly because the original target has been removed from play, or forced to Flee).

If an Adversary model only has one Action available to it (because it is Shaken, for example), it resolves the first Action of the Response, and then ends its activation.

Unlike player models, Adversaries have no Stamina or Magicka Reserves. Adversaries are always assumed to have enough Stamina or Magicka to perform the Attacks listed on their Adversary cards.

Boosts

Unless they're Staggered, Adversaries are assumed to have enough Stamina to use a single Boost per activation, specified by the Response. See Notes on Adversary Activations, page 82, for more detail on how Adversaries use Combat Boosts.

Target Priority

Target Priority is shown on the Adversary Faction Reference Card, below the Response Matrix. This shows the type of target that the model will direct its Action towards. When there are multiple models eligible to be targeted by an Adversary, consult the target priority list on the Faction Reference Card to determine which model to target first. Use each target priority in order as the tiebreaker between current potential targets, until only one target remains. If no single model results after all the model's target priorities are assessed, the player with Advantage chooses between them. In a Delve Mode scenario the player must choose the result that would be most detrimental to them.

Target Priorities

PriorityDefinition
Best ChanceLowest penalties / greatest bonus for Skill Roll vs target
EngagedCurrently Engaged
FastestHighest current Stamina
HealthiestMost remaining Health
LargestGreatest Size
Most DangerousTarget is Terrifying
NearestShortest distance (for movement and charging, the measured distance must factor in the effects of terrain)
PreparedTarget has a Ready or Block Token
SlowestLowest current Stamina
UnengagedNot currently Engaged
VulnerableLowest Armor Rating (lowest Strong Armor value used to break ties). Assign numbers to Armor Rating Effect Dice: Yellow Effect Die = 1, Red Effect Die = 2, Black Effect Die = 3. Then add them together. Lowest score is the most vulnerable.

Objective and Defend Actions and Target Priority

When an O or D is rolled, the target priority on the Adversary Faction Reference Card is not used. Instead, use the Target Priority listed under the O Objective or D Defend Response as appropriate. If the Target Priority for neither of these Responses is available, revert back to the Faction's Target Priority list.

Adversary Responses

A – Attack

During this Response, an Adversary will attempt to Attack an enemy model. The target enemy will either be a model in contact (if it began the activation Engaged), or a model determined by the Adversary's Target Priority. The Adversary's Response will depend on whether it is using a Melee Attack, or a Ranged Attack (see Preferred Attack, below).

Preferred Attack

An Adversary's methods of Attack are listed on its Adversary Card. The first Attack on the list is the Preferred Attack. If for any reason the Adversary cannot Attack using its Preferred Attack, it will instead attempt to use the next Attack on the list, and so on. If the Adversary has no other Attacks listed, it will attempt an Unarmed Attack.

Special Abilities

Some Adversary Cards may list a Spell or Ability in place of a Preferred Attack. If this ability requires a target at range, treat it as a Ranged Attack for the purposes of a response. For any other type of effect, the Adversary will use its first Action to resolve the ability (if possible), then perform its second Action following the method for the next Attack on its list. If the model is unable to use the special ability at all, then treat the entire activation as using the next Attack on the list as the Preferred Attack.

Preferred Attack: Melee

If an Adversary's Preferred Attack is a Melee weapon, they will perform the A Response as follows:

  • If the Adversary begins its activation Engaged, its first Action will be a Melee Attack against an enemy it is Engaged with (using Target Priority to pick if there are several possible targets). As its second Action, it will then Block if possible. If Block is not possible, the Adversary will end its activation.
  • If the Adversary begins its activation Unengaged, it must check if there are any enemies within Engagement range (i.e. can the model Move – and Sprint, if required) and Engage an enemy. Use the Target Priority list to work out the preferred target if there are several eligible. If there is an enemy in range, the model's first Action will be to Move into contact with the target. Its second Action will be a Melee Attack against the target. If it has not already used its Boost to Sprint, it will use a Boost for this Attack.
    • If there is no enemy within Engagement range, and the Adversary has a Ranged Attack on its Attacks list, it will immediately switch its Response type to Preferred Attack: Ranged, as described below.
    • If there is no enemy within Engagement range, and the Adversary does not have a Ranged Attack, then its first Action will be to Move as far as possible directly towards its preferred target (It will Sprint to move as close as possible to the target). Its second Action will be Block, if possible, or Ready if not.
Preferred Attack: Ranged

If an Adversary's Preferred Attack is a Ranged weapon (including Spells, Shouts, and other effects that require a target at range), they will perform the A Response as follows:

  • If the Adversary begins its activation Engaged, its first Action will be a Melee Attack against an enemy in contact (using Target Priority to pick if there are several possible targets). As its second Action, it will Withdraw if possible.
    • In the rare situation that an Engaged Adversary does not have a Melee Attack listed on its Adversary Card, it will instead Withdraw as its first Action; then Shoot. If it cannot Shoot or use any ranged Spell or special effect, it will instead use its second Action to Ready.
  • If the Adversary is not within Range or Line of Sight of its Target, then its first Action will be to Move the shortest possible distance towards the Target until there is a viable target within Range and Line of Sight. It will Sprint if required. Its second Action will be to Shoot at the target. If it has not already used its Boost to Sprint, this will be an Aimed Shot.
    • If it is not possible to Move into Range and Line of Sight of a target, then as its first Action the Adversary will Move as close as possible to its preferred target. As its second Action, it will Hide. If it's not possible to Hide, it Readies instead.
  • If the Adversary is within Range and Line of Sight of its target, then its first Action will be to Shoot at that target using its Preferred Weapon. This is an Aimed Shot. For its second Action, the model will Move directly away from the target model – it will not enter Engagement with any enemies during this Move, stopping ½" away if it would otherwise be unavoidable.

M – Move

Using this Response, an Adversary will Move towards the target in order to reach an advantageous position. The Actions performed will depend on whether the Adversary is Aggressive or Cautious.

Aggressive Adversaries

  • For its first Action, the Adversary will Move directly towards the target, moving as close as possible by the shortest possible route (factoring in the effects of Terrain). It will always Sprint if possible. If its Preferred Attack is Ranged, the Adversary will not move closer than 1" to the target (and will stop 1" short of any intervening enemy). If its Preferred Attack is Melee, it will Engage the target if possible, or Engage the first enemy along its path if it cannot reach its target.
  • For its second Action, the Adversary will then Attack the target if possible, using its Preferred Attack (either a Melee Attack, or a Shoot Action). If no Attack is possible, the Adversary will Block if it is able to do so. If the Adversary is not able to Block, it will take a Ready Action.

Cautious Adversaries

  • For its first Action, the Adversary will Move directly towards the target, moving as close as possible by the shortest possible route (factoring in the effects of Terrain). It will not Sprint. The Adversary will stop short of its maximum movement allowance in order to end its movement behind a piece of Terrain that provides Cover (from the point of view of the target model). If it is not possible to do this without deviating from the shortest path, it will complete the maximum move as normal. The Adversary will not move closer than 1" to the target (and will stop 1" short of any intervening enemy).
  • For its second Action, the Adversary will Block if possible. If the Adversary cannot Block, it will Hide if possible.

O – Objective

This Response requires that the Adversary move towards an objective. This usually involves Moving towards the scenario objective (where possible) and then Attacking. When O is rolled as a Response, the Target Priority changes from that on the Adversary Reference Card to the Target Priority below. If there are any ties, the player with Advantage (or the human player in Delve Mode) breaks the tie:

  1. Nearest Special Objective
  2. If not able – Nearest Objective
  3. If not able – Nearest Treasure Tokens
  4. If not able – revert to Target Priority on Adversary Reference Card

Once the target objective is decided, the Adversary will take the Actions listed below. The Actions performed will depend on whether the Adversary is Aggressive or Cautious.

Aggressive Models

  • If there is an enemy within 3" of the target, that model becomes the new target and the Adversary will instead attempt to perform the A Attack Response, page 74. If there is more than one enemy model within 3" of the target, revert to the normal Target Priority for the models within 3" of the objective. This is the new target for the duration of the Attack Response.
  • If there is no enemy within 3" of the target, then as its first Action the Adversary will Move directly towards the target, moving as close as possible by the shortest possible route (factoring in the effects of Terrain). The model will Sprint if necessary. Note: If the Adversary is already as close as possible to the target, it will instead move on to its second Action, below.
    • If there are no enemies within Line of Sight, the Adversary will Ready if possible as its second Action.
    • If there are enemies within Line of Sight, then as its second Action the Adversary will Shoot at the nearest enemy in Range and Line of Sight if possible. If it has no Ranged Attack, it will instead Block as above. If the Adversary is not able to Block, it will Ready.

Cautious Models

  • If there is an enemy within 3" of the target, that model becomes the new target and the Adversary will instead attempt to perform the A Attack Response, page 74. If there is more than one enemy model within 3" of the target, revert to the normal Target Priority for the models within 3" of the objective. This is the new target for the duration of the Attack Response.
  • If there is no enemy within 3" of the target, then as its first Action the Adversary will Move directly towards the target, moving as close as possible by the shortest possible route (factoring in the effects of Terrain). The model will not Sprint. Note: If the Adversary is already as close as possible to the target, it will instead move on to its second Action, below.
  • If there are no enemies within Line of Sight, the Adversary will Hide as its second Action.
  • If there are enemies within Line of Sight, the Adversary will Block if possible as its second Action. If it cannot Block, it will instead Shoot at the nearest enemy in Range and Line of Sight if possible.

Note on the rulebook's flowchart: the O Objective flowchart on the facing page labels the sprint and second-action branches the opposite way round to the text above (it shows "Move Towards Objective (No Sprinting)" and "Hide" under the Aggressive heading, and "Move (+ Sprint) Towards Objective" and "Block" under the Cautious heading). The text is transcribed as printed; the flowchart is not reproduced.

D – Defend

This Action requires that the Adversary actively defends a 'Special Target'. This involves targeting an enemy that currently threatens the 'Special Target'. When D is rolled as a Response, the Target Priority changes from that on the Adversary Reference Card to the target priority below. If there are any ties, the player with Advantage (or the human player in Delve Mode) breaks the tie:

  1. Nearest Special Objective
  2. If there is no Special Objective in play, the Subject is another Adversary from the same Adversary Faction. This will be a Master or, if there is no Master in play, the Adversary with the highest Gold Septim value in play.
  3. If not able – Nearest Objective
  4. If not able – Nearest Treasure Tokens
  5. If not able – revert to Target Priority on Adversary Reference Card

The Response is the same regardless of whether the model is Aggressive or Cautious.

  • If the Special Target is any of 1 – 4 above, determine the closest enemy model to it. This model then becomes the 'threat target'. Perform the A Attack Response, ignoring the usual Target Priority. The threat target replaces the normal Target Priority for the duration of the Response.
  • If the Special Target is 5, above, perform the A Attack Response as normal.

F – Fall Back

This Response indicates that the Adversary favors self-preservation at this moment, or is regrouping to get a better vantage for a later Attack. This Response sees the Adversary moving away from the target.

When F is rolled as a Response, Aggressive models follow the Target Priority list on the Adversary Reference Card as usual. However, Cautious models ignore the Target Priority list, and instead treat the closest enemy model as the target.

Aggressive Adversaries

  • As its first Action, the Adversary will Move as far away from the target as possible. They will deviate from a direct course in order to place the nearest piece of Terrain that provides Cover between themselves and the target, and will stop as soon as this is achieved. The model will Sprint only in order to reach Cover. The model must not move within ½" of another enemy during this Action. If there is no Cover available, the model will move as far from the target as possible, Sprinting to do so (if possible) and then perform their second action.
  • As its second Action, the model will Shoot the target if possible (or perform a ranged special ability). If the initial target is no longer viable for this Attack, use the Target Priority list to find a new target of the Attack.
  • If the model is unable to perform a Ranged Attack or use a special ability, it will Block as its second Action.

Cautious Adversaries

  • As its first Action, the Adversary will Move as far away from the target as possible. They will deviate from a direct course in order to place the nearest piece of Terrain that provides Cover between themselves and the target, and will stop as soon as this is achieved. The model will Sprint only in order to reach Cover. The model must not move within ½" of another enemy during this Action. If there is no Cover available, the model will move as far from the target as possible, Sprinting to do so (if possible) and then perform their second action.
  • If possible, the Adversary will Hide as its second Action.
  • If it cannot Hide, it will instead Block as its second Action.

The rulebook's Fall Back flowchart shows: Aggressive – Move and Sprint away from target and into cover; if an enemy is in Range and LoS of a Ranged Attack, Shoot, otherwise Block. Cautious – Move and Sprint away from target and into cover; Block or Hide.

Impossible Responses and Unforeseen Circumstances

In very rare cases, you may follow the Response as written and find that the Adversary cannot perform any Actions at all this turn. If this happens, the Adversary will default to the [M] Move Response. If it still cannot act, then it will try to perform one Action from the 'Only One Action?' list, below, and then its activation will end.

Only One Action?

If, after following the Response Matrix, an Unengaged Adversary has only performed a single Action, but was eligible for two, it will spend its second Action in one of the following ways (perform the first possible Action on the list, in order of priority). If the Adversary model can do none of these, then it does not perform a second Action this round, and its activation ends.

  • A Master Adversary will Rally a Minion within 6" (if possible). The closest friendly Minion or Elite Adversary with a Shaken Token removes the token. If the Master has not yet used their Boost this turn, all Shaken Tokens are removed from friendly Minion and Elite Adversaries within 6".
  • An Adversary with a Shield, or weapon with the Two-Handed Block rule, will Block.
  • A model from the Path of Shadow will Hide if able to do so.
  • The model gains a Ready Token, if it doesn't already have one, and it has not already Attacked this round.

Notes on Adversary Activations

The following rules commentary seeks to clarify how Adversary Responses work in a variety of situations.

Blocking and Defending

If an Adversary has a Block Token, it will always spend it against the first successful Melee Attack directed at it.

Aggressive enemies will always Shield Bash when Blocking if possible, provided they have not already performed a Boost this turn.

Wards: Some Adversaries prefer the use of magic over steel to defend themselves. If an Adversary's Defense slot shows they have a Ward Equipped (where it would usually state Shield), when it performs a Response that instructs it to Block, it instead casts a Ward. This is always successful, and a Block Token is assigned to the activating Adversary model. In addition to the standard rules for models with a Block Token (page 32), casting a Ward grants the Resistance (Magic) Keyword to the caster until the Block Token is discarded. Adversaries may not gain more than one Block Token from Wards.

The Adversary discards the Block Token as normal against the first successful incoming Melee Attack. When the Block Token is discarded, immediately perform a Restoration Skill Test. On a success, the Ward's Block Rating is added to the Adversary's Armor Rating against the incoming Attack. A model that gains a Block Token because of a ward may never perform a Shield Bash using that token.

Combat Boosts

When an Adversary performs a Melee Attack, it will always use a Combat Boost if it has not yet used its Boost for the round. Aggressive Adversaries always choose a Power Attack, while Cautious Adversaries always choose Precision Strike.

When performing a Shoot Action, a Cautious Adversary will use an Aimed Shot Boost if it has not yet used its Boost for the round. Aggressive Adversaries do not use the Aimed Shot Boost unless their Response instructs them to do so.

Damage Types

Adversaries are affected by Damage Types just like ordinary models. If an effect triggers 'at the start of a model's Activation', this applies to the Adversary model when it is Activated either due to a Reaction, or when its Number Token is drawn.

If an Adversary has a Burning Token when it Activates, then after resolving the Burning effect it must Test to remove the token as its first Action (see page 93).

Detecting and Targeting Hidden Models

When an enemy in an Adversary's Target Priority is Hidden, the Adversary must Test to Detect that enemy (see page 34). If they fail, work out the next enemy on the Target Priority list instead. If that enemy is also Hidden, repeat the procedure until either an enemy can be targeted, or it runs out of viable targets.

Dragon Shouts

Unlike Heroes with Dragon Shouts (see page 58), Adversaries do not track their Thu'um, nor do they choose to boost the level of the Shout. The Adversary uses a fixed form of the Shout, shown as an Attack on their Adversary Card, and is assumed to have sufficient Thu'um to power it each time the model Activates.

Dual Wield Strikes

Adversaries with two One-Handed weapons listed in the Attacks section of their Adversary card will always Dual Wield Strike. The model's Preferred Melee Attack is always considered the Primary weapon, and the next Melee Attack on its list is the Secondary weapon.

Engaged Adversaries

Models that are already Engaged with an enemy model do not roll to determine their Response. Instead they always perform the A Attack Response, targeting one of the Engaged enemies (use the model's Target Priority to determine which enemy it will Attack if there are several to choose from).

Morale

Adversaries only take Morale Checks when attempting to Engage, or when Engaged by, a Terrifying enemy. They can also be forced to Flee due to a Spell or other effect. Adversaries Flee just like player models and receive a Shaken Token at the end of the move.

Note: Adversaries treat any Master from their own faction as a Party Champion, and may use its Wisdom Attribute for Morale Checks if it is within 6" and Line of Sight. If there is more than one Master in range, the one with the highest Wisdom Attribute is used. The death of a Master does not trigger a Morale Check.

Sneaking

An Adversary with the Sneak Skill that has a Hidden Token will attempt to keep the token for as long as possible, and will therefore perform no Boosts except as part of a Sneak Attack.

Special Effects

When an Adversary model's Attack could trigger more than one Special Effect, it will always choose the Crossed Swords icon if Path of Might or Path of Shadow, or the Oblivion icon if Path of Sorcery, before choosing the Dragonborn icon.

Summoning Spells

Some Adversaries have Summoning Spells listed on their Adversary Card in place of an Attack. Models summoned by Adversaries are always placed within Range between the Adversary and the closest enemy model, as close to that enemy but not within 1" of it. The Summoned model Activates as soon as the casting model's activation is over. Remember to assign the Summoned Adversary a Number Token while it is in play, and remove them when the Spell ends. Summoned Adversaries do not return to the Spawn Pool when removed under any circumstances.

While a Summoned model is in play, its caster will not attempt to Summon any other model until the current Summoned model is removed from play. If the caster's Preferred Attack is a Summoning Spell, it treats the second Attack method on its Adversary Card as its Preferred Attack until it is able to Summon again.

Templates

When an Adversary performs an Attack with a Template, it will always attempt to cover the maximum number of enemy models possible in addition to the target.

Recover

Once its Response is complete, the last thing an Adversary must do is recover from adverse effects.

  • Models with a Staggered Token remove it.
  • Models with a Shaken Token remove it.
  • Models with an Incapacitated Token automatically flip it to Staggered. However, if the Incapacitated model has any Damage Effect Tokens (i.e. bleed or burning), it is removed as a casualty instead.

Ending an Activation

Once the Adversary's Activation is complete, its Number Token is flipped to the Activated side, and it cannot again be Activated until the next round.

Special Rules

That's all the core rules for the game! It's time to look at the Special Rules that add extra excitement, flavor, and tactical options to games. Special Rules can be found on Character, Follower, and Adversary cards.

Limited Use Abilities [X]

A model's character card may include a Keyword, Perk, or Special Ability followed with a number in Square Brackets [X]. These rules are Limited Use Abilities, meaning they can only be used the amount of times shown within the bracket.

Example: Mjoll The Lioness has Sweep [1]. Normally, the Sweep Perk has no limitations. On a character card with Sweep [1], this limits the character to using this Perk once per Activation as described above.

Unless a rule states that the Limited Use is [X] per Action, [X] per round, or [X] per game, all Limited Use Abilities default to [X] per Activation.

Keywords

Upgrades contain Keywords that reference the following rules. These are the most common Special Rules in the game, the effects of which will become familiar as you become more experienced. They are listed here in alphabetical order for ease of reference. Many Character Cards, Weapons, Spells and other Upgrades contain Keywords.

Absorb (Reserve) (X)

If an Attack with this Keyword inflicts any damage, the Attacker immediately restores a number of points of the specified Reserve (Health, Stamina, or Magicka), equal to the amount of damage inflicted on the target, up to a maximum of X. If the specified Reserve is already full, this rule has no effect.

Acute Senses

This model ignores all Line of Sight penalties for fighting in Darkness. In addition, it adds a Green Accuracy Die to its Intelligence Attribute Tests when attempting to Detect a Hidden model.

Adrenaline Rush

Heroes only. This model begins the game with a single Adrenaline Rush Token. Once per game, during one of their Activations, the Hero may discard the Adrenaline Rush Token as a Free Action to restore their Stamina to maximum.

Adversary Shapeshift (X)

Some Adversaries have the Adversary Shapeshift (X) rules (where 'X' is the name of the alternate form Adversary card). Each time this Adversary activates, roll the Skill Dice. On a Failure symbol, the model transforms into the alternate form, replacing the model with the alternate version. If for whatever reason there's not enough room to place the new model in the space previously occupied by the Adversary, the model does not Shapeshift and instead Shapeshifts at the beginning of its next subsequent Activation when there is enough space to place the alternate model.

An Adversary's Reserves (if any) are transferred between the two forms. If one form has a higher maximum value in any pool than the other when the model Shapeshifts, that pool must be reduced accordingly so as not to exceed the maximum value.

Repeat this same process for the alternate form when it next activates – on a Failure symbol, it switches back to its original form following the same process defined above.

Attachment (Type)

A card with this Keyword can be 'attached' to another item of a specific Type, and does not take up an Equipment Slot of its own (although any Attachment card with an Equipment Slot icon of its own can be Equipped in its own right without needing to be attached to an item). Place it under the attached item to show that it is attached. Attachments can be removed and changed with the Swap Items Action as normal. Each Equipment Slot can only have one Attachment at any time.

Attachments may never be assigned to Bound Spells.

Agent of Mara

This model adds a Yellow Effect Die to its Armor Rating against Spells of the Ranged and Melee Attack Types, and against damage from Runes.

Ancestor's Wrath

Dunmer only. Any enemy that wishes to perform an Action while Engaged with this model must first pass an Agility Attribute Test, or suffer a Yellow Effect Die of Fire damage.

Ancient Knowledge

This model adds Strong Armor (+1) to any Dwarven Armor Equipped to its Body Slot.

Berserker Rage

This model begins the game with a single Berserk Token. Once per game, when targeting an enemy with a Melee Attack, this model may discard the Berserk Token to add a Black Effect Die to the Attack roll. A model that has a Berserk Token can never have a Block Token.

Bleed

If an Attack with this Keyword, shown by the Bleed icon, causes any damage but does not cause the target to be removed from play, place a Bleed Token next to the target. No more than one Bleed Token may be placed on a model by a single Attack unless a Special Rule states otherwise. A model may have multiple Bleed Tokens.

Whenever a model with a Bleed Token is Activated, it must take one Endurance Attribute Test for each Bleed Token it has. For each Test that is passed, one Bleed Token is removed. If, after this, the model has any Bleed Tokens left, each time the model performs an Action during this activation, it suffers 1 damage (ignoring Armor rolls) and removes 1 Bleed Token. If any Bleed Tokens remain at the end of the model's Activation, they are not removed. If a model becomes Incapacitated while it has any Bleed Tokens, it is immediately removed from play. Remember, a model does not have to perform all of its Actions, or any Actions at all when it is Activated.

Bodyguard

This model may never be the Party Champion.

As long as this model is Unengaged and not Incapacitated, if the Party Champion is within 3" and Line of Sight of this model, and is targeted by a Ranged Attack, this model may choose to become the target of the Attack, even if they were not in Range or Line of Sight of the Attacker.

In addition, if this model is Unengaged and not Incapacitated, and within 3" when an enemy ends a Move Action Engaged with the Party Champion, this model must immediately perform a free, out-of-sequence Move Action (even if it has already Activated this round, and even if it already Moved). This special Move follows all of the normal Move Action rules, but must be towards the Engaged enemy, by the shortest possible route (deviating only to avoid other models and Impassable Terrain). If possible, this Move must end in base contact with the Engaged enemy (thus, Engaging the model at the end of the Move). Once this Move is completed, play immediately returns to the usual sequence.

Born Leader

Only one model with this Keyword may be included in your Party. If this model is included in your Party, it must be the Party Champion.

Charm Animal

Enemy Beasts may not Attack this model unless they first pass a Wisdom Attribute Test. In addition, one Beast in this model's Party may gain the Bodyguard Keyword, targeting this model rather than the Party Champion.

Cumbersome

A Weapon Card with this Keyword requires the expenditure of one extra Stamina for each Melee Attack Boost performed while using it. However, if the Power Attack Boost is used while Attacking with this Weapon Card, the bonus Effect Die is a Red Effect Die instead of a Yellow Effect Die.

A Shield with this Keyword requires the expenditure of one extra Stamina when performing the Shield Bash Boost.

Cure Disease

As a Special Action, this model may target a friendly model within 3" and Line of Sight. That model removes any Diseased Diminishing Effect card currently assigned to it.

Dawnguard Armor

This model adds a Yellow Effect Die to its Armor Rating against any Damage inflicted by an enemy Vampire.

Dawnguard Weapon

This Attack inflicts an extra Yellow Effect Die of damage against Vampires.

Death Explosion (Type)

When this model is removed from play, before removing it from the battlefield, first measure an Area Effect 3" from the model. All models, friendly and enemy, within the radius immediately suffer a Red Effect Die of damage – Armor Ratings may negate damage as normal, but models may not Block. This damage normally has a Type (such as Fire) in parentheses.

Disease

If an Attack with this Keyword causes one or more points of damage, the target gains a Diseased Diminishing Effect card. A model cannot have more than one Diseased Diminishing Effect Card at any one time.

Dragon Infusion

This model adds a Red Effect Die to its Armor Rating against Melee Attacks from Dragons.

Dragon Shouts

This model may purchase and use Dragon Shouts as Upgrades.

Enchanted

An Equipment Card with the Enchanted Keyword already possesses the maximum number of Enchantments and may not be enhanced by attaching further Enchantments unless a Perk allows otherwise. As soon as a Weapon Card receives an Enchantment Attachment, it becomes Enchanted. In addition, all Spells and Dragon Shouts are considered 'Enchanted'. Enchantment has no innate effect, but a Special Rule may specify an interaction with an Enchanted item, or a certain foe might be resistant to or vulnerable to Enchanted Attacks.

Entourage (Model) (X)

This always begins the game accompanied by X models of the specified type, which are included in its septim cost. The Entourage models must be deployed at the same time as this model, within 3" of it. If this model is a Party Champion, all members of the Entourage have the Bodyguard keyword. If this model is an Adversary that begins play in the Spawn Pool, its Entourage will only deploy when this model Spawns (treating them all as a single Adversary).

Ethereal

This model may Move through other models and Impassable Terrain as though they were not there (although it may not end its Move on top of or overlapping them) and adds a Red Effect Die to its Armor Rating against non-Enchanted Attacks.

Extra Action

This model gains one extra Action in each Activation in which the Keyword applies. A model can never benefit from more than one Extra Action Keyword at the same time.

Extra Damage

Once per round after hitting an enemy with an Attack, this model may add a Yellow Effect Die to the roll.

Feeble

This model cannot score Critical Hits when performing Attacks. Any roll of a Critical Hit symbol on the Skill Dice instead counts as a score of 1 and can be modified as usual.

Fleet

This model has a Basic Movement Allowance of 9" rather than 6".

Fly

Some creatures are able to Fly. This model may choose to Move using its normal Basic Movement Allowance, or by Flying instead.

A model that chooses to Fly modifies its Move Action in the following ways:

  • The model may move up to 12". This distance cannot be increased by Sprinting.
  • The model ignores Terrain and intervening models when moving. However, it may not end its move on top of or overlapping another model, Impassable Terrain, or in Difficult Terrain.

Note: Models within an enclosed space (such as a chamber or house) with a Height Level of less than double its own Height, may not move by Flying.

Follow-Up

When a Melee Attack with this Keyword is resolved, the Attacker may immediately perform another Attack of the same type (using the same Weapon) against an enemy it is Engaged with. A Follow-Up Attack follows all the normal Melee Attack rules. It is considered part of the same Action (and therefore cannot be Boosted if the same Boost was used in the initial Attack). A Follow-Up using a Primary Weapon while Dual Wielding does not prevent the use of the Secondary Weapon.

Force Without Effort

Each time an enemy model within 6" assigns a Staggered Token to this model, assign a Staggered Token to the Attacker as well.

Ghostly Strike

This model adds the Enchanted and Piercing (1) keywords to its Unarmed Melee Attacks.

Gift of the Gab

This model may add a Green Accuracy Die to all Speech Skill Tests.

Gladewalker

This model treats areas of Difficult Terrain that are woodland-based (forests, jungle, dense undergrowth, etc.) as Normal Terrain. Decide before the game which terrain pieces in play are eligible.

Histskin

Argonians only. As a Special Action, this model may restore 1 Health lost earlier in the game.

Immunity (Type)

This model has Immunity to a specific Damage Type. They disregard all damage inflicted of the specified Type, and never receive a token or Diminishing Effect card of that Type. If a model gains Immunity (Type), remove all tokens of that type from it.

Imperial Luck

Imperial Heroes only. Once per game, before rolling the Skill Dice, this model may declare use of this ability to score 1 on the Test (this score may still be modified).

Incapacitate

If an Attack with this Keyword causes one or more damage, but does not reduce the target to less than one Health, the target must pass an Endurance Attribute Test or become incapacitated. If this Attack ever forces a target to Test Endurance as a result of Injured (see page 38), it must treat results of incapacitated as staggered, since a model cannot be incapacitated twice.

Invisible

Line of Sight cannot be drawn to this model by any means. This Keyword ceases to apply as soon as the Invisible model performs an Attack or Engages an enemy.

Lightweight

When a Weapon Card with this Keyword is used as a Secondary Weapon, the Attack ignores the Skill Dice penalty.

Linebreaker

A model or Attack with this Keyword removes an enemy Block Token upon a successful Melee Attack Test.

Magicka Boost (X)

A Spell with this Keyword may be Boosted when cast by using up to X Magicka (in addition to the Spell's Magicka Cost). This Keyword is always accompanied by an additional effect, describing what happens when the extra Magicka is used. If the Magicka Boost value is ∞, as much Magicka as remains may be expended.

Example: A Flames Spell costs 1 Magicka and inflicts a Yellow Effect Die of damage. It has Magicka Boost (2), meaning that the caster can spend up to two additional Magicka. The caster uses 3 Magicka in total, adding one Yellow Effect Die per additional Magicka, rolling three Yellow Effect Dice for the Spell's damage.

Mounted

This model rides to battle on the back of a steed of some description. A Mounted model is treated as a single model for all rules purposes, and any bonuses gained from the mount are incorporated into the model's Attributes and Special Rules.

  • Mounted models always count as wearing no Armor for the purposes of Sprinting: the Mount bears the extra load effortlessly.
  • Mounted models cannot Hide, may not climb Large Obstacles, nor can they move through any space (such as a doorway) less than their own Height level, and narrower than the model's base.
  • A Mounted model adds a Yellow Effect Die to any melee attack that targets a model less than its own Height Level.

Muffled

When this model is Hidden, enemy models must add +2 to their Intelligence Attribute Tests when rolling to Detect it.

Night Eye

In scenarios using the Darkness rules, a model with this Keyword can see an extra 6".

Piercing (X)

Attacks with this Keyword negate X Successes from the target's Armor Roll.

Note: Strong Armor (X) cannot be negated by Piercing (X). For example, a model with an Armor Rating of one Red Effect Die (1) rolls its Armor when hit by a two-Success damage attack with Piercing (2). Ordinarily the model would suffer 2 damage but because of the Strong Armor (1) bonus, the model would still negate one and so only suffers one damage.

Poison

A model that suffers at least one point of damage from an Attack with this Keyword and the Poison Icon must place a Poison Token on its Character Card. Place an unnumbered Health, Stamina, or Magicka Token matching the type of Poison used on the Poison Token.

If a model has any Poison Tokens at the start of its Activation, it loses 1 Health for each Health Token on the Poison Tokens, 1 Magicka for each Magicka Token on the Poison Tokens, and 1 Stamina for each Stamina Token on the Poison Tokens.

All of the damage of the same type is inflicted at once, so, if multiple Poison Tokens with Health Tokens on them cause a Hero to lose their last point of Health, only one Endurance Attribute Test for injured is made.

Poison Tokens can only be removed by the Aid Action.

Ponderous

This model has a Basic Move Allowance of 4" rather than 6".

Prowler's Profit

This model gains 1 bonus VP each time it successfully picks a lock.

Punishing (X)

When an Attack with this keyword reduces a Hero or Adversary Master to less than one Health, the target must modify its Endurance Attribute Test for injury by +(X).

Regenerate Health

This model restores one lost Health point at the end of each Round, unless it is Incapacitated.

Regenerate Magicka

This model restores one lost Magicka point at the end of each Round, unless it is Incapacitated.

Regenerate Stamina

This model restores one lost Stamina point at the end of each Round, unless it is Incapacitated.

Relentless

This model can never receive a Staggered Token. If it would be assigned a Staggered Token as a result of Injury, it remains in play with 1 Health and no token. If a model gains Relentless while it has a Staggered Token, remove the Staggered Token.

Resistance (Type)

This model has a Resistance to a specific Damage Type. They add a Red Effect Die to their Armor Rating against Attacks of that Type. If a model would ever be assigned a Token that it is Resistant to (i.e. fire or poison), it must take an Endurance Attribute Test. If the Test is passed, no Token is assigned.

If a model ever has two or more Resistance types, it can only use one of these Resistances to add to its Armor Rating. This is most commonly seen against magical Attacks that have multiple Damage Types.

Sailor's Repose

Each time this model is successfully targeted by a Spell or Potion that restores lost Health; it restores 1 bonus Health.

Shambling

This model may never Sprint.

Shapeshift (X)

A model with this Special Rule has a second Character Card detailing its alternate form (where 'X' is the name of the alternate form Character Card).

As a Special Action once per round, a model with the Shapeshift Keyword can shift between its forms. Replace the original model's Character Card with the alternate form Character Card and replace the model with the altered form model in the exact same position on the battlefield. When Shapeshifting back into the model's original form, replace the model again and remove the alternate form Character Card. If for whatever reason there's not enough room to place the new model in the space previously occupied then the model cannot Shapeshift.

A model's Reserves are transferred between the two forms. If one form has a higher maximum value in any pool than the other when the model Shapeshifts, that pool must be reduced accordingly so as not to exceed the maximum value.

If a model that starts a Scenario with a Hero Character Card Shapeshifts, and their Character Card is replaced with a Follower Card, that model is still considered to be a Hero.

Signature Loot (X)

At the start of the game, this model equips the specified Treasure card (X) – the card's septim value is included in the model's own cost. When this model is removed as a casualty by means of a Melee Attack, the attacking model immediately gains the specified Treasure card. If the model is an Adversary Master, the card is not equipped, but this effect replaces the usual random Treasure card draw for removing the model as a casualty.

Slow to Fire

Weapons with the Slow to Fire Keyword receive a Special Token to show they must be reloaded each time they are fired. After a weapon with this Keyword is used to make an Attack, place a Special Token on the Weapon Card used. A Weapon Card with a Special Token may not be used to make an Attack. During a model's Activation, it may use a Special Action and spend 1 Stamina to remove the Special Token from a Weapon card with this Keyword.

Slowed

A model may receive a Slowed Token as a result of a magical effect, or by receiving damage from an Attack with the Slowed Keyword. The Slowed effect is applied in addition to a Weapon's Damage Type (if any). A model with one or more Slowed Tokens reduces its Basic Movement allowance by -2" per token (to a minimum of 0"). A model with the Fly Special Rule applies this penalty to their Fly Move. The penalty is always incurred after any bonuses to the Basic Move Allowance have been applied. If a model has any Slowed Tokens, it removes one Slowed Token at the end of each Activation.

Two-Handed Block

A model with an item with this Keyword Equipped may perform the Block Action (and gain a Block Token) even if they do not have a Shield.

A model that has a Block Token but does not have a shield Equipped does not add a Yellow Effect Die to its Armor Rating. A model with an item with this Keyword Equipped may discard the Block Token whenever it is targeted by a Melee Attack to take a Two-Handed Skill Test. On a successful Test, add a Yellow Effect Die to this model's Armor Rating for the duration of this Attack.

If a model with a Block Token and no Equipped shield loses or Unequips all weapons with this Keyword, the token is removed.

Soul Charges (X)

Items with this Keyword (notably Staffs) begin the game with a limited number of Soul Charges, equal to X. This is marked on the Upgrade Card by means of Soul Charge Tokens, which are used to track expended Charges much like a model's Reserves. One Soul Charge is expended each time the item is used (some items allow the expenditure of additional Charges to increase the effects). Soul Charges may never be increased above the starting value (X).

Upkeep

A Spell with this Keyword remains in play if the caster pays an upkeep cost in Magicka. The same Spell may not be cast again until the previous iteration has ended (see page 54).

Waterbreathing

This model treats areas of Difficult and Impassable Terrain that are water-based (swamps, rivers, ponds, etc.) as Normal Terrain.

Teeth and Claws

When this model makes a Melee Attack while Unarmed, it uses the Teeth and Claws card instead of the Unarmed card.

Terrifying

This model prompts a Morale Check for any enemy model that wishes to Engage it. It also prompts a Morale Check for any model it makes a Melee Attack against. Models with this Keyword are immune to this effect.

Turn Undead (X)

When a Target Undead model with a Wisdom value of X or less suffers one or more damage from an Attack with this Keyword, it immediately Flees. No Morale Check can be taken to avoid this effect.

Weakness (Type)

This model has a Weakness to a specific Damage Type. They suffer 1 additional damage whenever they lose one or more Health from an Attack of the specified Type. At least one damage must be caused in order for the extra damage to be inflicted.

Special Attack Rules

Some Attacks have additional rules governing how they affect targets on the battlefield, detailed here.

Area Effect (X")

Any Attack with the Area Effect Keyword is accompanied by a range in inches (X"), which indicates the radius of the Area Effect. The Attacker may measure this range from any point on the target model's base (or from the point of the battlefield if the target was not a model). Damage from an Area Effect Attack is applied to every model (friendly or enemy) whose base is partially or wholly within this radius. Damage is resolved against each affected model individually.

Objects that offer Cover between the center of the area of effect and an affected model either block the effect completely (if Line of Sight is Blocked), or count as Cover, giving the target model a Yellow Effect Die bonus to its Armor Rating. If a model has no Armor, it gains an Armor Rating of a Yellow Effect Die for the duration of the Attack.

Scatter

When a Skill Test fails while using an Attack with the Scatter Keyword, it deviates from the intended target to a new location.

When resolving a scatter, first work out how far the Attack scatters, and the direction in which it scatters. Once this is resolved, draw an imaginary straight line from the Attacker to the new target location. If the line is unobstructed by Terrain, the new target location is where the effect is resolved.

Scatter Direction

The direction in which the scatter goes is random. To determine the direction, take the Advantage Token and physically flip it onto the battlefield as if tossing a coin. The direction of the scatter is shown by the arrow.

Scatter Collisions with Obstacles

If the line from the Attacker to the new target location passes through any Terrain, the effect is resolved where the line contacts the Terrain.

Scatter Distance

The distance of the scatter is equal to the amount by which the modified Skill Dice result failed, to a maximum of 6" (so if the target number for the Test was 5, for example, but a 7 is rolled, the Attack scatters 2"). If a Failure symbol is rolled, the scatter distance is 6".

Damage Types

Many Special Effects add damage of a particular type to an Attack, or converts the damage already inflicted to that type. The only exception to this rule is the Magic Damage Type which can never be converted into a different Damage Type, instead gaining a second Damage Type. The most common damage types are detailed below (namely Fire, Force, Frost, Magic, Physical, and Shock).

Most often, a Special Effect will cause bonus damage of a particular type to be added to an Attack (for example, the Ebony Greatsword of Embers adds a Yellow Effect Die (Fire) if the Attack roll includes the Crossed Swords icon). Where the Special Effect damage is different from the Weapon's normal Damage Type, all of the damage inflicted is converted into the special type.

Example: Yrsarald attacks Jenassa with the Ebony Greatsword of Embers. The Attack results in 4 Physical damage. He also rolls a Crossed Swords icon, adding 1 Fire damage to the roll, for a total of 5 damage. All of this damage is now considered Fire damage. Good news for Jenassa – as a Dunmer, she has Fire Resistance, and adds a Red Effect Die to her Armor Rating for the duration of this Attack!

Fire

If an Attack of the Fire type causes any damage but does not cause the target to be removed from play, the target gains a Burning Token. A model may only have one Burning Token at any time.

A model with a Burning Token can Activate and perform Actions as normal. However, if a model has a Burning Token at the start of its Activation, it suffers 1 damage (with no Armor Roll). As a Special Action, a model with a Burning Token may take an Agility Attribute Test. If successful, the fire goes out and the Burning Token is removed.

A Burning Token is also removed if:

  • The model receives Frost type damage.
  • OR the model ends a Move Action in a piece of Terrain categorized as water.

If a Burning Token remains at the end of the model's Activation, it carries over to the next round. If a model with a Burning Token ever becomes incapacitated, it is removed from play.

Force

If an Attack of the Force type causes any damage but does not cause the target to be removed from play, the target model is moved in a straight line directly away from the Attacker (on a line drawn center-to-center between both models' bases). The distance moved is equal to the number of damage inflicted plus a roll of a Black Effect Die in inches. Sometimes, an additional bonus distance will be specified by the Attack.

The pushed model is moved the full distance if possible. However, if the pushed model contacts Terrain or another model, the Move immediately ends, and the pushed model receives a Staggered Token. If the model is pushed over an edge and falls a greater distance than its Height Level it takes Falling Damage, ends the Move after Falling, and receives a Staggered Token.

Frost

If an Attack of the Frost type causes any damage but does not cause the target to be removed from play, the target loses a Yellow Effect Die of Stamina. If the target had a Burning Token, the Burning Token is removed.

Magic

The Magic Damage Type inflicts no extra effects, as usually magical Attacks will also confer one of the 3 elemental Damage Types (Fire, Frost, or Shock). The Magic Damage Type is unique in that Magical Attacks can be both the Magic Damage Type and one additional Damage Type.

All Spells gain the Magic Damage Type and the Enchanted Keyword in addition to any other Damage Types listed on their card.

Physical

All damage is Physical unless a rule specifically states otherwise. There are no special rules covering Physical damage.

Shock

If an Attack of the Shock type causes any damage but does not cause the target to be removed from play, the target loses a Yellow Effect Die of Magicka.

Perks

These Special Rules, usually applied in various combinations, are what give Heroes the edge over lesser warriors. Perks are collected here for convenience, grouped beneath their associated Skill.

One-Handed

  • Armsman: This model adds a Yellow Effect Die to its Melee Attacks with One-Handed Weapons.
  • Bladesman: This model adds an Accuracy Die to its Melee Attack with Swords.
  • Bonebreaker: This model adds an Accuracy Die to its Melee Attack with Maces.
  • Critical Charge: If this model performs a Melee Attack with an One-Handed Weapon after performing a Move Action in the same Activation, it adds a Red Effect Die to the Attack.
  • Defensive Posture: When Equipped with a One-Handed Weapon, if this model is successfully hit by an enemy Melee Attack, this model may spend 1 Stamina to force the Attacker to reroll the Skill Test.
  • Dual Savagery: When this model performs a Dual Wield Strike, it adds a Yellow Effect Die to the extra strike with the Secondary Weapon.
  • Fighting Stance: When this model spends a Ready Token to make a Melee Attack with a One-Handed Weapon, it adds an Accuracy Die to the Attack.
  • Flurry: When this model is Equipped with two One-Handed Weapons and rolls a Critical Hit on a Melee Attack, it may immediately perform a Follow-Up (see page 88) with the same Weapon instead of adding a Black Effect Die to the Attack. Only one Follow-Up may be gained this way per Weapon in a single Activation.
  • Hack and Slash: This model adds an Accuracy Die to its Melee Attacks with War Axes.
  • Low Slash: Melee Attack Boost. When declaring an attack with a One-Handed Weapon, this model may spend 1 Stamina to add the Slowed Keyword to the Attack.

Archery

  • Bullseye: When this model inflicts 1 or more points of damage with a Ranged Weapon, the target loses 1 Stamina.
  • Critical Shot: This model's Ranged Attacks gain the Piercing (1) Keyword. If the Attack already has the Piercing rule, the Piercing value is increased by 1 to a maximum of Piercing (3).
  • Eagle Eye: This model increases the Long Range of any Ranged Weapon it uses by 6".
  • Hasty Retreat: When this model successfully Withdraws from Engagement, it may immediately Shoot as a Free Action with a Ranged Weapon, even if it has already Attacked this round.
  • Hunter's Discipline: This model never runs out of Special Ammunition.
  • Long Shots: Shoot Attack Boost. When Attacking at Long Range, this model may spend 1 Stamina to add a Yellow Effect Die to the Attack.
  • Overdraw: This model adds a Yellow Effect Die to its Ranged Attacks with a Bow.
  • Power Shot: Shoot Attack Boost. When this model makes an Attack with a Bow at Short Range, the Weapon gains the Dragonborn icon Special Effect: Stagger.
  • Quick Shot: This model may perform two Shoot Actions with the same Bow in a single Activation.
  • Ranger: When it is Engaged, this model may exchange an Equipped Bow for another Weapon in its inventory as a Free Action.
  • Steady Hand: When performing an Aimed Shot Boost, this model may spend 1 Stamina to add a Yellow Effect Die as well as an Accuracy Die to the Attack.

Two-Handed

  • Battle-Rush: When performing a Melee Attack with a Two-Handed Weapon, this model restores 1 Stamina for every 3 points of damage inflicted on the target. This Perk is cumulative with the Absorb Stamina Keyword.
  • Barbarian: This model adds a Yellow Effect Die to its Melee Attacks with Two-Handed Weapons.
  • Champion's Stance: This model adds an Accuracy Die to Melee Attacks with Two-Handed Weapons when spending a Ready Token.
  • Deep Wounds: When this model makes a Melee Attack with a Greatsword, the Attack gains the Punishing (1) Keyword. If the Attack already has the Punishing rule, the Punishing value is increased by 1 to a maximum of Punishing (3).
  • Devastating Blow: When this model scores a Critical Hit on a Melee Attack with a Two-Handed Weapon, it gains a bonus Yellow Effect Die in addition to a Black Effect Die.
  • Great Critical Charge: When this model performs a Melee Attack with a Two-Handed Weapon after performing a Move Action in the same Activation, it adds a Red Effect Die to the Attack.
  • Limbsplitter: When this model makes a Melee Attack with a Battleaxe, the Attack gains the Punishing (1) Keyword. If the Attack already has the Punishing rule, the Punishing value is increased by 1 to a maximum of Punishing (3).
  • Momentum: When performing a Melee Attack with a Two-Handed Weapon, this model restores 1 Health for every 3 points of damage inflicted on the target.
  • Skullcrusher: When this model makes a Melee Attack with a Warhammer, the Attack gains the Punishing (1) Keyword. If the Attack already has the Punishing rule, the Punishing value is increased by 1 to a maximum of Punishing (3).

Heavy Armor

  • Conditioning: While Sprinting, this model counts as wearing no Armor for the purposes of calculating its movement, no matter the actual type of Armor it has Equipped.
  • Constitution: While it has Heavy Armor Equipped, this model may take a Heavy Armor Skill Test as a Special Action. If the Test is passed, the model restores 1 point of its choice of Health, Stamina, or Magicka.
  • Cushioned: This model treats Falling Damage as if it were 1 Height Level lower if it has Heavy Armor Equipped.
  • Fists of Steel: This model adds a Yellow Effect Die to Unarmed Attacks if it has Heavy Armor Equipped.
  • Invulnerable: When this model has Heavy Armor Equipped, it may spend a Ready Token when it is Attacked to add a Black Effect Die to its Armor Rating until the end of the current round.
  • Juggernaut: This model adds a Yellow Effect Die to the Armor Rating of any Heavy Armor it has Equipped.
  • Reflect Blows: When this model has Heavy Armor Equipped and survives an enemy Melee Attack without being incapacitated or removed from play, it may make a Heavy Armor Skill Test, rolling its Armor Rating as though it were a Melee Attack, targeting the enemy that Attacked it. No Special Effects can be applied to this Attack. The enemy model may defend itself as normal.
  • Revitalize: Once per round, when this model suffers any damage while it has Heavy Armor Equipped, it may make a Heavy Armor Skill Test. If the Test is passed, this model adds a Yellow Effect Die to all of its Attacks until the end of the round.
  • Tower of Strength: When this model has Heavy Armor Equipped, it may make a Heavy Armor Skill Test each time it would be assigned a Staggered Token. If the Test is successful, the Staggered Token is ignored. If a model gains Tower of Strength while , remove the Staggered Token.

Block

  • Block Runner: This model may Sprint while it has a Block Token.

  • Deadly Bash: If this model successfully performs the Shield Bash Boost, the Attacker suffers two Yellow Effect Dice of damage. Armor Rating is deducted as normal.

  • Deflect Arrows: This model may spend a Block Token to defend against a Ranged Attack, exactly as if defending against a Melee Attack. Note: It may not Shield Bash.

  • Disarming Bash: After this model successfully performs a Shield Bash against an enemy Hero, it may make a Strength Attribute Test. If successful, the target of the Shield Bash must choose one Equipped Melee Weapon of their choice, if they had one, and flip it face-down. The Weapon may not be used while it is face-down. The model must spend an Action to turn the Weapon face-up again. Note: only Melee Weapons may be flipped, never a Bound Weapon or other Spell.

  • Elemental Protection: While this model has a Block Token, it gains Resistance (Fire), (Frost), and (Shock).

  • Fortress: While this model has a Block Token, it adds a Red Effect Die to its Armor Rating instead of a Yellow Effect Die.

  • Power Bash: If this model performs a Shield Bash, the target is pushed directly away as if it had been damaged by an Attack with the Force Damage Type.

  • Quick Reflexes: Each time this model spends a Block Token, as long as it is not , it may take a Block Skill Test. If successful, the Block Token is not removed and may be used again.

Light Armor

  • Agile Defender: This model adds a Yellow Effect Die to the Armor Rating of any Light Armor it has Equipped.
  • Annulment: When this model has Light Armor Equipped, it may make a Light Armor Skill Test as a Special Action. If the Test is passed, it gains the Resistance (Magic) Keyword until the end of the round.
  • Custom Fit: When this model has Light Armor Equipped, it may make a Light Armor Skill Test each time it is targeted by an Attack. If successful, add a Yellow Effect Die to the Armor Rating versus that Attack.
  • Deft Movement: When this model has Light Armor Equipped, it gains -1 to Agility Attribute Tests.
  • Evocation: This model gains the Regenerate Magicka Keyword while it has Light Armor Equipped.
  • Prodigy: This model adds an Accuracy Die to all Skill and Attribute Tests taken to cast Spells while it has Light Armor Equipped.
  • Wind Walker: This model gains the Regenerate Stamina Keyword while it has Light Armor Equipped.

Sneak

  • Assassin's Blade: When this model makes a Melee Sneak Attack with a Dagger, it adds an Accuracy Die to the Skill Test.
  • Backstab: This model gains one extra Yellow Effect Die on its Melee Sneak Attacks.
  • Caltrops: Once per game, this model may drop Caltrops as a Special Action. Until the end of the Round, any enemy model that moves within 3" of this model must pass an Agility Attribute Test or end its Move immediately. Models with the Fly Keyword are immune to this effect.
  • Deadly Aim: This model gains one extra Yellow Effect Die on its Ranged Sneak Attacks.
  • Light Foot: When this model is affected by any type of Trap Event, it may take an Agility Attribute Test. If the Test is passed, this model is not affected by the Trap (if it is an Area Effect Trap, other models within the Area of Effect will still be affected).
  • Shadow Warrior: If this model is Unengaged, it may perform the Hide Action even if there are enemies within 6" and Line of Sight.
  • Silence: When this model is Hidden, enemy models add +2 to the Attribute Test when rolling to Detect it (this is cumulative with the Muffled Keyword).
  • Silent Roll: This model may Sprint while Hidden.
  • Stealth: This model adds an Accuracy Die to its Sneak Skill Tests.
  • Timely Escape: When this model successfully Withdraws, it may Hide as a Free Action if it meets the criteria.

Lockpicking

  • Expert Locks (X): When this model attempts to pick a lock, the Complexity is reduced by X, to a minimum of 1.
  • Golden Touch: Each time this model successfully Searches a Treasure Token or Master Chest, it gains 1VP.
  • Locksmith: This model adds an Accuracy Die to its Lockpick Skill Tests.
  • Treasure Hunter: When this model searches a Treasure Token, it may draw an extra Treasure Card. This Perk does not apply to Master Chests.
  • Wax Key: This model automatically succeeds in opening Locked Doors.

Pickpocket

  • Cutpurse: When this model performs a Pickpocket Skill Test, it may choose not to take an item, but instead gain 1VP.
  • Extra Pockets: This model has one extra Quick Slot (make sure the extra card is clearly separate from the model's Inventory).
  • Light Fingers: This model adds an Accuracy Die to its Pickpocket Skill Tests.
  • Misdirection: This model can choose which Upgrade Card to Pickpocket instead of drawing randomly.
  • Night Thief: This model gains -2 to its Pickpocket and Sneak Skill Tests when the Darkness scenario rules are in effect.
  • Perfect Touch: When this model performs a Pickpocket Skill Test, it may add the target's Equipped items to the draw pile (remember to put all items back in the correct slots when the Pickpocket Action is finished).
  • Poisoned Pocket: When this model performs a Pickpocket Skill Test, it may choose not to take an item, but instead place a single Poison Token on the target (choose a Health, Stamina, or Magicka token to put on the Poison token as normal).

Speech

  • Bribery: This model may discard one Equipment Card when performing a Speech Skill Test to add an Accuracy Die to the Test.
  • Intimidation: This model may use a Special Action to become Terrifying until the end of the round.
  • Merchant: When this model draws an Upgrade Card from the Treasure Deck, it may discard the card to gain 1VP.
  • Persuasion: This model may perform the Rally Command Action even if it is not the Party Champion. In addition, when it does so, this model and the initial target model each restore 1 Stamina.

Alchemy

  • Alchemist: Each time this model uses a Potion or Poison Card, take an Alchemy Skill Test. If the Test is passed, the card is not discarded.
  • Benefactor: Any Potion with a Diminishing Effect used by this model remains at the final stage of the effect for one additional round.
  • Concentrated Poison: When this model applies Poison to a Weapon, add a Red Effect Die to the next Attack performed with that Weapon.
  • Experimenter: Each time this model draws a Treasure or Master Treasure Card, it may make an Alchemy Skill Test. If the Test is successful, this model restores 1 point of Health, Stamina, or Magicka (player's choice).
  • Physician: Potions that restore Health, Stamina, or Magicka used by this model (either on itself or as an Aid Action) restore [Yellow Effect Die] additional points.
  • Poisoner: When this model causes a Poison Token to be assigned to an enemy, add one additional token of the same type to the Poison Token.
  • Snakeblood: This model gains Resistance (Poison).

Illusion

  • Animage: This model adds +1 to the maximum Wisdom restriction of Illusion Spells when targeting Beasts.
  • Aspect of Terror: Any Illusion Spell cast by this model that causes the target to Flee adds +2 to the maximum Wisdom restriction.
  • Hypnotic Gaze: This model adds +1 to the maximum Wisdom restriction of Illusion Spells when targeting Followers, Minions, and Elite Adversaries.
  • Illusion Mastery: This model adds an Accuracy Die to all Illusion Skill Tests.
  • Kindred Mage: This model adds +1 to the maximum Wisdom restriction of the targets when casting Illusion Spells.
  • Master of the Mind: This model reduces the Magicka cost of all Illusion Spells by -1 (to a minimum of 0).
  • Quiet Casting: This model may use Illusion Spells while Hidden without the need for a Sneak Skill Test.

Conjuration

  • Atromancy: All Atronachs Summoned by this model add a Yellow Effect Die to their Armor Rating.
  • Conjuration Mastery: This model adds an Accuracy Die to all Conjuration Skill Tests.
  • Dark Souls: All Zombies summoned by this model are summoned with one extra Health.
  • Elemental Potency: All Atronachs Summoned by this model gain one extra Action in their first Activation.
  • Mystic Binding: This model adds a Yellow Effect Die to Melee Attacks with Bound Weapons.
  • Necromancy: Any Spell cast by this model that Summons Zombies does not receive an Upkeep Token. The Zombies remain in play until they are removed from play, this model is removed from play, chooses to end the Spell, or casts the same Spell again.
  • Oblivion Binding: If this model damages an enemy Summoned creature with a Bound Weapon, it may choose to cancel all damage inflicted. Instead, the target creature is treated as a friendly model (under the control of the model's player) until the end of the creature's next Activation. The original Spell ends, and the caster may use the Spell again to summon a new creature without affecting this one (assuming the player has enough models).
  • Soul Stealer: Each time this model damages an enemy with a Bound Weapon, it restores 1 Soul Charge to an Equipped item with the Soul Charge Keyword.
  • Summoner: This model doubles the Range of Summoning Spells it casts.
  • Twin Souls: This model may have up to two Summoned creatures in play at any time.

Alteration

  • Alteration Mastery: This model adds an Accuracy Die to all Alteration Skill Tests.
  • Atronach: This model restores +1 Magicka whenever it is the target of a Spell.
  • Mage Armor: As long as this model has no Armor Equipped, it gains an Armor Rating of a Red Effect Die.
  • Stability: Each time this model must pay 1 Magicka for a Spell's Upkeep, take an Alteration Skill Test. If successful, no Magicka is expended and the Spell remains in play.

Destruction

  • Augmented Flames: Any Destruction Spell cast as an Attack by this model that causes Fire Type damage adds a Yellow Effect Die to the Attack.
  • Augmented Frost: Any Destruction Spell cast by this model that causes Frost Type damage adds a Yellow Effect Die to the Attack.
  • Augmented Shock: Any Destruction Spell cast by this model that causes Shock Type damage adds a Yellow Effect Die to the Attack.
  • Deep Freeze: Any Destruction Spell cast by this model that causes Frost Type damage gains the Incapacitate Keyword.
  • Destruction Mastery: This model adds an Accuracy Die to all Destruction Skill Tests.
  • Disintegrate: When this model makes an Attack with a Destruction Spell that causes Shock Type damage, the Attack gains the Punishing (1) Keyword. If the Attack already has the Punishing Keyword, the Punishing value is increased by 1 to a maximum of Punishing (3).
  • Impact: When this model inflicts any damage with a Destruction Spell, the target gains a Staggered Token.
  • Impulse: When this model suffers damage, and is not removed from play or incapacitated, choose an enemy model within 3" of it. The enemy model suffers a Red Effect Die of damage with the Force Damage Type (reduced by Armor Rating as normal).
  • Intense Flames: When this model causes an enemy model to gain a Burning Token as a result of an Attack with a Destruction Spell, the enemy model must take a Morale Check.
  • Rune Master: This model doubles the Range at which its Rune Spells can be placed.

Restoration

  • Avoid Death: The first time each game this model is forced to take an Endurance Attribute Test as a result of Injury, it does not need to roll, and treats the result as a Critical Hit symbol.
  • Force Siphon: This model can use a Special Action to target one enemy model within 3". The enemy model must pass a Wisdom Attribute Test or lose 1 Health. If 1 Health is lost, the caster immediately restores 1 Health.
  • Grand Healing: Each time this model restores 2 or more Health to itself or a friendly model with a Staff or Restoration Spell, all friendly models within 3" restore 1 Health.
  • Necromage: The Magicka cost of all Spells cast by this model are reduced by 1 if the target is Undead (to a minimum of 0).
  • Recovery: This model can use a Special Action to restore [Red Effect Die] Magicka to itself.
  • Regeneration: Any Restoration Spell cast by this model that restores Health restores an extra [Yellow Effect Die] Health to the target.
  • Respite: Any Restoration Spell cast by this model that restores Health also restores [Yellow Effect Die] Stamina to the target.
  • Restoration Mastery: This model adds an Accuracy Die to all Restoration Skill Tests.
  • Ward Absorb: If this model has a Ward Spell Equipped, it restores 1 Magicka to itself each time it is hit by an enemy Attack (whether or not the Attack causes damage).

Enchanting

  • Extra Effect: This model may attach up to two Enchantments to a single Weapon or Armor Card.
  • Fire Enchanter: When this model makes an Attack with a weapon that has an Enchantment that causes Fire Damage, add a Yellow Effect Die to the Attack.
  • Frost Enchanter: When this model makes an Attack with a weapon that has an Enchantment that causes Frost Damage, add a Yellow Effect Die to the Attack.
  • Storm Enchanter: When this model makes an Attack with a weapon that has an Enchantment that causes Shock Damage, add a Yellow Effect Die to the Attack.

Smithing

  • Arcane Blacksmith: When this model adds an Enchantment Card to a Weapon, it may choose to add either an Accuracy Die or a Yellow Effect Die each time it Attacks with that Weapon.
  • Smithing (Type): When using a Weapon made of a specific material (i.e. Steel, which will always be listed in the Weapon name), this model adds an Accuracy Die to the Attack.

Character Special Rules

In addition to its perks and racial bonuses, some models have other Special Rules listed on their Character Card or Adversary Card. In this section, any Keywords will be listed first. Then, any Special Rules unique to that model will be described in full.

Note: In the Alchemy and Restoration perks above, an amount is printed in the source as a dice icon; it is shown here in square brackets as the source prints it.

Races of Tamriel

There are many strange and exotic races hailing from the far corners of Tamriel, each with their own unique traits. Even humans, perhaps the most widespread, have developed abilities and characteristics that set each nation's inhabitants apart from their neighbors. Most player models will hail from one of the ten main races detailed here.

A model's race is important primarily for the effects of certain Attacks, Spells, and Special Rules that may apply specifically to certain races. Models of a particular race gain the Keywords listed in that race's section below. Some of the racial abilities listed only affect Heroes, which is also shown here. Any racial rules that apply will be listed in the Special Rules box of a Hero or Follower's Character Card.

Altmer (High Elf)

The Altmer are one of the longest-lived and most intelligent races in Tamriel. They have a natural affinity for Spells.

  • Regenerate Magicka (Heroes only)

Argonian

Born in the treacherous swamps of the Black Marsh, this reptilian race is known for its ability to regenerate through the power of the Histskin.

  • Histskin (Heroes only)
  • Waterbreathing

Bosmer (Wood Elf)

The clanfolk of the Valenwood are the finest archers in Tamriel, excelling at hunting and dispatching the unwary.

  • Charm Animal (Heroes only)
  • Resistance (Poison)

Breton

The men and women of High Rock are known for their clever spellcraft, which often lets them avoid harm.

  • Resistance (Magic)

Dunmer (Dark Elf)

Dunmer are renowned for both their magical prowess and their stealth.

  • Resistance (Fire)

Elves

The Altmer, Bosmer, and Dunmer make up the ancient kindreds of Elves across Tamriel. In addition, their dark and twisted kin, the Falmer, bear a common ancestry, though it pains other Elves to admit it. If ever a Special Rule applies to 'Elves', it applies to all four of these races.

Imperial

The natives of Cyrodiil have proven to be shrewd tacticians and diplomats.

  • Imperial Luck (Heroes only)

Khajiit

Khajiit are quick and agile, making them some of the most adept thieves in Tamriel.

  • All Khajiit use the Teeth & Claws Attack when fighting without a Weapon Equipped.
  • Night Eye

Nord

Hailing from the inhospitable mountains of Skyrim, Nords are fearsome and hardy warriors.

  • Resistance (Frost)

Orsimer (Orc)

The people of the Wrothgarian and Dragontail Mountains are renowned as both craftsmen and berserkers.

  • Berserker Rage

Redguard

The people of Hammerfell are Tamriel's most talented and resourceful warriors.

  • Adrenaline Rush (Heroes only)

Other Races

There are many strange creatures, supernatural beings, and deadly predators in the world of Tamriel beyond the ten sentient races detailed above. Some of the most common are detailed here, while others will follow in future expansions.

Dwemer Animunculi

  • Immunity (Bleed, Frost, Poison)
  • Resistance (Magic). These constructs cannot be targeted by Illusion Spells.

Beasts

While most wild beasts would rather just be left alone, some are often forced to fight to defend their territory or pressed into the service of adventuring parties.

  • All Beasts gain the Fleet Keyword.
  • Unless otherwise specified, Beasts always fight with Teeth & Claws.

Monsters

It is almost impossible to travel far in the wilds of Tamriel without encountering some dangerous monstrosity. Whether it is one of the three-eyed Frost Trolls of Skyrim, or a fearsome Kagouti of Black Marsh, monsters rarely shy from the chance to slay the unwary.

  • Monsters have the Terrifying Keyword.
  • Unless otherwise specified on their Character Card, Monsters always fight with Teeth & Claws.

Daedra

Daedra are powerful, elemental creatures native to Oblivion. This 'race' covers a variety of monsters, warriors, and entities, from hulking Atronachs to humanoid Dremora.

All Daedra are immune to the effects of Illusion Spells. In addition, Daedra fall into one of the following three subtypes:

  • Flame Daedra have Immunity (Fire), Weakness (Frost), and Death Explosion (Fire).
  • Frost Daedra have Immunity (Frost), Weakness (Fire), and Death Explosion (Frost).
  • Storm Daedra have Immunity (Shock), and Death Explosion (Shock).

Undead

Across Tamriel, the dead do not rest easy in their graves. From the shambling Zombies stitched together by dark-souled Necromancers, to the formidable Draugr who guard their ancient crypts across the frozen north of Skyrim, there are many forms of Undead revenant waiting to beckon the unwary into their ranks.

  • Resistance (Frost, Poison)
  • Immunity (Bleed)

Paths

Every model in the game belongs to one of three paths, which reflect their natural aptitudes and battle experience. Paths are primarily used when constructing a Party, as most factions have one or more restrictions on the number of models that may be recruited from each path. However, Heroes of a given Path also gain the bonuses from their Path detailed below.

The Path of Might

Models from the Path of Might favor open combat and feats of strength.

Heroes from the Path of Might may Equip and use any Melee Weapon, Shield, or Armor Upgrade cards, even if they do not possess the required Skill. When required to perform a Skill Test of the associated type, they may make the corresponding Attribute Test instead. Remember that Attribute Tests do not trigger bonuses from Critical Hit rolls on the Skill Dice.

The Path of Sorcery

Models from the Path of Sorcery are skilled in the magical arts and make excellent priests and mages.

Heroes from the Path of Sorcery may Equip and use any Spell Card, even if they do not possess the required Skill. When required to perform a Skill Test of the associated type, they may make the corresponding Attribute Test instead. Remember that Attribute Tests do not trigger bonuses from Critical Hit rolls on the Skill Dice.

The Path of Shadow

Models from the Path of Shadow excel at Sneak Attacks, scouting and seeking treasure.

Heroes from the Path of Shadow may Attack using the Archery Skill, Sneak, Lockpick, and Pickpocket even if they do not possess the associated Skills – when required to perform a Skill Test of the associated type, they may make the corresponding Attribute Test instead. Remember that Attribute Tests do not trigger bonuses from Critical Hit rolls on the Skill Dice.

In addition, models from this path add a Red Effect Die to their Sneak Attacks instead of a Yellow Effect Die.

Scenario Rules

In this section, we'll cover the different Game Modes, where you can battle with your friends or take on the wilds of Tamriel alone.

Note: The printed text of this section says that "a beginner scenario is outlined at the end of this section". No beginner scenario is printed in the pages of this edition's Scenario Rules section, so none is transcribed here.

Scenarios

Delve Mode: Players fight alone or cooperatively against Adversaries that will activate and Attack according to their own behavior sequences. See page 26 of the Quests book for Delve Mode scenarios.

Battle Mode: Two or more parties fight over Objectives and Treasure in the wilds and dungeons of Tamriel. See page 10 of the Quests book for Battle Mode scenarios.

A scenario is an outline for a game, providing the essential information that allows players to set up their Terrain, deploy their Parties, and achieve the objectives required for victory. A number of more advanced scenarios can be found in the Quests book.

Each Game Mode has a variety of scenarios and Special Rules to enhance games. Additional Game Modes will be introduced in future expansions.

The simplest way to play a one-off game is for the players to agree on a scenario and follow the set up guidelines. If players wish to select a scenario at random, each Mode of Play provides a simple table to help pick one.

The Pre-Game Sequence

Before play begins, players use the following sequence to set up:

  1. Choose Game Mode
  2. Choose Parties
  3. Determine Setup Priority (Battle Mode only)
  4. Choose a Scenario
  5. Choose Environment and Set Up the Battlefield
  6. Draw Quest Cards and Select Oaths
  7. Deploy Parties
  8. Fight!

1. Choose Game Mode

Before starting a game, players will first need to choose a Game Mode. There are two ways to play The Elder Scrolls: Call to Arms:

  • Battle Mode: Two or more parties fight over Objectives and Treasure in the wilds and dungeons of Tamriel. See page 10 of the Quests book for Battle Mode scenarios.
  • Delve Mode: Players fight alone or cooperatively against Adversaries that will activate and Attack according to their own behavior sequences. See page 26 of the Quests book for Delve Mode scenarios.

2. Choose Parties

Before determining which scenario to play, players will need to choose their Parties, as described on page 117. The mode of play (Battle or Delve) may affect potential Party compositions.

3. Determine Setup Priority

In Battle Mode, after the players have chosen their Party compositions, each player rolls the Skill Dice. The player with the lowest numerical result chooses which player has Setup Priority. In the case of a tie, each player re-rolls until the roll is not tied.

The player with Setup Priority chooses the deployment zone they would like, and has priority on placing tokens and Terrain. The player who does not have Setup Priority will have Advantage during the first turn of the game unless stated otherwise by the scenario.

4. Choose a Scenario

Players agree on a scenario and follow the set up guidelines (see the scenario format below).

Scenario Format

Each scenario is presented in the same way, so that players can find the essential information at a glance.

  • Name and Description: Here players will find the background information about the scenario – where the parties are fighting, and why.
  • Round Limit: This is the maximum number of rounds the game will take. If neither side achieves their objectives before the round limit is reached, the game finishes at the end of the specified round. Victory Points are usually used to determine a winner once the game ends.
  • Environment: The environmental rules for the battlefield. If this is not present, the rules for determining an Environment are as described below.
  • Setup: This section of the scenario rules provides a map of the gaming area with key points marked upon it, and may provide specific rules for the placement of Treasure Tokens, Objectives, and the deployment of models.
  • Special Rules: Some scenarios will require more specific setups, such as Special Objectives or placement of Adversaries as detailed in each Special Rules section.
  • Victory Conditions: This section outlines the feats required to gain Victory Points and win the battle!
  • Oaths: Each scenario includes a number of optional Oaths that players can attempt to accomplish in addition to the scenario's Victory Conditions.

5. Choose Environment and Set Up the Battlefield

The scenario maps show where to place the important features for the game, but there's much more to creating an interactive and memorable battlefield than placing tokens…

Size of Gaming Area

The minimum sized battlefield is a 24" square, but this varies depending on the size of the game being played, as shown below:

Gold Septim LimitSize of Gaming AreaMinimum Distance from Deployment Zone Tokens Can Be Placed
<15024" Square6"
150-39936" Square10"
400+48" Square10"

Note: The source prints the heading "Settlement Special Rules" above this table; the table itself is the size of gaming area table, transcribed under its own column headings.

Environments

A game will usually take place in one of three Environments: Dungeon, Wilderness, or Settlement. Future expansions will add new Environments and introduce rules for using them.

Players may agree on an Environment mutually, based on the available scenery or specific models in their collection. Otherwise, to determine an Environment randomly, take one of each Environment specific Event Card, shuffle them, and draw one at random. This is the Environment for the scenario.

If a scenario specifies an Environment, then that Environment must be used for that game.

Shuffle three Environment-specific Event Cards into the Event deck. Note that these will be a mix of types – Incidents, Radiant Quests, and Special Quests – and are included in addition to the usual quantities of each type when curating the Event Deck. Cards that display the specific Environment icon (Dungeon, Wilderness, or Settlement) may only be used in games set in that Environment.

Occasionally, Adversary Cards may display one or more Environment icon(s). Like Event Cards, these Adversaries may only be used in the specified Environments.

Environment Special Rules

The different Environments each have associated Special Rules, which modify the scenario being played. These are used in addition to any Scenario Keywords listed in the scenario.

  • Dungeon: At the start of a Dungeon game, roll the Skill Dice and consult the table below to see which Special Rules are in play (if any).

Dungeon Special Rules

Roll (Skill Dice)Result
Critical Hit or FailureDarkness
Numbered face (2-10)No Additional Special Rules
  • Wilderness: At the start of any Wilderness game, roll the Skill Dice and consult the table below to see which Special Rules are in play (if any).

Wilderness Special Rules

Roll (Skill Dice)Result
Critical HitBreaking Dawn
Numbered face (2-10)No Additional Special Rules
FailureBlizzard
  • Settlement: At the start of any Settlement game, roll the Skill Dice and consult the table below to see which Special Rules are in play (if any).

Settlement Special Rules

Roll (Skill Dice)Result
Critical HitDarkness
Numbered face (2-10)No Additional Special Rules
FailureCivilians

Scenery

As a general guide, unless the scenario requires a specific type of Terrain, players should aim to place at least one large piece (6" diameter or larger), or two smaller pieces (up to 6" across, or long in the case of walls or hedges), for every square foot (12") of table area. So, for example, a 36" square board has 9 square feet of table area, which might contain six buildings and six walls. Players with really large Terrain pieces should feel free to count them as two (or more) pieces – whatever looks good on the tabletop. However, it should be noted that the more Terrain in play, the more tactically restricted the game becomes.

Although you can place small pieces of 'Scatter Terrain' around the board, such as individual trees, rocks, monoliths, etc., grouping these pieces together will make for a more attractive setup and, if placed together on a base, can easily define areas of Difficult Terrain.

When placing Terrain, players should agree on the number of pieces they want, and then take turns to place one until all Terrain has been placed on the board. Players should start with the larger pieces of Terrain, and move down to the smaller ones. If a player places a very large piece, the next player should place the equivalent number of pieces (for example, a three-piece equivalent followed by three regular pieces).

The gaming area is always set up in the same order:

  1. Place Scenery
  2. Place Tokens
  3. Place Adversaries (if required by the scenario)

Treasure Tokens

Players should check the Scenario Special Rules to see if Treasure is included in the scenario they are playing. Unless the scenario rules specify otherwise, during setup, take six standard Treasure Tokens and four Locked Chest Tokens. Place them face-down and mix them up randomly. Some Scenarios dictate the amount of Treasure, otherwise the number of Treasure Tokens in play is determined by the size of the game, as detailed on the table below.

Amount of Treasure

Gold Septim CostTreasure Tokens
0-993
100-1994
200-2995
300-3997
400+9

Players place the required number of Treasure Tokens one at a time, in turn, face-down so that neither player knows which is which.

No Treasure Token may be placed within 3" of another Treasure Token or Objective. In addition, there are limits on how close to deployment zones Treasure Tokens and Objectives can be placed. Consult the chart under 'Size of Gaming Area' to see how close these can be placed based on the size of the game.

A model cannot end a move overlapping a Treasure Token. Treasure Tokens must be placed in accessible positions, not on or surrounded by Impassable Terrain. When a model comes into contact with a Treasure Token, the player flips the Token to see if the Token is Open or Locked, then can choose to perform the Search Action (see page 36).

Adversaries

Some scenarios specify how to choose scenarios, otherwise to play a scenario that uses Adversaries, players choose a number of Adversary models from their collection with a total value equal to the Gold Septim limit of the game (or as close as possible without going over). The types of Adversaries players may choose depends on the size of the game, as summarized below (note that if the minimum value is 0, players do not have to take any model of that type if they do not wish to, or do not have them available).

Number of Adversaries

Gold Septim CostMinionsElitesMasters
0-991+0-30-1
100-1991+0-50-1
200-2991+0-61-2
300-3991+0+1-3
400+1+0+1+

Note: Some scenarios might specify that a particular Adversary type must be included in the scenario setup. These specifications overrule the restrictions on the table above.

Follow the steps below to set-up the Adversaries:

  1. Lay out the Adversary cards face-up near the battlefield.
  2. Take Number Tokens equal to the number of models in the Adversary force and place them at random on the cards.
  3. Take the duplicate Number Tokens with the matching numbers and add them to a pool next to the battlefield (or put them in an opaque bag or container to draw from later). These will be used for determining which Adversaries enter play, and the order in which the Adversary models are Activated.

6. Draw Quest Cards and Select Oaths

Story Quests are drawn from the Quest Deck. These can come in the forms of one-stage quests, where the Quest is resolved after completing the requirements on the card, or linked quests, where one Quest's reward would lead on to another that carries on the story. Story Quests are personal, unlike Radiant Quests from the Events Deck that any player can attempt. Each player can only complete the quests that they have drawn that game.

Quest Cards display both a number and a letter adjacent to the Quest Chain icon at the bottom of the card. In standalone games, players shuffle 12 Random Quest Cards featuring the number '1' into their Quest Deck, leaving out the Quests that don't match the Environment they are playing in, and place the other cards to one side. In campaign games, however, rewards are to be had for completing an entire 'Quest Chain'.

Quests in Campaigns

To begin, players take all the Quest Cards marked '1' and shuffle them together as normal. Each player in the campaign then draws one card. If the letter following the number 1 is 'x', there are no additional cards in the chain – this is a 'one-stage' Quest. Players complete it (or fail it) as normal, and draw a new card from the Quest Deck next time. See page 22 of the Quests book for more on campaigns.

However, if there is any other letter following the number, this is the start of a Quest Chain!

If the Quest is not completed by the end of the game, the player retains the same Quest Card and tries again next game (no new card is drawn).

Once the Quest is completed, the player receives the listed reward as normal.

At the start of the next game after the Quest is completed, instead of drawing a Quest Card, the player searches for the next Quest in the chain: The player takes the Quest Card with the same letter, but the number '2'; this is their next Quest. For example, if they just finished Quest 1a, their next quest is 2a.

Players continue in this way, taking the next Quest Card in the sequence (1, 2, 3, etc) until they complete the Quest Chain and there are no further Quest Cards with the same number. Initially, the most Quests you will encounter in a chain is 3, but longer Quests will be added as your collection grows.

Once a Quest Chain is completed, at the start of the next game, the player must draw a new Quest from the cards marked '1'. This may be a quest previously completed by another player, but cannot be the same quest this player just finished – if it is, discard it and draw another.

Other Quests

Certain Quest Cards also form part of the Event Deck. When drawn, read these Quest cards out loud and place them at the side of the board. Any player can try to achieve them.

  • Radiant Quests are Quests where players compete to achieve a goal. Some Radiant Quests may result in only one player completing the Quest while others allow multiple players to achieve the same goal, and therefore receive the same Rewards.
  • Special Quests are Quests focusing on a Quest Item. These are potentially valuable or magical items that have been lost through the ages. Players must search for the item, and complete the Quest upon finding it. Unlike Radiant Quests, Special Quests can only be claimed by one player, so it is a race to see who can find the Treasure first.

Quest Items

Most Quest Items have no bearing on game play. Some, however, take the form of Upgrade Cards, usually in the same format as a Treasure Card.

Unless specified in the Quest description, any Quest Item Upgrade Card may be retained by your Party in subsequent games in the campaign. You do not have to give the item to the same model that found it – any eligible model in a Party may Equip the item.

Requirements

All Quest Cards have a Requirements category. A Quest Card can only be retained if the requirements are met, otherwise the player must draw another card.

Oaths

Each scenario contains a set of legendary feats that the bards of Tamriel will sing about for Ages to come. Each player may choose any amount of these Oaths to try and accomplish during the game.

Before the beginning of the game each player may announce which (if any) Oaths they will try to complete. Oaths can be completed at any point of the game. The player who completes an Oath must announce that the requirements of the Oath have been met and immediately score the number of VPs associated with that Oath. Each Oath may only be completed once per game by each player.

If by the end of the game a player has failed to complete any Oath that they declared at the start, they must subtract 1VP from their total VPs for each uncompleted Oath.

During Delve Mode, each Party shares the Oaths they want to attempt to complete. In addition, when an Oath is not completed in Delve mode, the VPs lost is equal to the number of players. Players need to choose their Oaths carefully, and ensure they work together to complete them, or the whole Party suffers the consequences.

7. Deploy Parties

This section explains how and where players should deploy their models. Ordinarily, the map will display a marked deployment zone showing the area in which models may be deployed. Some scenarios will show a deployment edge, these work in the same way as a deployment zone except that the models must be placed in contact with the marked edge of the playing area.

The player with Setup Priority places half of their Party (rounding up) in their deployment zone. The opponent then does the same in the opposite zone. The player with Setup Priority places their remaining models in their deployment zone, then their opponent then does the same.

Scenario Special Rules

Most scenarios have one or more Special Rules that reflect the environment in which players are fighting or the special conditions of the battle. The more common Scenario Special Rules are collected here as Special Rules, while some scenarios also have their own unique rules.

Adversaries

The scenario requires the involvement of a group of Adversaries as described in the scenario being played.

Blizzard

The game takes place during a fierce snowstorm. While the Blizzard rules are in play, any Burning Tokens are removed at the start of each round. In addition, Line of Sight is severely limited – at the start of each round, the player with Advantage rolls a Skill Die and compares the result to the table below to determine the maximum Line of Sight range that round. Note that light sources cannot mitigate this effect.

The Blizzard rules do not apply to models that are within buildings, but do apply if a model is within a building and shooting at a target outside a building, through a door or window, for instance.

Blizzard Line of Sight

Roll (Skill Die)Result
Critical Hit12"
Numbered face (2-10)Normal Line of Sight
Failure8"

Breaking Dawn

The game begins following the Darkness rules, see below. However, from the start of the second round onwards, the player with Advantage rolls a Skill Die. If the score on the dice is equal to or lower than the value on the table below, the sun rises and the Darkness rules cease to apply (remember, a Critical Hit always counts as 1, and a Failure always fails).

Sunrise

Round NumberRoll Required
2<3
3<4
4<5
5Auto

Civilians

Civilians have a habit of running around in a panic, getting in the way, and generally causing a nuisance. At the start of the game, after placing Objectives and Treasure Tokens, each player takes a number of NPC Tokens determined by the Gold Septim limit:

Number of Civilians

Gold Septim LimitCivilians per Player
0-991
100-1992
200-2993
300+4

Civilians usually remain stationary and are treated as enemy models with a Height Level of 2 (although they never perform actions or reactions, or do anything else except as described below). Adversaries treat them as enemies but will always target a player-controlled model in preference, if possible.

At the end of each round, up to three NPC Tokens may be moved, starting with the player who has Advantage and then alternating between players. These NPC Tokens have the following stats; Basic Movement Allowance of 4", 0 Stamina, and an Agility value of 2.

A Civilian's Token is removed from play immediately if:

  • any model expends an Action to Attack the Token, – OR –
  • an Adversary model moves into contact with the Token.

Each time a player controlled model removes an NPC Token from play, roll a Skill Die. On a Critical Hit, that player loses 1 VP.

Darkness

While the Darkness rules are in play, Line of Sight is limited to 12". However, any model within the radius of a light source can be seen at any distance (following the normal rules for Line of Sight). In addition, models within the radius of a light source incur a +1 modifier to their Sneak Skill Tests, but gain a -1 modifier to their Morale Checks.

Light Sources

Some Upgrade cards (such as Torches or the Candlelight spell) provide a source of light. In scenarios with the Darkness rule, these can come in very useful! The radius and any other effect of a light source will be printed on the cards. Some scenarios might also specify other light sources; all relevant rules for these will be in the scenario.

Objectives

Objective Tokens represent areas of great strategic value; they might be buried artifacts of great power, schematics for Dwemer weaponry, books of lore, scrolls containing enemy intelligence, or various other points of importance.

Objective Tokens are not treated as terrain, but a model cannot end a move overlapping a Token.

Objectives are only used when the scenario has the Objectives Special Rule. Each scenario description will also state how the Objectives behave in that scenario.

  • Strategic: These objectives represent different important points on the battlefield. See the individual scenario being played for details.
  • Puzzle: In the Objectives and Scoring step of the Event Phase, the player who controls this Objective Token nominates one of their models within 3" of it to take an Intelligence Attribute Test. On a result of a Failure symbol, draw a Trap Card and resolve it immediately. On a success, the model that took the Test gains one Treasure card and the Objective Token is removed.
  • Master Chest: A Master Chest Token may be searched and removed like a Treasure Token. If a Master Chest is revealed when flipping an Objective Token, replace the Objective Token with a random Master Chest Token. After successfully Searching a Master Chest Token the player receives one Master Treasure Card. Note that some Master Chests are Locked, and are treated like any other Locked Chest; a roll of a Critical Hit on the Lockpick or Strength Test provides a draw from the standard Treasure Deck in addition to a Master Treasure Card.

Placing Objectives

Unless the Scenario Special Rules specify otherwise, starting with the player with Advantage, the players place the required number of Objectives one at a time, in turn, after deploying their models. Take ten of the Objective Tokens (4 Strategic, 4 Puzzle, and 2 Master Chests) and mix them up, face-down, so players can't tell which is which. Then randomly take the required number for the scenario, and place them – still face-down – on the gaming area as instructed. Objective Tokens must be placed outside of the minimum distance from deployment zones as shown in the Size of Gaming Area table (see page 107).

Objective Tokens must be placed in an accessible position, not on or surrounded by Impassable Terrain.

Amount of Objectives

Gold Septim LimitObjective Tokens
0-1993
200-2995
300-3997
400+9

As soon as a player moves one of their models within 3" of an Objective Token, flip it over to see what it is.

Controlling Objectives

To control an Objective, a player must have more Unengaged models within 3" of it than their opponent at the end of the round. Incapacitated models do not count for the purposes of controlling an Objective. If the number of Unengaged models within 3" is equal, the Objective is 'contested', and neither side controls it.

If ever a single model must be chosen to receive a benefit for controlling an Objective, the closest model gains that benefit. If there are several equidistant models, the controlling player chooses one of them.

Special Objectives

Some scenarios specify the inclusion of one or more Special Objectives. These are treated just like Objective Tokens for the purposes of interaction and control, as described above, but have their own Special Rules for scoring, detailed in the scenario rules. If these require a Token to represent them, use any Objective Token type that is not in use.

Reinforcements (X)

When the Reinforcements Scenario Special Rule is in effect, a Party Champion may spend a Special Action to choose one friendly Follower removed as a casualty earlier in the game. The chosen Follower is returned to play. Place the model anywhere in its deployment zone (or on its deployment edge), but no closer than 6" to an enemy. The value (X) indicates the number of removed Followers that may be returned to play by each side in total throughout the game.

  • Returned models are regarded as brand new Followers of the same type: Their Reserves are set to maximum, and any Tokens or Treasure they were previously carrying are discarded.
  • As soon as the Party Champion's activation is over, the new model Activates, interrupting the usual sequence of play.

Spawn

Unless otherwise specified by the scenario, Adversaries do not begin the game in play, but are instead held off the board to one side in a Spawn Pool. When an Event Card instructs players to Spawn one or more Adversaries, they place them on the gaming area as described in the Scenario Setup section. Once removed from play, certain types of Adversaries return to the Spawn Pool and might be brought back into play later. The scenario map will often indicate where an Adversary may appear.

Treasure

The scenario requires the placement of Treasure Tokens, as described in the scenario being played.

Victory Conditions

This section explains how to win the game, and is usually based on the accumulation of Victory Points.

Victory Points

Victory Points (VPs) are used to work out the winner of a game. Each scenario will explain how to score VPs, and bonus VPs available through the completion of; Quests, Events, succeeding at certain Skills, or accomplishing Oaths during the course of the battle.

VPs are won as the game progresses, so it is important to keep note of how many VPs players score. Each time a player scores one or more VPs, place that number of Victory Point Tokens next to the table on their side of the battlefield, gold face up. Multiple 1 VP Tokens can be exchanged for 3 and 5 VP Tokens as necessary. Your VP total can never go below 0 VP.

VPs can be Spent during a game to level up Heroes. Scenarios will also sometimes provide other ways to spend VPs. Spent VPs still count towards winning the game, but cannot be spent again. When a VP is Spent, flip it to the gray side.

At the end of the game, the side with the most VPs wins. If the number of VPs is equal, the game is a draw.

Gathering the Party

In this section, players will find guidelines for shaping their collection of models and cards into a Party of hardbitten warriors and explorers, ready to do battle in the far-flung corners of Tamriel.

Gold Septims

Before a game of The Elder Scrolls: Call to Arms, players choose a number of Gold Septims as the amount for the game they wish to play. Players select the models and Upgrades they wish to use for their Party, adding up the Gold Septim value of each model and Upgrade as they go. The final total can be up to the agreed limit.

Throughout this section, reference will be made to 'purchasing' models, Equipment, and other upgrades. This means spending some of the Gold Septim limit in exchange for those items.

As an example, if two opposing Parties were comprised of around 200 Gold Septims each, they would call the ensuing game a '200-Septim battle'. The limit refers to the total used by each side, not all the participants together.

Factions

The choice of Faction is one of the most important choices players will make in games of The Elder Scrolls: Call to Arms. Each faction has its own Faction Reference Card, containing the Faction Special Rule, and any composition restrictions on the Party. As more stories of Tamriel are told, additional factions and faction rules will be added to those available. Four factions are detailed over the following page.

Some models have more than one faction icon. One of these is always larger than the others and is gold bordered – this is that model's primary faction. The other, smaller icons are their secondary factions. A Hero with several faction icons may only be the Champion of a Party of their primary faction. They may join Parties of their secondary factions and are treated exactly like a member of that faction if they do, but they may not be the Champion of a Party of one of their secondary factions.

Many of the Party composition restrictions refer to a portion of the overall Party (i.e. half the models). If there is an odd number of models in the Party, round fractions up (so half of 13 models would be 7).

Party Composition

All Parties comprise one or more of the model types detailed below.

Example: An Imperial Legion Party can include the Imperial Mage as its Party Champion, as the Imperial Mage character card has the Imperial Legion faction icon listed as its primary faction. In addition, we could include a number of Faction Heroes such as Hadvar, although Imperial Legion Parties cannot include more Heroes in the Party than Followers. After adding 2 Imperial Soldiers into the Party, we can add Hadvar. Finally, as the Party Champion is the exception to the above rule, we can add the Dragonborn to this Imperial Legion party as a Hireling. Note that because this is an Imperial Legion party, the Dragonborn (or any model) may not purchase an Amulet of Talos Upgrade Card to reinforce its Thu'um regeneration. This leaves us with an Imperial Legion Party consisting of an Imperial Mage as its Party Champion, Hadvar and the Dragonborn as supporting Heroes, and 2 Imperial Soldier Followers.

The Party Champion

Every Party needs someone to lead it. Even in small bands with no obvious structure, warriors tend to rally around one Hero, who commands the respect of their fellows. When you want to build a Party, the first step is to pick one Hero to be the Party Champion. The Party Champion's primary faction is the Party's faction. All other models in the Party must either be a member of that faction, or be able to play for that faction. All models of the Party's faction will benefit from the Faction Special Rule.

Faction Heroes

A Faction Hero is any Hero model of the same faction as the Party.

Followers

Followers must have the same faction icon as their Party Champion's primary faction.

Familiars

Familiars are a special type of Follower. They work exactly like normal Followers, with the exception that during Party selection, players may choose no more than one Familiar for every Hero in their Party.

Hirelings

Any model (Hero or Follower) from a different faction that is able to be included in the Party is called a Hireling. Normally, these will be models with the Adventurers or Neutral faction icons.

Hirelings cannot benefit from their Party's Faction Special Rule and can never use the Party Champion's Wisdom value for Morale Checks.

Faction Reference

Every faction has a unique Faction Reference Card. One side of this card details how members of that faction behave if they are used as Adversaries in Delve Mode games. The reverse side contains the Faction Special Rule. This is a rule that applies to all models from that faction, providing each faction with a unique play style.

Note: The Response Matrix on each Faction Reference Card (for example, the Adventurers card printed on this page) is shown as card art with dice-face icons. The matrix values are not transcribed in this file; the Faction Special Rule and Party Composition text of the card are transcribed in the Player Factions section below.

Player Factions

Adventurers

"May you die with a sword in your hand."

  • No more than half (50%) of the models in the Party may be from the same Path, unless it is the same path as the Party Champion.
  • Models with the Adventurers faction icon may be included as Hirelings in another Party, unless that Party's composition restrictions specify otherwise.

Faction Special Rule – Fortune Hunters: The Party Champion and all friendly Faction Heroes and Followers within 3" treat Search as a Free Action.

Bandits

"You'll be so much easier to rob when you're dead!"

  • At least a quarter (25%) of the models in the Party must be from the Path of Might.
  • At least a quarter (25%) of the models in the Party must be Followers.
  • Bandit parties may not recruit any Hireling that is either unique (*), or that belongs to more than one faction.

Draugr

"Bolog aaz, mal lir!"

  • The Party Champion must be the Faction Hero with the highest total Septim value, unless a model has the Born Leader rule. If several eligible models have the Born Leader rule, the one with the highest total septim cost takes precedence.
  • Draugr Parties cannot include Hirelings except for Necromancers, Dragons, and Frostbite Spiders. No more than a quarter (25%) of the party's models may be Hirelings.

Imperial Legion

"Long live the Emperor! Long live the Empire!"

  • At least a quarter (25%) of the models in the Party must be from the Path of Might.
  • Ignoring the Party Champion, Imperial Legion parties may not include more Heroes than Followers (for example, a Party may contain one Party Champion, two Heroes, and two Followers models).
  • No more than a quarter (25%) of the Party's models may be Hirelings.
  • No model in an Imperial Legion Party may purchase an Amulet of Talos, nor may they ever benefit from a Blessing of Talos.

Stormcloaks

"Be true to your blood, to your homeland."

  • At least half (50%) of the models in the Party must be from the Path of Might.
  • At least a quarter (25%) of the models in the Party must be Followers.
  • The Party may include no more than one Hireling model for every Faction Hero.
  • No more a quarter (25%) of the models in the Party may be of the Dunmer (Dark Elves) race.

Neutral Models

Models with this faction icon are not treated as a faction in their own right. They have no Faction Special Rule. Models with Neutral as their Primary Faction can never form a Party and thus can never be a Party Champion. However, any model with the Neutral icon may be included as a Hireling in another Party, unless that Party's composition restrictions specify otherwise.

The faction quotations printed under each faction name are omitted as flavour text.

Upgrades

When choosing a Party for upcoming battles, it's not just the warriors under their command that players need to think about, but also how they are armed, and what skills they bring to the field. Upgrade Cards are used to customize the Party to best suit the player's particular play style.

Gold Septims

Just like models, all Upgrade Cards have a Gold Septims value, which is used to purchase them when building a Party.

Upgrade Slots

All Upgrades have an icon that corresponds to one of a Hero's Upgrade Slots: Hand Slot (x2), Body Slot, and Quick Slot (x2). No model can be bought with more than five total Weapon, Armor, or Item cards during Party construction. Any Upgrade Card assigned to an Upgrade Slot is 'Equipped'. Any Upgrade Card that a model cannot Equip (if for instance during Party Construction a player purchases three weapons for one model) is in the model's Inventory. Keep these cards to the side, next to the model's card but clearly not in any of their Upgrade Slots. Models can swap to these Upgrade Cards using a Swap Items Action.

Some cards – notably Two-Handed Weapons and Bows – have two Hand icons. When such an Upgrade is Equipped, place it in one of the model's Hand Slots as normal. However, it requires both hands to use, and therefore nothing may be Equipped to the other Hand Slot while this is Equipped.

Note: A model carrying a Ranged Weapon that requires two hands to use may still perform an Unarmed Attack in melee if it wishes.

Restrictions

Most Upgrade Cards display a prominent Skill icon. This shows which Skill is used when making any kind of Skill Test to use the Upgrade. It also means that models without the relevant Skill may not equip the Upgrade in question. An Upgrade Card without a Skill icon may be used by any model. Remember that a model's Path may allow it to Equip certain Upgrades even if it does not possess the requisite Skill.

Some Upgrade Cards also have certain prerequisites before they can be Equipped. These specify that a model must possess a certain Skill, a minimum score in a specified Attribute, be of a certain race, Path, or faction, and so on. Some cards might even be limited to a particular Hero. Any such restrictions will be clearly noted on the Upgrade Card.

Unique Cards

Like models, some Upgrades have an asterisk (*) after their name. This denotes that the Upgrade is unique, or at least incredibly rare, and no more than one may be selected for the same Party.

Throughout adventures in Tamriel, players will find additional Upgrade Cards, for example in Treasure Chests, and possibly by Pickpocketing them from enemy models! These Upgrade cards can be immediately Equipped by the model who found them. If the model does not have a free Upgrade Slot, the cards are put into the model's Inventory.

Equipping the Party

No more than five cards between Weapons, Armor, and Items may be purchased during Party building for a single model. If there is no room to Equip any of these at the start of the game, they are held in the model's Inventory instead. Attachments are not counted towards this total, but players may not choose more Attachments than they have other Weapon, Armor, or Item Cards.

Spells and Shouts

Some models are able to choose Spells and/or Shouts during Party construction. They do not count towards the five card maximum for Equipment for any one model during Party construction. Models must fulfill all the criteria for the Spell or Shout they wish to buy.

A model can choose a number of Spell Cards equal to its Intelligence Attribute, and a number of Shout Cards equal to its Strength Attribute. A model can select both Spells and Shouts if it has the option available. If there is no room to Equip any of these at the start of the game (or if the card requires an Action to Equip), they are put in the model's Inventory.

Diminishing Effects

There are various items, Event Cards, and Magical Effects that modify a model's Attributes positively or negatively. These have Diminishing Effects which last for several turns, but change over time, such as a Potion of Strength which provides a dwindling Strength bonus to a model until the effect expires.

When a Diminishing Effect is first applied, the corresponding card is placed beneath the Character Card, protruding to the right so that the column farthest to the left is showing. Be sure to align the Attributes correctly. The card will display various bonuses or penalties, which are applied to the Attributes.

At the end of each of the model's Activations, slide the Diminishing Effect card one column to the left, aligning the next effect. Only ever apply the modifiers of each card in the column nearest the Attribute; they are not cumulative. When the card slides to the left and there are no more modifiers at all, the effect has ended. Discard the card.

A model may only have one item with a Diminishing Effect in progress at any time. No other Diminishing Effect Upgrade card may be used by that model whilst a Diminishing Effect is active. If a Diminishing Effect from another source, such as an Event Card or Trap, is encountered, any existing Effect is discarded and replaced with the new one, beginning the process afresh.

Upgrade Cards

Upgrade Cards are all one of the following types.

Weapons

The weapons of Tamriel – including staffs and wands used by wizards – come in all shapes and sizes. A Weapon must be Equipped to a Hand Slot to be used. Some Weapons take up both Hand Slots and are marked with two Hand icons. Single-handed Weapons may be Dual-Wielded. Note that all Weapons have a Type in their name (i.e. Sword, Axe, Bow, etc.). Some Special Rules and Perks only work in conjunction with a Weapon of the correct Type.

Armor

These cards are Equipped to a Body Slot, and represent a typical suit of Armor or clothing, including headgear, gauntlets, boots, robes, and enchanted items. There are two types of Armor, Heavy Armor and Light Armor.

Items

Items are the broadest category of Upgrade Cards, with many subtypes. All of these are listed below.

  • Amulets: Equipped to the Body Slot, all Amulets also have the Attachment rule. A Hero may never have more than one Amulet Equipped at once.
  • Clothing: Clothing includes Robes. Clothing is Equipped to the Body Slot, but is not Armor.
  • Food: These Items are Consumables and are Equipped to a Quick Slot. They may be discarded as a Free Action to use. Food cards include both food and drink, but not magical Potions or Poisons (see below).
  • Potions & Poisons: These Items are Consumables and are Equipped to a Quick Slot. They are discarded when used. Poisons are always used as part of an Attack Action; Potions can be used as a Free Action to provide a bonus to the Hero – either an instant effect, such as restoring Health, or a Diminishing Effect.
  • Rings: These Items are Equipped to a Hand Slot. All Rings also have the Attachment rule. A Hero may never have more than one Ring Equipped at once.
  • Scrolls: These Items are Consumables and are Equipped to a Quick Slot. They are discarded when used. Scrolls require a Special Action to use. The Skill or Attribute displayed on the card is the one used for any Tests.
  • Shields: These Items are Equipped to a Hand Slot. A model must have the Block Skill to Equip a Shield (or be from the Path of Might). A model may only have one Shield Equipped at once.
  • Special Ammunition: These Items can be Attached to Weapons of the specified type (usually Bows or Crossbows). Some, such as Throwing Knives, may be Equipped in their own right; these will have their own Range and Skill icons.

Treasure Cards

Whenever a Treasure Card is drawn during a battle (by using the Search Action or by defeating an enemy model), it may be a card of one of the categories detailed above. These Treasure Cards are treated exactly like normal Upgrade Cards – they may be Equipped immediately or placed in the model's Inventory until the model is ready to Equip them.

Master Treasure

Master Treasure Cards represent some of the most famous, rare, and powerful artifacts in all Tamriel. These cards are treated like normal Treasure Cards, but form their own deck. The Master Treasure Deck is most commonly drawn from when a Master Chest Objective is Searched (see page 114), or when a Quest Card or scenario Special Rule specifies it.

There are no restrictions on creating a Master Treasure Deck – players can add all the Master Treasure Cards they own. It is recommended that there are at least 6 cards in the deck.

Curating the Treasure Deck

There are 4 types of Treasure Card; Bonus, Consumable, Junk and Superior. They can be easily identified via the Icon located on the card itself (see table below).

More Treasure Cards will be released over time, and players may wish to form a deck of their own composition. All Treasure Cards are assigned one of four icons. When forming a Treasure Deck, it must include 18 cards in total, using the following quantities of each type of card:

Treasure Card Deck

Card TypeNo. in Deck
Superior Item8
Consumable7
Bonus2
Junk1

Note: each card type is identified by its icon, which is printed on the card and is not reproduced in this file.

Quest Items

These items are included in the Treasure Deck only when the corresponding Event Card is included in the Event Deck. They have no intrinsic value, and are usually stored in a model's Inventory once drawn. Some may need to be Equipped. If so, the item will show a Hand Slot, Quick Slot, Attachment, or Body Slot.

Enchantments

A player may purchase an Enchantment for a Weapon, Shield, or Armor that does not have the Enchanted Keyword. Upgrade Cards with the Enchanted Keyword cannot be Enchanted again unless a Special Rule specifically allows it. The Enchantment will specify the precise card type to which it can be assigned. An Enchantment must be Attached to another Equipment Card of the given type as soon as it is purchased. The Enchantment may not be removed or swapped to a different Upgrade Card during the game by any means. If the Upgrade Card is ever lost, the Enchantment is also lost.

Any item with an Attached Enchantment gains the Enchanted Keyword.

Removed from Play and Upgrade Cards

When a model is removed from play, any Upgrade Cards it was carrying are lost, and may not be picked up by other models during the game.

That's it! You've learned all you need to enter the fray. Now turn to the Quests book to set up and play your first games in the world of Tamriel.

  • Recover
  • Ending an Activation
  • The Event Phase
  • Dual Shot
  • Cover
  • Ranged Attacks at Engaged Models
  • Special Ammunition
  • Melee Attack
    • Damage
    • Other Melee Attacks
    • Dual Wield Strike
    • The Skill Test
  • Unusual Engagements
    • Outnumbered!
    • Fighting Over a Barrier
    • Melee Attack Boosts
  • High Ground
  • Attacking Incapacitated Models
  • Unarmed Attacks
  • Block
    • Two-Handed Block
    • Block Boost
  • Ready
  • Command
    • Rally
    • Rally Boost
    • Hold
    • With Me!
  • Aid
  • Hide
    • Detecting Hidden Models
  • Sneak Attacks
    • Ranged Sneak Attacks
    • Melee Sneak Attacks
  • Sneak
  • Pickpocket
  • Search
    • Treasure Chests
    • Locked Chests
    • Drawing Treasure Cards
    • Special Tokens
  • Swap Items
    • Followers and the Swap Items Action
  • Special Actions
  • Special Effects
  • Remaining Effects
  • Rune
  • Blast Radius
  • Upkeep
  • Spell Subtypes
    • Bound Weapon
    • Bound Armor
    • Summon
    • Ward
  • Spells and Incapacitated
  • Area Terrain
  • Deadly Terrain Effects
    • Bottomless Pits
    • Acid Pools
    • Fire Pits
    • Lava
  • Height Levels
  • Elevated Terrain
  • Edge of the Battlefield
  • Perform Actions
    • Boosts
  • Target Priority
    • Objective and Defend Actions and Target Priority
  • Adversary Responses
    • A – Attack
      • Preferred Attack
      • Special Abilities
      • Preferred Attack: Melee
      • Preferred Attack: Ranged
    • M – Move
    • O – Objective
    • D – Defend
    • F – Fall Back
  • Impossible Responses and Unforeseen Circumstances
    • Only One Action?
  • Notes on Adversary Activations
    • Blocking and Defending
    • Combat Boosts
    • Damage Types
    • Detecting and Targeting Hidden Models
    • Dragon Shouts
    • Dual Wield Strikes
    • Engaged Adversaries
    • Morale
    • Sneaking
    • Special Effects
    • Summoning Spells
    • Templates
    • Recover
    • Ending an Activation
  • Born Leader
  • Charm Animal
  • Cumbersome
  • Cure Disease
  • Dawnguard Armor
  • Dawnguard Weapon
  • Death Explosion (Type)
  • Disease
  • Dragon Infusion
  • Dragon Shouts
  • Enchanted
  • Entourage (Model) (X)
  • Ethereal
  • Extra Action
  • Extra Damage
  • Feeble
  • Fleet
  • Fly
  • Follow-Up
  • Force Without Effort
  • Ghostly Strike
  • Gift of the Gab
  • Gladewalker
  • Histskin
  • Immunity (Type)
  • Imperial Luck
  • Incapacitate
  • Invisible
  • Lightweight
  • Linebreaker
  • Magicka Boost (X)
  • Mounted
  • Muffled
  • Night Eye
  • Piercing (X)
  • Poison
  • Ponderous
  • Prowler's Profit
  • Punishing (X)
  • Regenerate Health
  • Regenerate Magicka
  • Regenerate Stamina
  • Relentless
  • Resistance (Type)
  • Sailor's Repose
  • Shambling
  • Shapeshift (X)
  • Signature Loot (X)
  • Slow to Fire
  • Slowed
  • Two-Handed Block
  • Soul Charges (X)
  • Upkeep
  • Waterbreathing
  • Teeth and Claws
  • Terrifying
  • Turn Undead (X)
  • Weakness (Type)
  • Alteration
  • Destruction
  • Restoration
  • Enchanting
  • Smithing
  • Quest Items
  • Requirements
  • Oaths
  • 7. Deploy Parties
  • Scenario Special Rules
    • Adversaries
    • Blizzard
    • Breaking Dawn
    • Civilians
    • Darkness
  • Objectives
    • Placing Objectives
    • Controlling Objectives
  • Special Objectives
  • Reinforcements (X)
  • Spawn
  • Treasure
  • Imperial Legion
  • Stormcloaks
  • Neutral Models
  • Upgrades
  • Equipping the Party
  • Upgrade Cards
  • Treasure Cards
  • Height Level: Every model has a Height Level, which affects how they interact with terrain. See page 16.
  • Gold Septims: All models, Upgrades, and Adversaries in the game are assigned a cost in Gold Septims, representing their comparative worth in battle. These values are used at the start of the game to create evenly matched Parties. This is covered in 'Gathering the Party' on page 116.
  • Attributes: All models, from the mightiest general to the lowliest beggar, have a set of five attributes on their Character Card: Strength, Agility, Endurance, Intelligence, and Wisdom. These are each represented by a numeric value, indicating how good a model is at combat, how tough they are, how well they interact with other models and objectives, and so on (see page 18).
  • Skills: Most models have one or more Skill icons. Each Skill is assigned to a specific Attribute. These are integral to gameplay (see 'Skill Tests', page 17, and 'Summary of Skills', page 20).
  • Upgrade Slots: All Heroes have five Upgrade Slots, 2x Hand Slots, 1x Body Slot, and 2x Quick Slots. Each Upgrade Card in the game can be Equipped to one of these five slots. Heroes can start the game with Upgrades Equipped, and can also find additional Upgrade Cards throughout their games.
  • Attributes and Skills: Adversaries perform the same Actions as player models, and thus have a range of Attributes and associated Skills that they will use when required.
  • Adversary Type: All Adversary models are one of three types: Minion, Elite, and Master (see below).
  • Health: Elite and Master Adversaries have a Health pool, just like player models. Adversary models do not have reserves of Stamina and Magicka.
  • Height Level: Every model has a Height Level, which affects how they interact with terrain. See page 16 and page 66.
  • Gold Septims: All Adversary models have a value in Gold Septims, just like player models. These are used to select Adversaries for a scenario – Adversaries are chosen up to the agreed Gold Septim limit (see page 69).
  • WeakestLowest remaining Health
    WizardHighest current Magicka (Highest Intelligence is used to break ties)
    WoundedMost Health lost
  • Paralyzing Strike: When this model declares a Melee Attack with a One-Handed Weapon, the Weapon gains the Dragonborn icon Special Effect: Incapacitate, for the duration of the Attack, in addition to any other Special Effect already listed.
  • Puncture: Melee Attack Boost. When attacking with a Sword, this model may spend 1 Stamina to add the Bleed Keyword to the Attack.
  • Sword and Board: When this model is Equipped with both a Sword and a Shield, it may spend a Block Token when making a Melee Attack with the Sword to add an Accuracy Die and a Yellow Effect Die to the Attack.
  • Twin Slashes: When this model is Equipped with two One-Handed Weapons, it may add a Black Effect Die to any Melee Attack with the Primary Weapon instead of performing an extra strike with the Secondary Weapon.
  • Sweep: When Attacking with a Two-Handed Weapon, if the target is removed from play or incapacitated, this model may immediately make an extra Attack with the same Weapon against a new, non-incapacitated enemy it is Engaged with. Treat this exactly as a Follow-Up (see page 88). If the target of this Attack is removed from play or incapacitated as a result of the new Attack, choose another non-incapacitated enemy this model is Engaged with and Attack again, and so on, until this model is no longer Engaged with any non-incapacitated enemies or makes an Attack which does not incapacitate or remove an enemy model from play.
  • Uppercut: Melee Attack Boost. When Attacking with a Two-Handed Weapon, this model may use 1 Stamina to add the Force Damage Type to the Attack.
  • Warmaster: This model does not have to pay the additional Stamina cost for Power Attacks for Two-Handed weapons with the Cumbersome Keyword. This model still gains the Red Effect Die.
  • staggered
  • Well Fitted: When this model has Heavy Armor Equipped, it may take a Heavy Armor Skill Test each time it is Attacked. If successful, add a Red Effect Die to its Armor Rating for the duration of that Attack.
  • incapacitated
  • Shield Charge: Move Boost. When this model has a Shield Equipped, it may nominate a target enemy in Line of Sight and within its maximum Move Distance (including the Sprint distance if it has any Stamina), taking Terrain into account. This model then moves in the most direct route possible into base contact with the target enemy. It may Move 'through' intervening enemy models (it still may not end its move overlapping another model's base). If this move successfully ends in base contact with the target enemy, every enemy model moved through en route with a Strength value lower than this model's Strength receives a Staggered Token.

  • Shield Wall: This model gains an Accuracy Die to its Block Skill Tests while it has a Shield Equipped.