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CONTENTS

Finding Your Feet Vital Statistics


Character Cards p.3 Attributes and Skills p.6
Measuring p.4 Skill Tests p.6
Movement p.4 Making an Attack p.7
Searching p.4
Tutorial 2: Target Practice p.8
Tutorial 1: Exploration p.5
Rules of Engagement
Effect Dice p.9
Damage and Armor p.10

Tutorial 3: Escape the Dungeon p.11

CREDITS
Designer Graphic Design Development and Playtesting
Mark Latham Michal E. Cross, Richard L. Gale, Charlie Perkins, Ethan Heywood,
Line Development Chris Webb, and Stephanie Toro Aled Lawlor, Jono Green, Kieran
Gavin Dady Layout Street, Giles Nevill, Jason Enos,
Additional Material Michal E. Cross and Richard L. Gale Paul Howells, and Adam Potts
Gavin Dady, James Barry, Art Director Resin Production Team
Giles Nevill, Ethan Heywood, Katya Thomas Martin Jones, Drew Cox, Luke Gill,
and Jono Green Interior Art Warrick Voyzey, and David Hextall
Publishing Director Bethesda Game Studios Rules Box Production
Chris Birch Mapsheet Artist Liya International, China
Managing Director Damien Mammoliti Social Media Manager
Cameron Dicks Sculpt Art Direction Salwa Azar
Finance Director Adam Potts, Gavin Dady, Production Management
Rita Birch and Aled Lawlor Steve Daldry and Peter Grochulski
Head of Wargames Lead 3D Artist Community Support
Jon Webb Jonny La Trobe-Lewis Lloyd Gyan and Shaun Hocking
Editing Senior 3D Artists Sales Manager
Gavin Dady, Ethan Heywood, Chris "Chrispy" Peacey and Rhys Knight and Cole Leadon
and Charlie Perkins Domingo Díaz Fermín Thanks to
Proof Reading Freelance 3D Artists Sam Webb, Rob Harris, and the
Jen Farrant and the Joana Abbott, Gael Goumon, Bethesda design team: Michael Kochis,
Development Team Jamie Phipps, and Ana Román Peña Alan Nanes, Kurt Kuhlmann, Jon Paul
Photography and Video Painters Duvall, Matt Daniels, Jessica Daniels,
Salwar Azar and Steve Daldry Castlebrush Emil Pagliarulo, and Jessica Williams

Partly based on Fallout: Wasteland Warfare by James Sheahan

®
© 2019 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.
The Modiphius Entertainment logo is ® Modiphius Entertainment.
All rights reserved to their respective owners.
Modiphius Entertainment, 39 Harwood Rd.,
Any unauthorised use of copyrighted material is illegal. Any trademarked names are
London, SW6 4QP, United Kingdom. used in a fictional manner; no infringement is intended. This is a work of fiction. Any
Modiphius Entertainment Product Number: 051926. similarity with actual people and events, past or present, is purely coincidental and
Printed in China. unintentional except for those people and events described in an historical context.
FINDING YOUR FEET
These basic tutorials are for those who are new are encouraged to start here, learning the game step-
to tabletop wargames. The Rulebook contains the by-step. At each stage, once you feel you’ve got the
full rules, while the Quest Book contains scenarios idea, feel free to move on to the next tutorial.
that structure your gaming experience. This booklet
The Elder Scrolls: Call to Arms is played by moving
leaves out the full tactical complexity of the game in
and exploring with the models under your control,
order to ease you into the adventure, one mail-shod
and attacking and defending against the enemy. As
step at a time.
you play, you’ll be looking to complete Quests and
Experienced tabletop wargamers may prefer to dive claim battlefield Objectives in order to score points
straight into the Rulebook, whereas brand new players and assure victory.

CHARACTER CARDS
Every model in a Party has a corresponding reference The large cards are for Heroes, while the smaller cards
card, called a Character Card, which tells you are for Followers (soldiers, henchmen, and hired help).
everything about that model: how good they are at
Note: The Hero Character Cards are double-sided, with
certain actions in-game, how much armor they have,
a normal side and a ‘Leveled’ side. Leveled characters
how far they can move, etc.
are ignored for the purposes of these tutorials.

UPGRADE SLOTS
Hero Character Cards are unique in that they have
various Upgrade Slots. Upgrade cards are placed
next to these slots during the game to show what
Weapons, Items, Spells, and Armor a model has
equipped. In the tutorials that follow, we will tell you
which cards to use. In the full game, you will have the
freedom to customize your Heroes!

Above: Hero Character Card HEALTH, STAMINA,


Below: Reserve Tokens
AND MAGICKA
These are the three vital Reserve pools, which are
tracked throughout the game. During battle, the
Reserves will be depleted and restored, which will
be shown by placing tokens of varying values and

Above: colors onto them.


Upgrade Card
Example: Spending 1 Stamina would result in
a Green 1 Token on the Stamina Reserve.
Left: Follower
Character Card
MEASURING
Before getting started, you will need a ruler or tape models around the battlefield or checking the ranges
measure marked in inches (“) for moving your of bows and spells.

MOVEMENT
Every model in the game has a Basic Move base is touching the other end of the measure; this
Allowance, which tells you the number of inches a is its maximum movement. You do not have to move
model can move as an Action (Actions are discussed the model this full distance, and can move it in any
in more detail on page 11). For most models on foot, direction up to your maximum movement.
this distance is 6”. When moving, place the measuring
tape in contact with the front of a model’s base. SPRINTING
You can then move the model so that the front of its A model can move even further by Sprinting, most
commonly an extra 3”. In order to Sprint, a model
must spend 1 Stamina (for example, a model with 3
Stamina in its Stamina Reserve must place a Stamina
1 Token, depleting the reserve to 2, and may then
move an extra 3”).

Example: Ralof has a Basic Move of 6”. The player


places the ruler against the front of the model’s base
(position 1), picks up the model, and then places
the front of the base 6” forward (position 2). Next
round, Ralof tries to reach a Treasure Token, moving
around a wall. The player now measures the distance
to the wall (2”), around the wall (another 2”), and
finally to the token itself (1”) (position 3). The model
is physically moved at each step to make it easier
to measure. Ralof reaches the token, and the player
TWO ROUNDS OF MOVEMENT chooses not to use the rest of the model’s movement.

SEARCHING
As an Action, a model can Search any Treasure Token card from the Treasure Deck. You may then equip
it is touching. Simply declare the use of the Search the card into a suitable, free slot, or place it into the
Action, discard the Treasure Token, and draw the top models inventory.
Tutorial 1
EXPLORATION
The Dragonborn has escaped the battle raging in THINGS TO NOTE
Helgen, and found herself in a series of caverns deep ❖ You do not have to use your whole move
below the keep. They'll need to find some equipment allowance, but you cannot pause a move, search,
if they are to go adventuring in this dangerous domain. and then carry on moving. You must finish a move
and then Search.
YOU WILL NEED
❖ You may spend one Stamina per move to Sprint if
❖ The Dragonborn miniature and Character Card.
you wish.
❖ 3 normal Treasure Chest Tokens.
❖ You must move around obstacles in your path –
❖ A gaming area, 12” square, set up as shown in the full game rules will detail how to jump and
the diagram below. climb around the dungeon, but for now we will
keep things simple.
❖ The Treasure Deck: Shuffle the Ancient Nord Bow,
the Potion of Healing, and the Ancient Nord War ❖ When you draw a Treasure Card, you can either
Axe, and place them face-down in a pile at the Equip it by lining it up with the Equip Slot on your
side of the gaming area. Character Card, or put it to the side for now – we
will show you how to use these cards in the
❖ Tape measure or ruler.
next scenario.
To complete this tutorial, you must search all three
Once the Dragonborn has all three Treasure Cards,
chests by moving the Dragonborn into contact with
move on to Tutorial 2.
them, and declaring a Search Action.

“Sure, take all my things,


please.”
– Torturer (sarcastically)
VITAL STATISTICS
Let us take a look at that Character Card in a little more depth, and see what all those numbers mean…

ATTRIBUTES AND SKILLS


Attributes are the primary statistic on the Character ENDURANCE
Card, which are ‘tested’ whenever a model wishes to How a model’s physical toughness and ability to shrug
shoot, jump, cast spells, hit an enemy with a sword, off debilitating effects is represented. Skills:
pick a lock… almost everything relies on these
Light Armor, Heavy Armor, Smithing
Attributes. There are five on every card: Strength,
Agility, Endurance, Intelligence, and Wisdom.
Each Attribute has a number of Skills associated with INTELLIGENCE
it – if a model has a Skill icon in its Attribute box, it From academic knowledge to understanding the
possesses that Skill and may use it during the game. mysteries of Magicka, Intelligence is commonly used
for spell-casting. Skills:
STRENGTH Alteration, Conjuration,
Primarily used in combat, Strength is a measure of
physical prowess. Skills: Destruction, Illusion

One-Handed, Two-Handed, Block


WISDOM
A model’s bravery, mental fortitude and faith. Some
AGILITY
schools of magic and crafting skills also use Wisdom.
A measure of dexterity and nimbleness, Agility is used
Skills:
both for marksmanship and stealth. Skills:
Alchemy, Enchanting,
Archery, Sneak, Restoration, Speech
Lockpicking, Pickpocket

SKILL TESTS
Most Actions in the game – for example, attacking Example: Ralof wishes to attack an enemy with a
an enemy – require you to take a Skill Test. To do bow, so he needs to take an Archery Skill Test. The
this, roll the white Skill Dice and compare the corresponding Attribute is Agility. As his Agility has
number rolled to the Attribute that corresponds to a value of 4, Ralof needs to roll 4 or less on
your chosen Skill. to succeed.

❖ If you roll a number equal to or under the Attribute


You will notice there’s also a potion bottle on the
value, or a , your Skill Test succeeded.
dice. This is explained in full in the Rulebook – you
❖ If you roll over the number, or roll an , the Skill
won’t need it for the Tutorials.
Test failed.
If you are ever in doubt which Skill you need, simply
check the item card you are using. The Skill icon is
shown in the ired circle in the centre of the card.

MAKING AN ATTACK
When performing an attack, you will usually do so ACCURACY
with a weapon. Weapons come in two main types: Sometimes, you’ll be able to add an Accuracy Dice
Ranged Weapons, such as bows and crossbows, and ( ) to your attack roll. This is the green, six-sided
Melee Weapons, such as swords and axes. Dice marked with minus numbers. This Dice is always
rolled alongside the Skill Dice. The number rolled on
Melee Weapons can only be used when a model
the Accuracy Dice is deducted from the number rolled
is in base contact with an enemy model (more on
on the Skill Dice. Remember, the lower the number,
this later).
the better the chance to hit!
When firing a Ranged Weapon, you can only attack
You may roll more than one if the rules require it,
targets that are not in base contact, but which lie
but you may never roll more than three for a single
within range. Range is measured from the front
Test, no matter how many special rules may apply.
of the attacker’s base to the closest edge of the
target’s base. Each Ranged Weapon has two range
Example: Ralof takes a shot at an enemy with a
measurements – short and long – shown on the
Hunting Bow. The enemy is 8” away, which is Short
weapon card (see the Ancient Nord Bow, above).
Range for the bow. Ralof takes an Archery Skill Test
The left-hand value denotes short range, in inches,
(using his Agility value of 4). He scores a 5 – a narrow
with long range on the right. Any player can
miss! However, the Hunting Bow enables him to roll an
measure ranges at any time.
Accuracy Dice. He scores a -2 on the Accuracy Dice,
meaning his Skill Dice total is now 3. A hit!
Tutorial 2
TARGET PRACTICE
While searching for equipment in the last chamber, ❖ Attack is an Action, just like Searching earlier.
the Dragonborn found a bow and a sword. The next You cannot interrupt a move in order to shoot –
chamber seems to have been used as a practice the move ends, then you may attack, and then
range for bored Imperial Soldiers. This allows the your next move is a brand new action.
Dragonborn time to practice her archery skills before
❖ You will notice that the bow actually takes up more
venturing deeper into the dungeon.
than one of your Hand Slots – this is important in
the full game, but do not worry about this for now.
YOU WILL NEED
❖ The Dragonborn miniature and Character Card. ❖ Do not worry about damage for now – once the
target is hit, remove it from play.
❖ The Ancient Nord Bow and Ancient Nord War Axe
Treasure Cards.
SPENDING STAMINA
❖ Three spare Tokens, two to use as Archery targets
The Dragonborn starts this scenario with her full
and one as a Practice Dummy.
amount of Stamina (3). In addition to Sprinting, she
❖ A gaming area, 12” square, set up as shown in can also spend Stamina each time she performs a
the diagram below. Ranged Attack with her bow. At a cost of 1 Stamina, the
Dragonborn adds an extra green Accuracy dice to her
❖ Tape measure or ruler.
attack. This effect is not cumulative (2 Stamina cannot
To complete this tutorial, you must hit all three be spent on the same Attack to add 2 extra dice).
tokens. The Archery Target Tokens can only be hit
with a bow, and the Practice Dummy can only be hit
Once the Dragonborn has removed all three targets,
with a sword.
move on to Tutorial 3.

THINGS TO NOTE
❖ The Short Range of the Ancient Nord Bow is 8”.
At 8” or less, the Dragonborn gains one green
Accuracy Dice .

❖ The Ancient Nord War Axe allows the Dragonborn to


roll one green Accuracy Dice – but you must be
in contact with the token to use the axe.
RULES OF ENGAGEMENT
There is much more to combat than swinging at and the unwary are as likely to get brought low by a
straw-filled practice dummies. As any adventurer humble Skeever as a mighty Atronach – so best be
will tell you, you are only as good as your last battle, prepared!

EFFECT DICE
In addition to the green Accuracy Dice mentioned no Successes at all). The other special icons trigger
earlier, you will have noticed that Weapon Cards unusual effects – ignore these for now while we learn
also display a range of other dice icons – these all the basics. They do not count as Successes.
correspond to colored Effect Dice.
Effect dice are always rolled alongside the Skill Dice
Green Accuracy Dice (6-sided) to make an ‘attack roll’. The aim is always to roll as
many Successes as you can, in order to beat the
Yellow Effect Dice (6-sided)
opponent’s armor rating (below). You still have to hit
Red Effect Dice (6-sided) with the Skill Dice, however – it doesn’t matter how
powerful your blow is if you miss!
Black Effect Dice (6-sided)

Unlike the Accuracy Dice, the Yellow, Red and Black THE RULE OF THREE
Effect dice are all used to calculate how much
A single Skill Test cannot contain more than 3 Effect
damage is inflicted on the enemy. The £ represent Dice of the same color. Any dice over this limit go
one ‘Success’, or one point of damage (note that
unused.
the yellow Effect Dice alone has a blank face with
DAMAGE AND ARMOR
Whenever a model suffers damage from an
attack, its Health is depleted. This is tracked on
the Character card in exactly the same way as
Stamina (page 3). If the total damage a model
suffers reduces its Health to 0, the model is
removed from play.

Thankfully, most models wear some kind of


armor, which affords them protection from
attacks in the form of an Armor Rating (made up
of a number of Effect Dice icons).

❖ Heroes must Equip Armor in the form of


Upgrade Cards, which must be assigned to
the Body Slot .

❖ A Follower or Adversary’s Armor Rating is


always marked on their Character Card.

Once an attack roll has successfully hit and


scored Damage, the target rolls its Armor
Rating dice and deducts the number of
Successes from the Damage inflicted. Each
point of Armor Rating cancels out 1 Damage. Any
Damage left over is deducted from the target’s
pool of Health.

“If it’s arms or armor you need, see Beirand at Castle Dour.
Bloody good blacksmith, that one.”
– Solitude Guard
Tutorial 3
ESCAPE THE DUNGEON
The Dragonborn has managed to arm herself, even
finding some light armor as protection. Unfortunately,
just as she thinks she has found a way out of the
endless dungeon, she runs into trouble!

YOU WILL NEED


❖ The Dragonborn model and Character Card.

❖ The Ancient Nord Bow and Ancient Nord War Axe


Treasure Cards.

❖ The Leather Armor Upgrade Card.

❖ One Draugr model and its Adversary Card.

❖ One Skeleton Archer model and its


ACTIONS
It’s time to learn a little about Actions. The Dragonborn
Adversary Card.
may perform two Actions in her turn, but not the same
❖ A gaming area, 12” square, set up as shown in Action twice. We have already learned the Move,
the diagram below. Search, Ranged Attack and Melee Attack Actions, and
now you need to put it all together.
❖ Tape measure or ruler.
The Dragonborn cannot Move if there is an enemy in
To complete this tutorial, you must attack and remove
base contact with her. She may therefore only perform
the Draugr and Skeleton from play, using all the rules
a Melee Attack, limiting her to just one Action unless
you’ve learned so far.
she defeats her enemy straight away.

THINGS TO NOTE Once she has performed her Actions and her turn is
❖ The Dragonborn goes first in this tutorial. complete, the Adversaries will Attack. They do not
Move in this tutorial; the Draugr will Attack in melee
❖ The Draugr and Skeleton are ‘Minions’. They
if it gets the chance, and the Skeleton will perform a
only have a single point of Health, so once you
Ranged Attack. However, the Skeleton will not shoot
beat their Armor Rating with any attack they are
if the Draugr is in contact with the Dragonborn.
removed from play.

SPENDING STAMINA

The Dragonborn may spend Stamina to Sprint, and to


"Come with us. add a green Accuracy Dice to her Ranged Attacks,
We need to get out of here." as described earlier. In this scenario, she may also
spend 1 Stamina when she performs a Melee Attack to
– Hadvar
add one yellow Effect Dice to the attack roll.
If the Dragonborn’s Health is reduced to 0 or less,
she has failed, and you must start the scenario again.
Once the Dragonborn has removed both enemies, she
has escaped the dungeon: Victory is yours!

When all the tutorials are complete, it’s time to open


the core Rulebook. You are now ready to learn the
full rules.

“Woe to the unwary explorer who delves deep into


the burial crypts of the ancient Nords, and disturbs
the Draugr that dwell within.”
– Unknown
QUICK REFERENCE
SKILL DICE RESULTS
ICON NAME EFFECT DESCRIPTION
The number faces – ranging from 2 to 10 – represent the
unmodified result of the roll. To determine whether the result of a
– Numbered The numerical
Skill or Attribute Test is a success, any numerical modifiers from
Face result of the roll
and any relevant bonus are applied to this number, and the
total is then compared to the Attribute value – see Rulebook p.7.

In addition to the rolled result, the appearance of the Potion


Replenishes Bottle means the model immediately restores 1 point of any
Potion Bottle
Reserve Reserve lost earlier in the game (choose Health, Stamina or
Magicka) – see Rulebook p.4.

Allows some models This result counts as a result of 1. In addition, if the Skill Test
to land more powerful was for an Attack of any kind, a Critical Hit has landed.
Critical Hit
blows or achieve Immediately add to the roll (unless you are already rolling
spectacular results the maximum of 3 ).

This icon means the Skill Test has failed. As it is not a number,
The Skill Test
Accuracy bonuses cannot modify it into a Success. One
Failure has not been
also bears a Potion icon , which restores Health, Stamina or
successful
Magicka even though the test is unsuccessful.

EFFECT DICE ICONS


ICON NAME EFFECT DESCRIPTION
These are treated like ‘pips’ on a conventional dice, and can be
rolled in combinations of 1, 2, or 3 depending on the color of
Adds damage or
Success the Effect Dice. The number of Successes are added together
Successes
to determine a final score. Special icons on some faces are not
treated as successes – see below.

Increases chances Found only on , these bonuses modify the number rolled on
-1 -2 -3 Skill Bonus of success from a the Skill Dice during a Skill or Attribute Test, making success more
Skill Test likely. Bonus modifiers can never reduce a score to less than 1.

These icons are primarily used to trigger specific effects awarded


by Special Rules and Perks, or those marked on Weapons, Armor,
Trigger one
Special Effects Spells, Traps, and other items. One of these is applied as soon as
Special Effect
the icon is rolled, and do not carry over to subsequent Actions.
See Special Effects, Rulebook p.34.
STATUS AND EFFECT
STATUS EFFECT REMOVAL
Cannot Boost any Actions, and models attacking
Staggered Recovery Phase
this target gain -2 to melee attack rolls
Can perform no Actions and only Recover
and can not replenish Reserves. Damage or
Being target of an Aid Action, flipped to Staggered
Incapacitated a Damage Effect Token will cause the model
in Recovery
to be removed from the board, and models
attacking this target in melee automatically hit
Shaken Lose one Action Wisdom Test at start of Activation

Being target of an Aid Action, Agility Test as a


One damage (ignoring armor) at start of
Burning Special Action, being in contact with terrain
activation
designated as water, being target of Frost damage.

Being target of an Aid Action, Endurance Test at


Bleeding One damage (ignoring armor) per Action
start of turn, 1 removed per Action performed
Removes one point of a specific Reserve,
Being target of an Aid Action, removed after
Poisoned dependant on Reserve Token on Poison Token
resolving damage
(Health, Magicka, or Stamina)”
Slowed Basic Move Allowance lowered by 2” per token 1 token removed at end of Activation
Adds to Armor Rating, or can be discarded Taking an Attack Action, becoming Incapacitated
Blocking when attacked to take a Block Skill Test to add or Boosting any Action
Shield’s Block Dice to Armor Rating
Discarded to take an Attack Action, becoming
May be spent in response to an enemy Action
Ready Incapacitated, removed at the start of the model’s
to take an Attack Action
next activation
Any Action taken unless model can Sneak,
Treat Height as 1 level lower, and enables
removed at any point by choice, detected by an
Hidden a model to Sneak if it has the skill. Hidden
enemy, triggering a trap, taking damage, receiving
models cannot be targeted
a Damage Status Token or Boosting any Action
Weapon cannot be used until the Reloading
Reloading Taking a Special Action and using 1 Stamina
Token is removed.

Berserk Add to a Melee Attack, but cannot Block Discard token during a Melee Attack
until the token is spent
Blessed Effect varies dependent on Blessing Dependant on Blessing
Gain the Disease Diminishing
Diseased Cured or by waiting until fully diminished
Effect Card

INJURY ROLLS Followers and Minions do not take injury rolls, and are
An Injury Roll is an Endurance Test taken when a immediately removed from the table if their Health
model’s Health Reserve is reduced to 0. Reserve drops to 0.

❖ If passed, the model is Incapacitated.


❖ If the result is a Critical Hit, the model is
Staggered and set to 1 Health.
❖ If the test is failed, the model is immediately
removed from play.
PHASES OF THE GAME
SETUP PHASE
1. Set up Terrain 5. Deploy Parties
2. Objective Tokens 6. Draw Quests
3. Treasure Tokens 7. Select Boasts
4. Adversaries (if required)
ACTION PHASE
Player Activations Alternate starting with player with Advantage.
1. Regain 1 Stamina/Magicka/Thu’um
2. Perform Actions Each model may perform 2 Actions, but cannot repeat the same Action twice.
Incapacitated become Staggered, and Staggered models remove their
3. Recover
Staggered Token.
A number of Adversary models activate, unless they have previously reacted
Adversary Activations
this round.
END PHASE
Player with Advantage draws an Event Card, Spawns adversaries as
Draw Event Card
appropriate, and resolves Event immediately.
Scoring Score VPs according to Scenario Rules.
Spend 5 unspent VPs to level up a Character. Only one friendly character can
Leveling
be leveled up a turn.

ACTIONS SUMMARY
ACTION DESCRIPTION BOOST BOOST EFFECT
Adds 3” to Basic Move Allowance.
Move up to Basic Move Allowance. Cannot Sprint
Heavy Armor reduces this to 2”
Move be done if model is directly Engaged with an
enemy model. Heroic Move Add Green to all Agility Tests during
(Heroes only) the Move
Add Yellow to the Attack Roll, and
Attack an enemy that is Engaged or in Power Attack
Melee Attack inflict Staggered if any damage caused
base contact using an Upgrade Card
Precision Strike Add Green to the Skill Test
Shoot Attack enemy at range using Upgrade Card Aimed Shot Add Green to the Skill Test
If Block Token is spent in response to
Block Gain a Block Token Shield Bash an attack, assign a Staggered Token
to one enemy in base contact
Command Target a friendly model within 6”. Command Rally Boost: Rally an extra model for each
(Heroes only) can either be a Hold, a Rally or a With Me Action. Vigor 1 Stamina used
Aid Target a friendly model in base contact to benefit them in a number of ways
Ready Gain a Ready Token
Hide Gain a Hidden Token if out of enemy LoS and further than 6” from an enemy model
Pickpocket
Attempt to steal an unequipped item from an enemy Hero in Base Contact whilst having a Hidden Token
(Heroes Only)
Search Search a Treasure Token while unengaged
Withdraw Move out of engagement.
Swap Item Rearrange Inventory and equip Upgrade Cards, alone or with a friendly Model within 2”
Special Action A variety of different activities.

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