TES Tutorial Online
TES Tutorial Online
0
Using This Book
This tutorial is designed to teach The Elder Scrolls: Betrayal of the Second Era to new players. For this reason, it presents extended
examples of a party’s first game session to illustrate and reinforce the concepts found in the separate Rulebook. This book will familiarize
you with the game’s components and walk you through a game session’s setup, phases, and major mechanics.
For your first playthrough, it is strongly recommended you use this Tutorial Guide and refer to the Rulebook as needed—some portions of
these examples also appear there. You are encouraged to read the sections of the Rulebook not covered in this tutorial as you continue to
enjoy the game after your initial playthrough!
Tutorial Overview
Tutorial examples appear in narrative order throughout this book. By proceeding through them, you will cover the setup and the first several
“days” of a 2-player game session. You can simply read the tutorial or set up the components to follow along. At the end of the tutorial, you
will know enough to begin your own session or continue playing and complete the presented quest.
The tutorial’s examples describe specific results for events that are normally random, such as die rolls and card draws. By matching these
results, your game will match the tutorial’s steps and help connect the rules to the examples as both are presented. Reading or playing
through the full examples is recommended to help reinforce your understanding of battles.
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Table of Contents 3
Components
This tutorial uses the province of Black Marsh. Several examples refer to cards that belong to the chosen province. Black Marsh cards have a
code at their bottom edge that begins with the initials BM.
Several examples also use specific cards. These are listed below with their card type. You can either remove these cards now for setup or
search the deck for the matching cards while following each tutorial example.
Overland Cards: Set aside the listed cards of each type below. Shuffle the remaining cards into their respective decks.
Then, place the set-aside cards on top of each deck in order from top to bottom:
Peaceful Overland Deck: Swamp Fever (BM-10), Mending Fences (BM-15), Mysterious Rain (BM-09), Tribe as they Might (BM-16)
Conflict Overland Deck: A Pirate’s Death For Ye (BM-08), Captive Audience (BM-07)
Components 5
Game Setup
Ryan and Shannon set aside a play area of about 3’x4’ and then follow the game’s setup steps and diagram (see Rulebook, page 12–page 14).
Choosing a Province
First, Ryan and Shannon look through the core game’s 5 provinces and decide they want to play in Black Marsh, so they grab the map and
gazetteer that match that province and set them aside.
Card Decks
Ryan and Shannon create the decks that will drive many of the game’s events (Note: When following these examples, leave the components
listed on page 4–page 5 aside for ease of use. They will be treated as if they are being drawn off the top of their respective decks).
First, they shuffle all of the side quest cards together. Then, they set that deck in the card tray.
Next, they create the 2 overland card decks: Peaceful ( ) and Conflict ( ). For each type, they shuffle all 10 general cards of that type
and draw 4, returning the rest to the game box. Then, they take the 8 Black Marsh cards of that type and shuffle them together with the 4
general cards they drew. Finally, they set the deck in the card tray.
After this, they create the Delve Deck. Checking the Black Marsh Gazetteer, they see that they need to set aside the Submerged Chamber
special delve card, so they do so. Then, they shuffle the 7 general delve cards with the remaining Black Marsh delve cards and set that deck
in the tray.
Finally, they create the 2 item decks: Common ( ) and Legendary ( ). They shuffle all of the cards of each deck, then place each deck in
the card tray.
5 1
10
2
7
6 11
8
9 3 2
2
1
4
Play area after component setup.
1. Adventurer Mats (with Class, Race, and Skill Line Reference Sheets) 11
2. Chip Storage Trays and Enemy Draw Bags
3. Trainer Draw Bag
4. Tokens
5. Dice Trays d
6. Map Tiles
7. Gazetteer and Enemy Skill Reference Sheet
c
8. Overland Map
9. Campaign Journal and Guild Card
b
10. Day and XP Dials
11. Card Decks in Tray (front to back):
a. Row 1: Common and Legendary Item Decks
a
b. Row 2: Peaceful and Conflict Overland Decks
c. Row 3: Delve Deck (left) and Side Quest Deck (right)
d. Row 4: Skill Line Reference Sheets
Component Placement Note
This diagram shows components placed as recommended. Feel free to adjust your play area so that it works best for you.
Game Setup 7
Creating Adventurers
This is their first game, so Ryan and Shannon each create an adventurer (see Rulebook page 19).
RYAN
1. Ryan decides to play as a Dark Elf, so he takes that race’s reference sheet and places it at his adventurer mat’s left side. Then, he looks at
the Dark Elf ’s starting attribute values. His stats are 4 Health, 2 Stamina, and 3 Magicka. He also has 2 Combat skill dice.
2. Ryan decides to place his circular attribute tokens into his attribute rows as follows, to prioritize future room for Magicka and Magicka-
based skill lines:
First row: 4 Health in the left slot. Health tokens have values, so Ryan flips the Health attribute token to its 4 side before placing it.
Second row: 2 Stamina in the left slot opposed to 2 Combat dice in the right slot. The Stamina token has no value, so Ryan places
2 green tokens in the leftmost square slots of the row. Combat is a skill line, so its token also has no value. Ryan places 2 Combat dice
in the rightmost slots of the row.
Third row: 3 Magicka in the left slot. The Magicka token has no value, so Ryan places 3 blue tokens in the row’s leftmost
square slots.
3. Ryan chooses Destruction Staff as his other starting skill line. He places the Destruction Staff attribute token at the left side of his
fourth row. Then, Ryan adds 2 Force Shock dice—the level 1 Destruction Staff skill die—to the leftmost square slots of that row, and sets
the skill line reference sheets for the Combat and Destruction Staff skill lines next to his adventurer mat.
4. Ryan places a peg in his magic ( ) battle form position, as this is the battle form of the Destruction Staff line.
5. Ryan places a peg in the 2 slot above the cooldown track to indicate his Cooldown stat.
6. He also places pegs in the positions at the left of the tenacity and XP tracks to show he has no starting tenacity or saved XP.
7. Ryan thinks about the class he’d like to choose. He wants a class that supports using skill lines like Destruction Staff. Because this
is his first game, playing the Jailbreak Introduction encounter seems like a good way to learn more before committing, so he finds the
encounter’s introduction on page 92 of the Rulebook.
Note: If you are following this example and want to skip the Jailbreak Introduction encounter, Ryan uses the open choices method for class
selection and sets the Sorcerer class next to his adventurer mat, novice side up.
Game Setup 9
Battle Rules
Ryan and Shannon decide to play the Jailbreak Introduction encounter to determine their adventurers’ class choices. While doing so, they refer
to the Rulebook’s Battle Rules section (page 54–page 72) and also the section on the Jailbreak Introduction encounter (page 92–page 94).
5. The players set the Round Counter die to 1. They are ready to begin their first clash battle!
SHANNON’S TURN
Shannon (the Argonian adventurer) took the first player token during the battle setup, so she is first in turn order.
Recovery Step
Before Shannon can take actions, she must resolve her Recovery step. She has a Cooldown stat of 2, which means she would recover the
2 leftmost dice in her cooldown track, but it is currently empty.
Move Action
Shannon performs a move action. Her 3 Stamina stat allows her to move 3 hexes toward the High Elf Bandit, stopping adjacent to the High
Elf Bandit (on the northeast hex side) and 4 hexes from the Argonian Bandit.
Battle Rules 11
Engage Action
Shannon performs an engage action.
1. She is in battle form and chooses not to change it. Since her battle form only allows for her to target adjacent units, she can declare
only the High Elf Bandit as her target, and she does so.
2. Shannon can gather a maximum of 3 skill dice with her 3 Stamina, but all the dice she gathers must be from skill lines that either
have the icon or no icon. She gathers 2 Shield Discipline dice, which are level 1 dice from One Hand and Shield. She also gathers her
available Combat die, because she can use that die with any non- battle form.
3. Shannon rolls 2 Shield Discipline results which can each deal 1 damage to her target when they are placed in an active slot, as well
as a tenacity ( ) result on her Combat die. She resolves both Shield Discipline results to deal a total of 2 damage to the High Elf Bandit,
placing the dice in her active slots as she does so.
4. The High Elf Bandit has 0 defense to prevent the 2 damage. However, the Bandit’s Dodge skill reduces the damage dealt by the
number of skill dice rolled during the engage that did not deal damage. Because Shannon’s Combat die did not deal damage, the Bandit
takes only 1 damage and is reduced to 2 HP. The Shield Discipline dice Shannon placed in her active slots will contribute to her defense
later.
5. Then, Shannon exhausts the Combat die to resolve its result. She places that die in her cooldown track and moves her tenacity peg
to show she has 1 tenacity.
3 Shannon
Looking ahead to Shannon’s next turn, she will start by recovering the exhausted Combat die in her cooldown track and placing it back in
its attribute row. If she exhausts 1 of her active Shield Discipline dice to prevent damage dealt to her before her turn, she will also recover
that die (but she can only recover 2 total dice per turn, as her Cooldown stat is 2).
RYAN’S TURN
Ryan takes his turn next.
Recovery Step
Ryan resolves his recovery. He has a Cooldown stat of 2, but his cooldown track is currently empty. He moves on to his Action step.
Battle Rules 13
Engage Action
Ryan performs an engage action.
1. With his 3 Magicka stat, Ryan’s battle form range is 3, and there are no other enemies in range. Ryan can declare only the High Elf
Bandit as his target, and he does so.
2. Ryan can gather a maximum of 3 skill dice with his 3 Magicka stat, but he can gather only dice from skill lines with the icon
(or no battle form) and cannot gather his Combat dice while in form. He gathers his 2 Force Shock dice, which belong to his
Destruction Staff line.
3. Ryan rolls 1 result that can deal 2 damage to the target and 1 result that can deal 4 damage but must also deal 1 damage to an
adventurer.
4. The High Elf Bandit’s defense value is 0, which means it will not reduce damage due to defense. However, the Bandit’s Dodge skill will
still reduce the damage it takes if any skill dice rolled against it do not deal damage. Therefore, Ryan decides to resolve both dice and deals 6
damage to the bandit. This reduces that enemy to 0 HP and defeats it. However, Ryan still needs to fulfill the requirement of the die result
that he deal 1 damage to an adventurer. He decides to deal the required 1 damage to Shannon. This damage was not dealt to Shannon by
an enemy, so she cannot use her Shield Discipline dice to prevent it. Shannon loses 1 HP, reducing her to 4 HP. Then, Ryan exhausts both
Force Shock skill dice, placing them in his cooldown track.
5. Ryan has defeated the High Elf Bandit! He checks this off of the list of achievements for the Jailbreak Introduction encounter, noting
that this achievement is his.
3 ryan
3 Shannon
2. He can change his battle form as part of this action. He has only Combat skill dice to roll, so he must change his form to one that
allows him to roll those dice. He switches to defensive ( ) battle form.
Ryan’s mat
3. While in form, Ryan’s Combat dice have no “target” ability that can be resolved, so he declares no target.
4. Ryan’s 2 Stamina stat allows him to gather both of his Combat dice, so he does.
5. Ryan rolls a result on each of his dice. Because he is in battle form, he adds both results to his active slots. If he is engaged later,
he can exhaust those dice to prevent damage.
End of Turn
Ryan has no and no class abilities to spend it on if he did, so he decides to end his turn.
Looking ahead to Ryan’s next turn, he will start by recovering his 2 Force Shock dice from his cooldown track, leaving a single light
fatigue die.
Battle Rules 15
Jailbreak Introduction Encounter—Enemy Turns
Continuing the example from the Jailbreak Introduction Encounter Setup and Adventurer Turn examples, after both adventurers have
taken their turns, only 1 enemy remains. If there were more level 1 enemies, the players would decide the order of those enemies’ turns.
Instead, the Argonian Bandit takes its turn (see Enemy Turns in the Rulebook, page 64).
3 Shannon
Shannon
3
Shannon exhausts 1 of her active Shannon gains a Shannon marks her achievement.
dice to prevent 1 HP damage. light fatigue.
Ryan exhausts both of his active Ryan’s Combat dice, along with
Combat dice to prevent 2 damage. a light fatigue, go into his
cooldown track.
3. The Argonian Bandit has engaged and the adventurers do not have any abilities to trigger in reaction, so its turn ends.
The adventurers and enemies have taken their turns. This is the time to trigger any end of round effects, but there are none to trigger.
The encounter is not complete, so the first round ends and the second round begins.
Battle Rules 17
Jailbreak Introduction Encounter—Adventurer Turns (Round 2)
At the start of the second round, the players increase the Round Counter die to 2. It is not a fatigue round, so neither adventurer gains
overfatigue. Then, the adventurers take their individual turns.
SHANNON’S TURN
Shannon (the Argonian adventurer) has the first player token, so she is first in turn order.
Recovery Step
Shannon resolves her Recovery step. She has 1 Combat die, 1 Shield Discipline die, and 1 light fatigue die remaining in her cooldown track
from round 1. She has a Cooldown stat of 2, so she recovers her Combat die and Shield Discipline die, placing each die back in its correct
attribute row.
Shannon recovers the first two dice in her cooldown track and returns them to their respective places on her player mat.
Move Action
Shannon wants to engage the Argonian Bandit, which is the only remaining enemy. She also wants to try to gain an item from the cache
chip. She has a Stamina stat of 3, so she moves 3 hexes, ending in the cache’s hex, which is adjacent to the Argonian Bandit’s hex.
Shannon moves to the cache chip and is now adjacent to the Argonian Bandit.
Common item card with 3 attempts and Shannon gains 3 light fatigue to adjust
a 5-2-2 difficulty code. her lockpick result – 1 in her first roll,
2 in her second roll.
Battle Rules 19
Engage Action
Shannon performs an engage action.
1. She is still in battle form and wants to remain in that form. She is now adjacent to the Argonian Bandit, so she declares the
Argonian Bandit as her target.
2. Shannon can gather a maximum of 3 dice with her 3 Stamina. She gathers her 2 available dice: her Combat die and Shield Discipline die.
3. Shannon rolls a result on both her Combat die and Shield Discipline die. She resolves both results to deal a total of 4 damage to the
Argonian Bandit.
4. The Argonian Bandit’s 1 defense prevents 1 damage, so it takes 3 damage. This reduces the enemy to 0 HP and it is defeated. Shannon
exhausts the Combat die and places it in her cooldown track. She places the Shield Discipline die in an active slot.
5. Shannon has defeated the Argonian Bandit! She checks this off of the list of achievements for the Jailbreak Introduction encounter,
noting that this achievement is hers. Since she also succeeded at the cache lockpick on her turn, she checks this off the list of achievements
as well.
Shannon attacks the Argonian Bandit, dealing 4 damage to it and defeating it.
3 ryan
3 Shannon
3 Shannon
Shannon’s die result Shannon places her used combat Shannon places the used die in Shannon marks off her achievements.
die in her cooldown track. her Active slot for future use.
End of Turn
Shannon has no other skill dice to roll and no class ability or other actions to perform. She ends her turn.
Recovery Step
Ryan resolves his Recovery step. He has 2 Force Shock dice, 1 light fatigue die, 2 Combat dice, and 1 more light fatigue remaining in his
cooldown track from round 1. He has a Cooldown stat of 2, so he recovers his 2 Force Shock dice, placing both dice back in their correct
attribute row.
End of Turn
Although Ryan has skill dice available, no enemy remains on the battle map, and since he can’t reach the escape tiles even with two move
actions (in order to claim the escape achievement), there is no reason for him to move. Ryan decides not to perform any actions and ends
his turn.
Battle Rules 21
Jailbreak Introduction Encounter—Rewards
With the Jailbreak Introduction encounter over, the players next determine their class rewards. In future battles, they will move on to the
Reward Phase, but for now, each adventurer looks at their achievements from the battle to determine which classes they can choose from,
picking 1 (see Rulebook page 93).
RYAN
1. Ryan (the Dark Elf ) defeated the High Elf Bandit, which allows him to choose the Sorcerer class—he notes that if he were playing
with the Valenwood expansion, he could also choose the Arcanist class. Ryan also took the last turn of the battle, so the Healer class is also
an option.
2. Ryan decides that the Sorcerer class best fits the magic-heavy playstyle he wants. He takes the Sorcerer class sheet and places it at the
right edge of his adventurer mat.
SHANNON
1. Shannon (the Argonian) defeated the Argonian Bandit, which allows her to choose either the Acrobat or Scout class. Shannon took
the first turn of the battle, so she could choose the Dragonknight class. Shannon also succeeded at the cache lockpick, so she could choose
the Rogue class—she notes that if she were playing with the Valenwood expansion, she would be able to choose the Burglar class as well.
Finally, Shannon was the first to take damage from an enemy at range 2+, so the Archer class is also an option.
2. Shannon decides that the Acrobat class’ mobility sounds like fun, so she takes that class sheet and places it at the right edge of her
adventurer mat. Because she chose from her achievement classes, she keeps the 1 tenacity she gained during the battle and the Falkreath
Meat Loaf item.
3 ryan
3 Shannon 3 Shannon
3 ryan Shannon
3
3 Shannon
3 ryan
3 Shannon 3 Shannon
3 ryan
3 Shannon
3 Shannon
ADVENTURERS REST
Next, the adventurers can rest. Although a rest happens at the end of each day, this Adventurers Rest is part of the Jailbreak Introduction
encounter. It is occurring before the first day of the party’s quest and does not have the same effect as later Adventurers Rest steps. Each
adventurer heals up to their maximum HP, so Ryan remains at 4 HP and Shannon is restored to 5 HP. Each adventurer also removes all of
the dice remaining in their cooldown track—including the fatigue dice that accumulated during the battle.
Battle Rules 23
Game Phases
Ryan and Shannon are now ready to begin their chosen quest. While doing so, they refer to the Rulebook’s Game Phases section (page 34–
page 51) and the Black Marsh Gazetteer.
1
2b
2a
Game Phases 25
Day 1—Reward Phase
Town encounters rarely award XP, instead providing training and items. As such, the party XP did not increase on the first day, and the
adventurers have none to spend during this Reward Phase. Fortunately, they will have other opportunities after their next encounter.
Because this symbol is on the next card in the Peaceful Overland Deck, the weather switches to Rainy.
The players move the counter token to that space.
Because the party chose to stop on an hex, they must roll the unstable die. The result
causes them to draw a peaceful overland card.
Game Phases 27
Day 2—Reward Phase
After resolving day 2’s encounter, the adventurers complete the Reward Phase (see Rulebook page 43).
1. First, the party gains its reward for succeeding at the encounter. The party’s encounter choice granted a 2 XP reward, so the party
increases its XP Dial from 2 to 4. Each adventurer also adjusts their XP tracker peg to show they have 2 available XP.
2. The party resolved the encounter at an unstable location ( ) on the overland map. Because of this, each adventurer gains 2 tenacity for
resolving the encounter. Each adjusts their tenacity peg to show this.
3. Next, the adventurers each decide whether to untrain any of their stats or skills. At this point in the game, neither wants to do so.
4. After this, the adventurers gain their advancements and spend XP individually.
a. Ryan spends 1 XP to add 1 Purge skill die (a level 1 skill) to his Restoring Light skill line. That skill line’s round token is at the right
side of its row, so the XP cost to add this die is set by the number in the black box above the rightmost column, where the die will be
placed. He also spends 1 more XP to add a Hasty Prayer skill die, which is Restoring Light’s other level 1 skill. Ryan has spent all XP
from his individual tracker and adjusts it to its 0 position.
b. Shannon spends 2 XP to add 1 Shadow Cloak skill die and 1 Refreshing Shadows skill die to her Shadow skill line; these are both
level 1 skills. As above, each of these advancements costs 1 XP, as set by the numbers above the column each die is placed in. Shannon
then adjusts her XP tracker to 0.
Ryan’s final mat state after rewards Shannon’s final mat state after rewards
5. Finally, if the party’s current quest step would require players to track quest progress resulting from the encounter, they would do so
now. The step does not require this, so the party skips this step. Then, the Reward Phase ends.
The icon on the peaceful overland card causes the weather to change from Rainy to Sunny.
The players move the counter token to that space.
Game Phases 29
Day 3—New Day and Overland Phases
As day 3 begins, the party advances the Day Dial. The weather gauge is at Sunny, so the party has its normal 3 hexes of movement. Shannon
and Ryan see they are 4 hexes away from Stonewastes and also adjacent to Blackrose Prison. They could use fatigue movement to get to
Stonewastes. However, in order to complete their current guild quest step there, they will need 2 legendary items ( ), and that town’s shop
only has 1 such item available. They also don’t feel ready to trigger the clash on their side quest.
The players don’t want to let a day go by without an encounter, so they move 2 hexes northwest, then 1 hex north, stopping at the unstable
landmark ( ) 1 hex south of the Plateau of the Traveler.
Again, the party does not trigger a quest or town encounter, so it must roll the unstable die to determine what kind of encounter is triggered
at the . The players roll a result, which means they must draw the top card of the Conflict Overland Deck, which is A Pirate’s Death
for Ye.
After reading the card’s story text, they flip it over to see it offers 2 choices: a delve ( ) encounter to search for a hoard of legendary items
and a peaceful ( ) encounter providing a common item to each adventurer. This seems like a great chance to gather the legendary items
they need to complete their current quest step! However, they are at a , so the encounter card says they must set the weather gauge to
Flooding. Then, since the weather is Flooding, they must set the Round Counter die to 2. Now that the adventurers have classes, they have
more abilities than in their first battle. So, despite the increased risk, they choose to try their luck with the delve battle.
The adventurers travel to another unstable location, which results in drawing the conflict overland card shown above.
Then, the adventurers’ encounter choices cause the weather to change from Sunny to Flooding, moving the counter token
to that space.
Round Counter
Shannon’s battle form and tenacity gain The party prepares for
their first delve.
Delve Battles 31
Day 3—Delve Adventurer Turns
Continuing the example from Delve Setup, as the first battle round begins, the players have no abilities to trigger. It is not a fatigue
round, so neither adventurer gains overfatigue, nor would they be dealt overfatigue damage if they had any in their cooldown track. The
adventurers take their individual turns.
RYAN’S TURN
Ryan has the first player token, so he is first in turn order.
Recovery Step
Ryan resolves his Recovery step. He has a Cooldown stat of 2 and still has 1 light fatigue die remaining in his cooldown track from day 2, so
he removes that die now and discards it. He moves on to his Action step.
7. Ryan has resolved the engage action, but before he moves on, he decides to immediately exhaust his Purge die from its active slot to
remove the Bane status from Shannon’s cooldown track. This also heals Shannon for 1 HP. If Ryan had not used his Purge die in this way,
Shannon would have taken 1 true damage at the start of each of her turns while the Bane remained in her cooldown track. Ryan discards
the Bane status die and places his Purge die in his own cooldown track.
Delve Battles 33
Explore Action (Second Exploration)
Ryan decides that rather than move into the Spore Chamber, he will perform an explore action to interact with the next hex. He can
only do so because he has not yet moved, and he will not be able to move after taking this action. He is also able to do so because the
exploration he triggered at the start of his turn was not an explore action (see Explore in the Rulebook, page 61).
1. Ryan has sight to the unexplored hex on the Spore Chamber’s tile. It is 2 hexes away, so it is within his 2 Stamina stat’s explore
range. He draws the Darkened Hall delve card, which shows a 6-hex tile.
2. Ryan draws a matching tile, which has a and hex, a hex, 2 hexes, and a hex.
3. The card has 2 text effects:
a. The card’s When Revealed effect is resolved immediately: no enemies are deployed until an adventurer moves into one of the
tile’s hexes.
b. The card also has a green environment effect box. This box’s Dim Lighting effect will remain active for the rest of the delve,
preventing adventurers from targeting enemies on this tile from the outside, or from targeting enemies outside of this tile while they are
on it.
4. Ryan must connect the tile to the Spore Chamber such that one of the new tile’s hexes touches the explored hex on at least 1 edge.
He decides to orient it to keep whatever enemies are eventually deployed as far away as possible.
5. The card has 1 cache, so it would be placed on the hex farthest from the hex that was explored, but the encounter’s special rule
says a cache chip is placed instead!
6. Ryan would deploy an enemy next but skips this step for now due to the card’s effect. Instead, he places the Darkened Hall’s card
faceup next to the new tile so its challenge scale and environment effect are both visible.
End of Turn
Ryan still has 2 available skill dice—his Combat die and his Hasty Prayer die—so he could perform another engage action. He also has
3 tenacity saved, so he could perform a class ability action. However, he will recover his 2 Force Shock dice at the start of his next turn,
so he decides to save his resources until he knows what lies in the Darkened Hall. He ends his turn.
Move Action
Shannon wants to claim the skyshard in the Spore Chamber for the party. She decides to perform a move action. With a Stamina stat of 3,
she can move up to 3 hexes.
1. First, she moves 1 hex into the Spore Chamber. Because she moves into a hex on that tile, she immediately gains its skyshard but must
then resolve the room’s skyshard effect. She sets the card faceup near the overland encounter card to show how many skyshards the party has
gained. This is the party’s first skyshard, so she triggers the card’s first effect and resolves it on herself. Shannon must gain light fatigue until
her cooldown track is full. It is currently empty, so she gains 13 light fatigue dice!
2. Gaining the skyshard interrupted Shannon’s move action but did not end it, so she still has up to 2 hexes of movement. She decides to
move into the hex of the Darkened Hall.
Shannon gains the Spore Chamber’s skyshard, but also 13 light fatigue!
Delve Battles 35
3. Shannon’s move action is again interrupted when she enters the Darkened Hall. As the first adventurer to move onto the tile, the card’s
effect requires her to deploy enemies. The card’s challenge scale’s 2-adventurer row shows 1 level 5 and 2 level 1 enemies. The party’s EP is
still 8, and the tile has only 2 hexes with a icon, so Shannon first populates a level 5 enemy, which is a Hackwing Swarm. She deploys
the Hackwing Swarm to the and hex, which is farthest from the hex that Ryan explored to reveal this tile. 3 EP still remain, so
Shannon also deploys a level 1 enemy, which is a Skeleton, to the other hex. She has no hexes of movement remaining, so her move
action ends.
Now that Shannon has entered the Darkened Hall, she finds a Skeleton and Hackwing Swarm are deployed there.
End of Turn
Shannon still has 2 available Shield Discipline skill dice, but she decides to save them for her next turn rather than perform another engage
action. She also still has 1 tenacity saved, so she could perform her Rousing Speed class ability action. However, she decides to wait through
the enemy turns. She ends her turn.
Delve Battles 37
Day 3—Delve Enemy Turns
After both adventurers have taken their turns, the enemies take their turns.
The Hackwing Swarm moves closer to Ryan and Shannon but cannot engage this turn.
The Skeleton targets Shannon for its engage. She prevents the damage by exhausting her active Combat die.
Delve Battles 39
Day 3—Delve Adventurer Turns (Second Round)
At the start of the second round, the players increase the Round Counter die to 3 (instead of 2). They do this because they set the die to 2
during setup due to the “A Pirate’s Death for Ye” delve’s special rule. It is not a fatigue round, so neither adventurer gains overfatigue. Then,
the adventurers take their individual turns.
RYAN’S TURN
Ryan has the first player token, so he is first in turn order.
Start of Turn
At the start of his turn, Ryan is in battle form, so he triggers his Sorcerer class’s innate ability to gain 1 tenacity, bringing him to 4 total.
Recovery Step
Ryan resolves his Recovery step. He still has 2 Force Shock dice and 1 Purge die remaining in his cooldown track from round 1. He has a
Cooldown stat of 2, so he recovers his 2 Force Shock dice, placing both dice back in their correct attribute row.
Move Action
Ryan decides to perform a move action. With a Stamina stat of 2, he can move up to 2 hexes. He moves 2 hexes into the Spore Chamber,
stopping in the hex on that tile that is adjacent to Shannon’s hex on the Darkened Hall tile. Note that this hex is not explorable
because it is already adjacent to another hex.
Engage Action
Ryan decides to perform an engage action.
1. This is Ryan’s first engage action this turn, so he does not gain fatigue. He chooses not to switch battle forms, because he is already in .
2. Ryan does not declare a target. He is on the Spore Chamber tile, which is adjacent to the Darkened Hall tile, so normally both
Shannon and the enemies on that tile would be in sight of Ryan. However, the Darkened Hall’s Dim Lighting environment effect means
that Ryan cannot target enemies on that tile while he is not on it.
3. Because he did not declare a target, Ryan cannot gather his Force Shock dice. But Ryan’s Hasty Prayer skill die does not require a
target. Ryan gathers his Hasty Prayer die.
4. Ryan rolls the Hasty Prayer result that can heal each adventurer for 2 HP.
5. Ryan resolves his die result. This heals each adventurer for 2 HP, raising Ryan’s current HP to 4 and Shannon’s current HP to 5. Then,
Ryan exhausts that die, placing it in his cooldown track.
Ryan spends tenacity to resolve his Power Surge class ability so that
Shannon removes 2 light fatigue from her cooldown track.
End of Turn
Ryan still has a Combat die available, which he could roll to add to his defense, but he decides to save it for his next turn rather than
perform another engage action. He ends his turn.
SHANNON’S TURN
Shannon’s turn is next.
Recovery Step
Shannon resolves her Recovery step. She still has 7 light fatigue dice remaining in her cooldown track from round 1, as well as her Stealth
Status die and her Refreshing Shadows and Combat skill dice. She removes 2 light fatigue.
Delve Battles 41
Engage Action
Shannon decides to perform an engage action, because both enemies are adjacent to her. Although she still has her Stealth status die, each
enemy that starts its turn adjacent to her will be able to target her.
1. This is Shannon’s first engage action this turn, so she does not gain fatigue. She decides to change her battle form from to form.
2. Shannon declares the Skeleton as her target. Shannon and the Skeleton are both on the Darkened Hall tile, so it is in sight and not
affected by the tile’s Dim Lighting effect. When Shannon engages, her active Shadow Cloak die’s ability says she may exhaust that die to
ignore 1 defense on her target enemy. She decides to do so now and places that die in her cooldown track.
3. Shannon gathers her 2 Shield Discipline skill dice.
4. Shannon rolls a and a for her Shield Discipline results.
5. Shannon resolves her die results.
a. Shannon decides to resolve both of her rolled icons.
b. She resolves each of her Shield Discipline dice, which deals a total of 3 damage to the Skeleton. Because she dealt damage, she must
discard her Stealth status die, which she does. Then, she places both Shield Discipline dice in her active slots.
c. The Skeleton has 2 defense, but Shannon exhausted her Shadow Cloak ability to ignore 1 defense, so the Skeleton only prevents 1
damage and takes 2 damage from her One Hand and Shield dice, reducing it to 0 HP. The Skeleton is defeated, and its chip is placed
in the defeated enemies stack.
6. Neither Ryan nor the Hackwing Swarm has an ability to trigger during the Units React step, so the engage action ends.
Shannon Shannon places her Cloak and Combat die into her Shannon’s die results
changes her cooldown to trigger its effects.
battle form.
Shannon places her Shield Discipline Shannon discards her Stealth status die.
dice into her active slots.
Shannon engages, exhausting her active Shadow Cloak die to ignore the Skeleton’s defense
and defeat it. After dealing damage, she also discards her Stealth status die.
Shannon uses her Acrobat’s innate ability to move into the hex with the cache.
1. Shannon looks at the back of the top card of the ( ) Deck. The card has a 6-5-2-3 difficulty code. The 6 digit is the key digit, and the
code has 4 attempts. Shannon rolls the lockpick dice, resulting in a 4, 2, and 2.
2. She can now adjust results. This code has a key digit, so Shannon must match that digit before she can keep any of the other dice. She
decides to gain 2 light fatigue, which allows her to change up to 2 results. She changes the 4 result twice, setting it to 6.
3. Shannon has matched the 6 key digit, so she can keep other results on this roll and future rolls. She has also matched the 2 digit.
However, she has not yet matched the entire code.
4. Shannon still has 3 attempts, so she keeps one matching 2 result but does not need to keep the 6 result after matching the key digit.
She returns to the reroll step and rolls her 6 result and her non-matching 2 result, resulting in 5 and 4.
5. The 5 matches the code. She can again adjust results, so she decides to gain 1 light fatigue, which allows her to change 1 result. She
changes the 4 result, setting it to 3.
6. Shannon has now matched all digits of the code with her dice, so she succeeds at the lockpick check! The cache is unlocked, so she
discards the chip and takes the top card of the item deck. It is a weapon item ( ), the Scampcrusher. She adds the item to her ready slots.
The lockpick check interrupted Shannon’s Acrobat class move ability. She moved 2 hexes and can still move up to 2 more hexes, so she
moves to the unexplored hex and ends her move.
Legendary item card with 4 attempts and Shannon gains 3 light fatigue to adjust her lockpick result –
a 6-5-2-3 difficulty code. 2 in her first roll, 1 in her fourth roll.
Delve Battles 43
Although Shannon is now occupying an explorable hex, she chooses not to trigger an exploration at this time.
Shannon succeeds at her lockpick check on the cache to gain the Scampcrusher item. She continues her movement, ending in the
explorable hex but chooses not to trigger an exploration.
End of Turn
Shannon’s previous movement was a non-action ability, so she could still perform a move action. However, she has no available dice and
does not want to move back toward the Hackwing Swarm enemy remaining on the Darkened Hall tile. She decides to end her turn.
The Hackwing Swarm moves toward Ryan. It targets him and resolves its Storm Seer native skill, but he has no
active dice to exhaust. Then, it engages him, but deals no damage.
Delve Battles 45
Day 3—Delve Adventurer Turns (Round 3)
At the start of the third round, the players increase the Round Counter die to 4 (as before, this is due to the delve’s special setup rule). It is
not a fatigue round, so neither adventurer gains overfatigue. Then, the adventurers take their individual turns.
RYAN’S TURN
Ryan is first in turn order.
Start of Turn
At the start of his turn, Ryan is in battle form, so he triggers his Sorcerer class’s innate ability to gain 1 tenacity, bringing him to 2 total.
Recovery Step
Ryan resolves his Recovery step. He has 1 Purge die and 1 Hasty Prayer die remaining in his cooldown track. He has a Cooldown stat of 2,
so he recovers both dice, placing each die back in its correct attribute row.
Move Action
Ryan would engage the Hackwing Swarm, but it is still on the Darkened Hall tile, so he cannot target it due to that tile’s environment
effect. Ryan also knows that if he is targeted again by the Hackwing Swarm, he will have to exhaust any Combat die he places in an active
slot. Instead, Ryan decides to perform a move action so that if the Hackwing Swarm moves after him, he can engage it next turn. Ryan
moves 1 hex, ending in the hex on the Spore Chamber tile that is adjacent to the entrance tile.
End of Turn
Ryan still has tenacity to spend, but he does not want to resolve a class ability. He ends his turn.
7. Shannon places the delve card faceup next to the new tile because it still has unclaimed skyshards.
The tile is connected, so Shannon’s exploration is resolved. She continues to her Recovery step.
Delve Battles 47
Shannon triggers an exploration in her hex, revealing the Throne Room. She places
2 caches due to the delve’s special rule. She also deploys 3 enemies. The party resolves
the card’s effect to add 2 light fatigue to Ryan’s cooldown track and deal 4 true damage
to the Khajiit Bandit, defeating that enemy.
Recovery Step
Shannon resolves her Recovery step. She removes 2 light fatigue from her cooldown track. This leaves her with 9 total dice in her cooldown
track, including 6 light fatigue dice.
Shannon moves into the hex with the and and gains the Throne Room’s
2 skyshards, but must resolve the card’s effect to gain 3 fatigue! She continues
her move into the hex with the cache.
Delve Battles 49
Lockpick Check
Moving into the cache hex also interrupts Shannon’s move. She chooses to trigger a lockpick check on the cache.
1. Shannon looks at the back of the top card of the ( ) Deck. The card has a 2-3-1-4 difficulty code. The 2 digit is also the key digit, and
the code has 4 attempts. Shannon rolls the lockpick dice, resulting in a 2, 3, and 5.
2. She can now adjust results. This code has a key digit that Shannon has already matched! She decides not to gain light fatigue to adjust
results.
3. Because Shannon has matched the 2 key digit, she can keep other results on this and future rolls. She has also matched the 3 digit.
However, she has not yet matched the entire code.
4. Shannon still has 3 attempts, so she keeps the matching 3 result but does not need to keep the 2 result after matching the key digit. She
returns to the reroll step and rolls the dice that had the 2 and 5 results, resulting in 2 and 4.
5. She can again adjust results, but with her cooldown track nearly full, she does not want to gain any fatigue, so she lets the results stand.
6. Shannon has now matched 3 of the digits: the 2 key digit as well as the 3 and 4 digits. She returns to the reroll step again and rolls the
die with the 2 result, resulting in a 1.
7. Shannon has now matched all digits of the code with her dice, so she succeeds at the lockpick check! The cache is unlocked, so she
discards the chip and takes the top card of the item deck. It is a miscellaneous item ( ), the Signet of the Worm. She has not filled her
ready slots, so adds the item to her ready slots.
The lockpick check interrupted Shannon’s move action. She moved 2 hexes and can still move 1 more hex, but she decides to end her move
action instead.
End of Turn
Now that Shannon has gained 3 skyshards for the party, the delve’s Uncover objective is fulfilled, so the party can retreat to end the battle
after the current round! Shannon has also gained the second item the party needs to complete its side quest. With no available skill dice,
she decides to end her turn.
HACKWING SWARM
There are no start of turn effects to resolve, so the Hackwing Swarm goes straight to its Move step. Its range is 1 and neither adventurer is in
range, so the Hackwing Swarm must move.
1. The Hackwing Swarm first determines a destination hex to move toward. The destination hex must be the closest hex where at least 1
targetable unit would be within its range and in sight. If that is not yet possible, the enemy will move as far as it is able toward the closest
opposing unit.
2. Enemies can move up to 2 hexes. Shannon is 4 hexes away and Ryan is 2 hexes away from the Hackwing Swarm, so the only possible
destination hex that puts an opposing unit within its range is the hex adjacent to Ryan’s current hex on the southeast side. The Hackwing
Swarm moves 1 hex northwest, ending in that hex.
3. The Hackwing Swarm resolves its Engage step.
a. The Hackwing Swarm determines its target. Although it has 2 target icons, only Ryan is in its range of 1, so the Hackwing Swarm
targets him. When the Hackwing Swarm determines its target, it resolves its Storm Seer native skill. As before, Ryan must exhaust 3
dice from his exhaust slots, but he has no active dice to exhaust.
b. Shannon gathers and rolls the Hackwing Swarm’s 3 enemy Combat dice, for 2 results and 1 blank result. Both results are
resolved against Ryan.
c. Ryan has no abilities to use to prevent the damage, so he takes 2 total damage, reducing him from 4 HP to 2 HP.
4. The Hackwing Swarm has engaged and the adventurers do not have any abilities or skills to trigger in reaction, so its turn ends.
Delve Battles 51
SKEEVER
The Skeever takes its turn next. There are no start of turn effects to resolve, so the Skeever goes straight to its Move step. Its range is 1 and
neither adventurer is in range, so the Skeever must move.
1. The Skeever first determines a destination hex to move toward where at least 1 targetable unit would be within its range and in sight. If
it cannot, it will move as far as it is able toward the closest opposing unit.
2. Enemies can move up to 2 hexes. Shannon is 4 hexes away and Ryan is 10 hexes away from the Skeever, so there is no possible
destination hex that puts an opposing unit within the Skeever’s range of 1. The Skeever will instead move as far as it can towards the closest
opposing unit, which is Shannon. The Skeever’s destination hex is the hex adjacent to the unoccupied hex on the northwest side. The
Skeever moves 2 hexes, ending in that hex.
3. The Skeever cannot target an opposing unit after its movement, so its Rush skill is resolved and it moves a second time instead of
resolving its Engage step. The Skeever determines its destination hex again, this time from the hex it is now occupying. Its destination is the
unoccupied hex adjacent to Shannon’s hex on the south side, where Shannon will be in the Skeever’s range of 1 and in sight. The Skeever
moves 1 more hex, ending in its destination hex.
4. The Skeever moved again instead of resolving its Engage step. The adventurers do not have any abilities or skills to trigger in reaction,
so the Skeever’s turn ends.
The Skeever moves toward Shannon. Then, it resolves its Rush skill to move
again, ending adjacent to her. But after moving again, the Skeever cannot
engage Shannon.
The Orc Bandit moves adjacent to Shannon and engages her. It resolves its
Aggressive skill to reroll a blank result, dealing 3 damage to Shannon. She
prevents the damage by resolving her Argonian Resistance innate ability.
Delve Battles 53
Day 3—Delve Battle Cleanup
After the encounter ends, the players must clean up the battle (see Rulebook page 86).
1. Each player places their adventurer chip back in its place on their mats.
2. Shannon still has 2 Shield Discipline dice in her active slots, so she removes both and exhausts them. However, her cooldown track has
only 1 open slot, so she places 1 of the Shield Discipline dice in that slot and drains the other die. Then, since she was unable to place all of
the required dice in her cooldown, she drains the rightmost non-overfatigue die in her track (the other Shield Discipline die) and replaces it
with an overfatigue. After doing this, each adventurer recovers all of their drained skill dice. Ryan recovers the Combat die he drained early
in the battle, and Shannon recovers the Shield Discipline dice that she just drained. The other dice that are in the adventurers’ cooldown
tracks remain there. This leaves Shannon with a full cooldown track, which she will have to deal with during the party’s next battle.
3. The players disassemble the battle map. They take the stack of defeated enemy chips, separate them by level, and place them back in
their enemy bags. They sort the map tiles by shape, shuffle each stack of delve tiles facedown, and place the tiles back in their area. They also
gather the delve cards they used and reshuffle the Delve Deck (making sure to leave Black Marsh’s special Submerged Chamber card out of
the deck) and set it back in its area. They are ready for the next battle.
Shannon removes her Active dice, but because she doesn’t have room for both dice in her cooldown
track, she is forced to drain them and take overfatigue.
Ryan’s final mat state after battle Shannon’s final mat state after battle
2. Neither adventurer wants to untrain any of their stats or skills, so they skip that step.
3. The adventurers each spend XP individually on advancements.
a. Ryan spends 2 XP to add a Wall of Elements die to his Destruction Staff line. Last time he added a die to this skill line, it only cost
1 XP, but the cost increases to 2 XP for the row’s third and fourth slots. This is a level 2 die, so he is able to add it because he is keeping
at least 1 level 1 die (in this case, he keeps both). Ryan spends his remaining 2 XP to add 2 red square tokens to his Health’s first and
second slots. This raises his total HP to 6, so he adds 2 HP chips to his stack (which raises his current HP to 4).
b. Shannon spends 3 of her 4 XP to increase her Cooldown stat to 3, because this cost is equal to the value above the new slot on the
cooldown track. Shannon spends her remaining 1 XP to add 1 Combat skill die to that line’s second slot.
4. The party has made progress toward its guild quest! The first step of Curators of Chaos requires adventurers to discard items during
a town encounter equal to their party’s size in order to complete the step. Shannon gained 2 such items during the delve from caches: the
Signet of the Worm and the Scampcrusher. Normally, when the party makes progress toward a quest, the party tracks that progress in the
campaign journal. However, since these items are in an adventurer’s inventory and will be discarded all at once, there is no need to track
them in the journal. Then, the Reward Phase ends.
Ryan’s final mat state after rewards Shannon’s final mat state after rewards
Delve Battles 55
Day 3—End of Day Phase
After the Reward Phase, the players complete day 3.
1. First, the party resolves the province’s effect. It completed a conflict overland encounter, so instead of referring to the drawn A Pirate’s
Death for Ye card, it must draw the top card of the Peaceful Overland Deck. The party draws For Whom the Toll Sells, which has , which
means the party must keep the Black Marsh weather gauge set to Flooding (which they set in the Overland Phase due to their encounter
choices). This will reduce the party’s movement rate to 2 hexes on the next day, and it will also cause adventurers to gain overfatigue instead
of light fatigue during fatigue movement. Then, the party cycles For Whom the Toll Sells to the bottom of the Peaceful Overland Deck.
Because this symbol is on the next peaceful overland card in the deck,
the weather remains set to Flooding.
2. After this, the party moves on to its rest step. Each adventurer can heal 1 HP and remove 1 die from their cooldown track.
a. Ryan has 2 HP remaining, so he heals back to 3. He also chooses to remove 1 light fatigue die remaining in his cooldown track
after the end of the delve.
b. Shannon has 5 HP, which is her maximum. She chooses to remove 1 of the remaining overfatigue dice she gained during the delve.
3. Shannon gives the Signet of the Worm item she gained during the encounter to Ryan, but she keeps the Scampcrusher for herself.
Then, day 3 ends.
The party moves into Stonewastes and resolves the town encounter.
Further Adventures
You have reached the end of this guide and its introductory tutorial! Further adventures are now yours to control, whether you start your
own campaign or continue playing this tutorial quest to its conclusion and extend it into a full campaign. Details of campaign play and
other important rules are covered further in the Rulebook.