Professional Documents
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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
SCENARIOS
A scenario is an outline for a game, providing the Each Game Mode offers a variety of scenarios and
essential information that allows players to set up Special Rules to enhance games. More on each Game
their scenery, deploy their parties, and achieve the Mode can be found later in this section. Additional
objectives required for victory. Game Modes will be introduced in future expansions.
❖ Environment: The environmental rules for the If a scenario specifies an Environment, then it must be
battlefield. If this is not present, the rules for used for that game. B L O O D C U R D LK
INHGA J I I T H A S
BOOBY TRAP
determining an environment are as described H OW L… WA R E S …
Ensure that three Environment-specific Event Cards
below. Choose one of your own models You may spend 3VP if you have them (flip
are shuffled
Adversary). intohasChoose
That model the
That
(not
onean
Event
triggered
model
of your own standing models.
must deck. Note
pass a them
a Trap! that
to the
Wisdom spentthese
Attribute side – they still count
towards your total, but cannot be used to
Test or gain a shaken token.
❖ Setup: This section of the scenario rules provides will
Draw abe
carda from
mixtheofTraps
types
Deck,–using
Incidents,
the Radiant Quests,
Level Up). If you do, immediately draw a
chosen model as the target. Treasure Card and assign it to a Hero.
a map of the gaming area with key points marked and Special Quests – and are included in addition
upon it, and may provide specific rules for the to the usual quantities of each type when curating
placement of Treasure Tokens, Objectives and the the Event Deck. Cards that display the specific
deployment of models. Environment icon (below) may only be used in games
set in that environment.
❖ Special Rules: Some scenarios will require more
1
specific setups, such as special objectives or 2 3
❖ Victory Conditions: This section outlines the feats Occasionally, Adversary Cards may display one or
required to gain Victory Points and win the battle! more Environment icon(s). Like Event Cards, these
Adversaries may only be used in the specified
❖ Oaths: Each scenario includes a number of
Environments.
optional Oaths that players can attempt to
accomplish in addition to the scenario’s
ENVIRONMENT SPECIAL RULES
Victory Conditions.
The different Environments each have associated
Special Rules, which modify the scenario being
CHOOSE ENVIRONMENT
played. These are used in addition to any Scenario
AND SET UP THE
Keywords listed in the scenario.
BATTLEFIELD
The scenario maps show where to place the important Dungeon: At the start of a Dungeon game, player roll
features for the game, but there’s much more to and consult the table below to see which Special
creating an interactive and memorable battlefield than Rules are in play (if any).
simply placing tokens…
DUNGEON SPECIAL RULES
ROLL RESULT
ENVIRONMENTS
or Darkness
A game will usually take place in one of three
– No additional Special Rules
environments: Dungeon, Wilderness, or Settlement.
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:
Wilderness: At the start of any Wilderness game, area. So, for example, a 36” square board has 9 square
player roll and consult the table below to see feet of table area, which might contain six buildings
which Special Rules are in play (if any). and six walls. Players with really large scenery pieces
should feel free to count them as two (or more) pieces
WILDERNESS SPECIAL RULES
− whatever looks good on the tabletop. However, it
ROLL RESULT should be noted that the more scenery in play, the
Breaking Dawn more tactically restricted the game becomes.
– No additional Special Rules
Blizzard Although you can place small pieces of 'scatter terrain'
around the board, such as individual trees, rocks,
Settlement: At the start of any Settlement game, roll monoliths, etc., grouping these pieces together will
and consult the table below to see which Special make for a more attractive setup and, if placed together
Rules are in play (if any). on a base, can easily define areas of Difficult Terrain.
SETTLEMENT SPECIAL RULES When placing scenery, players should agree on the
ROLL RESULT number of pieces they want, and then take turns to
Darkness place one. Players should start with the larger items,
– No additional Special Rules and move down to the smaller ones. If a player places
Civilians a very large piece, allow the next player to place the
equivalent number of pieces (for example, a three-
The gaming area is always set up in the same order: piece equivalent followed by a three regular pieces).
1. Place Scenery
2. Place Tokens
OBJECTIVES
Objective Tokens represent areas of
3. Place Adversaries (if required by the scenario)
great strategic value; they might be buried
artifacts of great power, schematics for
SCENERY
Dwemer weaponry, books of lore, scrolls containing
As a general guide, unless the scenario requires a
enemy intelligence, or various other or various other
specific type of scenery, players should aim to place at
points of importance.
least one large scenery piece (6" diameter or larger), or
two smaller pieces (up to 6" across, or long in the case Objective Tokens are not treated as terrain, but a model
of walls or hedges), for every square foot (12”) of table cannot end a move atop or overlapping a Token.
Players should check the Scenario Special Rules to Master Chest: A Master Chest Token
see if Objectives are included in the scenario they may be searched and removed like a
are playing. Treasure Token. After a successful
Search Action with a Master Chest Token the player
PLACING OBJECTIVES earns 2 VP and receives one Master Treasure Card.
Unless the scenario rules specify otherwise, players Note that some Master Chests are Locked, and are
place the required number of Objectives one at a time, treated like any other Locked Chest; a roll of on
in turn, after deploying any models. Players should the Lockpick or Strength test denotes a draw from
take ten of the Objective Tokens (4 Strategic, 4 Puzzle, the standard Treasure Deck in addition to a Master
and 2 Master Chests) and mix them up, face-down, so Treasure Card.
players can’t tell which is which. Players should then
randomly take the required number for the scenario, CONTROLLING OBJECTIVES
and place them – still face-down – on the gaming To control an Objective, a player must have more
area as instructed. Objective Tokens must be placed unengaged models within 3” of it than their opponent
outside of the minimum distance from deployment at the end of the round. Incapacitated models do not
zone as shown in the Size of Gaming Area table (p.3). count for the purposes of controlling an Objective. If the
number of unengaged models within 3” is equal, the
Objective Tokens must be placed in an accessible
Objective is ‘contested’, and neither side may control it.
position, not on or surrounded by Impassable Terrain.
If ever a single model must be chosen to receive a
AMOUNT OF OBJECTIVES
benefit for controlling an Objective, the closest model
GOLD SEPTIM LIMIT OBJECTIVE TOKENS
is nominated. If there are several equidistant models,
0-199 3 the controlling player chooses one of them.
200-299 5
300-399 7 SPECIAL OBJECTIVES
400+ 9 Some scenarios specify the inclusion of one or more
Special Objectives. These are treated just like Objective
As soon as a player moves one of their models within
Tokens for the purposes of interaction and control, as
3” of an Objective Token, flip it over to see what it is.
described above, but have their own Special Rules for
Strategic: In the Objectives and Scoring scoring, detailed in the scenario rules. If these require a
step of the Event Phase, and Scoring step token to represent them, use any Objective Token type
of the End of Turn phase, the player who that is not in use by the scenario.
controls this Objective earns 2 Victory Points.
TREASURE TOKENS
Puzzle: In the Objectives and Scoring
Players check the Scenario Special Rules to see if
step of the Event Phase, the player who
Treasure is included in the scenario they are playing.
controls this Objective nominates one of
their models within 3” of it to take an Intelligence During setup, take six standard Treasure Tokens and
Attribute Test. On a result of , draw a Trap Card four Locked Chest Tokens. Place them face-down
and resolve it immediately. If the Intelligence test is and mix them up randomly. Unless the scenario rules
passed, the puzzle is solved and the player scores 3 specify otherwise, the number of Treasure Tokens in
VP. Finally, the model that solves the Puzzle Objective play is determined by the size of the game, as detailed
receives one Treasure card. on the table below.
AMOUNT OF TREASURE depends on the size of the game, as summarized
GOLD SEPTIM LIMIT TREASURE TOKENS below (note that if the minimum value is 0, players do
0-99 3 not have to take any model of that type if they do not
100-199 4 wish to, or do not have them available).
200-299 5
NUMBER OF ADVERSARIES
300-399 7
GOLD SEPTIM MINIONS ELITES MASTERS
400+ 9 LIMIT
0-99 1+ 0-3 0-1
Players place the required number of Treasure Tokens 100-199 1+ 0-5 0-1
one at a time, in turn, face-down so that neither player 200-299 1+ 0-6 1-2
knows which is which. 300-399 1+ 0+ 1-3
QUESTS
Story Quests are the type of Quests drawn from the Quest Cards display both a number and a letter
Quest Deck. These can come in the forms of one-stage adjacent to the Quest Chain ( ) icon at the bottom
quests, where the Quest is resolved after completing of the card. In standalone games, players shuffle 12
the requirements on the card, or linked quests, where Random Quest Cards featuring the number ‘1’ into
one Quest’s reward would lead on to another which their Quest Deck, leaving out the Quests that don’t
would carry on the story. Story Quests are personal, match the environment they are playing in, and place
unlike Radiant Quests from the Events Deck that any the other cards to one side. In campaign games,
player can attempt. Each player can only complete the however, rewards are to be had for completing an
quests that they have drawn that game. entire ‘quest chain’.
To begin, players take all the Quest Cards marked the player searches for the next quest in the chain:
‘1’ and shuffle them together as normal. Each player The player takes the Quest Card with the same
in the campaign now draws one card. If the letter letter, but the number ‘2’; this is their next Quest.
following the number 1 is ‘x’, there are no additional For example, if they just finished Quest 1a, their
cards in the chain – it is what we call a ‘one-stage’ next quest is 2a.
Quest. Players complete it (or fail it) as normal, and
Players continue in this way, taking the next Quest
draw a new card from the Quest Deck next time.
Card in the sequence (1, 2, 3, etc) until they complete
See p.22 for more on campaigns.
the quest chain and there are no further Quest Cards
However, if there is any other letter following the with the same number. This is the final quest in the
number, this is the start of a quest chain! chain. Initially, the most Quests you will encounter in
a chain is 3, but longer Quests will be added as your
If the Quest is not completed by the end of the game,
collection grows.
the player retains the same Quest Card and tries again
next game (no new card is drawn). Once a Quest chain is completed, at the start of the
next game, the player must draw a new Quest from
Once the Quest is completed, receive the listed reward
the cards marked ‘1’. This may be a quest previously
as normal.
completed by another player, but cannot be the
At the start of the next game after same quest this player just finished – if it is, discard it
the Quest completed, instead of drawing a Quest Card, and draw another.
OTHER QUESTS
Certain Quest Cards also form part of the Event Deck. lost through the ages. Players must search for the item,
When drawn, these quests are read out and placed and complete the Quest upon finding it. Unlike Radiant
at the side of the board, where any player can try to Quests, Special Quests can only be claimed by one
achieve them. These are called Radiant Quests. player, so it is a race to see who can find the treasure
first.
Radiant Quests are Quests where players compete
to achieve a goal. Some Radiant Quests may result
QUEST ITEMS
in only one player completing the Quest while others
Most Quest Items have no bearing on game play.
allow multiple
Some, however, take the form of Upgrade Cards,
people to achieve
usually in the same format as a Treasure Card. Unless
the same goal, and
specifically specified in the Quest description, any
therefore receive
Quest Item Upgrade Card may be retained by your
the same rewards.
Party in subsequent games in the campaign. You do
Special Quests are not have to give the item to the same model that
Quests focusing found it – any eligible model in your Party may equip
on a Quest the item.
Item. These are
potentially valuable REQUIREMENTS
or magical items All Quest Cards have a Requirements category. A
that have been Quest Card can only be retained if the requirements
are met, otherwise the player must draw another card. Oath may only be completed once per game by
each player.
OATHS
If by the end of the game a player has failed to
Each scenario will contain a set of legendary feats
complete any Oath that they declared at the start,
that the bards of Tamriel will sing about for Ages to
they must subtract 1VP from their total VPs for each
come. Each player may choose any amount of these
uncompleted Oath.
Oaths to try and accomplish during the game.
During Delve Mode, each Party shares the Oaths they
Before the beginning of the game each player will
want to attempt to complete. In addition, the VPs lost in
announce which Oaths they will try to complete to
Delve mode for not completing an Oath is equal to the
their opponent. The Oaths can be completed at any
number of players. Players need to choose their Oaths
point of the game. When completed, the player who
carefully, and ensure they work together to complete
completes it must announce that the requirements
them, or the whole Party suffers the consequences.
of the Oath have been met and immediately score
the number of VPs associated with that Oath. Each
DEPLOY PARTIES
This section explains how and where players should The player with Setup Priority will place half of
deploy their models. Ordinarily, the map will display a their Party (rounding up) in their deployment zone.
marked ‘deployment zone’ showing the limits of the The opponent then does the same in the opposite
area in which models may be placed before the game zone. The player with Setup Priority will place their
commences. Some scenarios will show a ‘deployment remaining models in their deployment zone. The
edge’, these work in the same way as a deployment opponent then does the same.
zone except that the models must be placed in
contact with the marked edge of the playing area.
VICTORY CONDITIONS
This section explains how to win the game, and is to keep a careful note of how many VPs players score.
usually based upon the accumulation of Victory Points.
Each time they score one or more VPs, place the
correct number of Victory Point Tokens next to the table
VICTORY POINTS
on your side of the battlefield, gold
Victory Points (VPs) are, as the name suggests, used
face up. You can exchange multiple 1
to work out the winner of a game. Each scenario will
VP Tokens for 3 and 5 VP Tokens as Victory Point
explain how to score VPs, and bonus VPs available Tokens
necessary. Your VP total can never go
through the completion of; quests, events, succeeding
below 0 VP. VPs can be Spent during a game. Spent VPs
at certain skills, or accomplishing Oaths during the
still count towards a winner, but cannot be spent again.
course of the battle.
When you have Spent a VP, flip it to the gray side. At
VPs are won as the game progresses, so it is important the end of the game, the side with the most VPs wins.
BATTLE MODE
SCENARIOS
In this Game Mode, opposing parties go in search RANDOM SCENARIOS
of fortune and glory, only to chance upon a rival! Be To randomly determine which scenario players will
warned, the sound of battle can draw the attention of play, they simply roll and consult the table below.
malicious parties and wild beasts…
Ruined holds, forgotten tombs, and lost barrows can Finally, players deploy their models. The player with
be found in the hidden places of Skyrim, and many Setup Priority chooses one deployment zone – A or B.
hold great riches. As the civil war rages, both sides The other player uses the opposite deployment zone.
seek to secure the valuable treasures and ancient,
magical weapons within, to equip their own brave SPECIAL RULES
soldiers and deny them to their cunning enemy. This scenario uses the Adversaries, Objectives and
Treasure Special Rules.
SETUP
Adversaries that begin the game in play are deployed
Setup battlefield scenery as described in the Pre-Game
in the neutral zone (outside either player’s deployment
Sequence (see p.2).
zone). Take it in turns starting with the Player with
The board is bisected horizontally. Beginning with the priority placing a random Adversary model one at a
player with Setup Priority, Objectives are placed one at time. Each Adversary model must be placed in contact
a time, on or within 3” of the center line. with an Objective Token. Each token may only have
one Adversary model placed in contact with it. If
Next, beginning with the player with Setup Priority,
players run out of available Objective Tokens, begin
players take it in turns to place a number of Treasure
using Treasure Tokens, and then finally any leftover
Tokens in the neutral zone one at a time.
models are placed along a non-deployment edge at
least 6” away from any models .
VICTORY CONDITIONS 3” Deployment Zone A
In addition to VPs awarded for Objectives, players gain
Victory Points in the following circumstances:
Neutral Zone
❖ Each enemy model removed as a casualty: 1 VP
3”
Bisection Line
OATHS
Players may declare they will be attempting as many 3”
as they like of the following Oaths during this game.
Neutral Zone
Each Oath can only be completed once by each
player. If by the end of the game a player has not
completed an Oath, they lose 1 VP from their total. 3” Deployment Zone B
Adversary Attacker
Treasure Player Home Deployment
Spawn Edges Quarter Quarter Edges
Attacker
Player Home Treasure Adversary
Deployment
Quarter Quarter Spawn Edges
Edges
VICTORY CONDITIONS OATHS
Players gain VPs in the following circumstances: Players can each choose to try and complete as
many of the following Oaths during this game.
❖ At the end of each round if their Party controls
Each Oath can only be completed once by each
a treasure quarter: 1 VP.
player. If by the end of the game a player has not
❖ At the end of each round if their Party controls
completed an Oath, they lose 1 VP from their total.
the enemy home quarter: 3 VP.
Defender
Deployment Zone
WEAPON OF LEGEND
My Champion will remove or Incapacitate an FEAR THE DARK
enemy player model using an item gained My Party will remove or Incapacitate an
from a Treasure Token. enemy model via a Sneak Attack.
2 VP 2 VP
Deployment
Zone A
en
Zo
re
su
ea
Tr
Deployment
Zone B
collected the Treasue Token, and now count as holding to the point on the battlefield that the model
the token from then on. Treasure Tokens may not previously occupied.
be pickpocketed, and are not counted as in being a
model's inventory for any other purposes. However VICTORY CONDITIONS
they may be passed to other models in the same way Players gain or lose Victory Points in the following
as equipment. circumstances:
If a model is removed from play, the Treasure Tokens ❖ Each Treasure Token Searched: 2 VP.
will be dropped at their last location and may be ❖ Each Treasure token held at the end of the game:
collected. To do so, a Model must be in base contact 2 VP.
with the token. They can then spend one action per ❖ Each Treasure Token collected from a Removed
token to collect them. This is not a search action, does Enemy Model: 1 VP.
not give a model a treasure card, or have any effect
other than the model collecting the dropped token. OATHS
Players can each choose to try and complete as many
When a model holding a Treasure Token dies, they
of the following Oaths during this game. Each Oath
will drop all their held Treasure Tokens. To drop the
can only be completed once by each player. If by the
Treasure Tokens, remove the model from play, then
end of the game a player has not completed an Oath
place all held Treasure Tokens as close as possible
they lose 1 VP from their total.
Attacker
Treasure
Deployment
Zone
Zone
VICTORY CONDITIONS ATTACKER
Players gain or lose Victory Points in the following ❖ Destroy a tent represented by a Strategic Token: 3 VP
circumstances: ❖ Destroy the tent represented by a Puzzle Token: 5 VP
DEFENDER OATHS
❖ Each tent not destroyed at the end of Round 6: 1 VP. Players can each choose to try and complete as many
❖ Each enemy Follower removed from battle: 1 VP. of the following Oaths during this game. Each Oath
❖ Each enemy Hero removed from battle: 2 VP. can only be completed once by each player. If by the
❖ Enemy Champion removed from battle: 3 VP. end of the game a player has not completed an Oath,
they lose 1 VP from their total.
Treasure Zone
THE ART OF
DESTRUCTION LEAD BY EXAMPLE
My Party will remove or Incapacitate an enemy My Party Champion will remove or
player model using a Destruction Spell. Incapacitate an enemy player model.
2 VP 2 VP
Scenario 1:
ANCIENT RUINS
Scenario 2: Scenario 3:
THIS LAND AMBUSH
IS OURS
Imperials Win Stormcloaks Win
THE PARTY
When forming a Party for the start of a campaign, all Party Champion must stay the same throughout
of the usual rules apply, the Gold Septim limit of the the campaign.
Party is agreed upon by the players, and all players in
The campaign begins with Battle mode Scenario 1:
the campaign must adhere to that limit.
Ancient Ruins. Depending on the outcome this leads
The choice of a Party Champion is vital. You may players down a differing path.
choose your Party anew for each game, but the
POST-GAME SEQUENCE
Once the victor of the game is determined, players scenario. Any treasure discarded is added back into
will refer to the Campaign Consequences table to the Treasure Deck for the following scenario.
determine which scenario to play next, as well as any
Between scenarios all models will replenish their
bonus or consequence that will be applied to their
Health, Stamina and Magicka reserves to full. Surviving
forces during the next game.
leveled Heroes will start the following scenarios leveled.
After the game has finished, players may keep an
If a leveled Hero is slain during a scenario, it may
amount of collected Treasure Cards equal to the
return for the following scenarios but it is reverted
number of surviving models to use in the following
back to its non-leveled state.
FACTION OATHS
The following Oaths can be chosen in any game of this campaign. Each Oath can only be completed once per
player per scenario.
SHIELDWALL SHIELDBREAKER
(Imperials only) (Stormcloaks only)
Over half of my Party will end My Hero will use the Linebreaker Perk to remove
a turn with a Block Token. a Block Token from an enemy model.
1 VP 1 VP
SCENARIO CONSEQUENCES
SCENARIO 1: ANCIENT RUINS
FACTION WIN LOSE
Those filthy Stormcloaks didn’t stand a chance Regroup! These savages are too dug in around here.
against our Imperial Steel. We have our foothold, but Orders are to head back to camp to reinforce. Keep
stay alert. These dogs won’t give up that easily... an eye on the treeline, they say the Bear of Markarth
Move onto Scenario 2: This Land Is Ours. stalks this land.
Imperials
The Imperial player may add or subtract 1 to the result Move onto Scenario 3: Ambush.
of the Black Dice rolled for determining the The Imperial Player is the defender, also the Imperial
number of Adversaries spawned. In addition, the force may only use 1 Action during the first turn of
Imperial player places the first Adversary during set-up. the game.
Those milk drinkers may have won this day but I’ll
Look at them run with their tails between their legs!
be long in my grave before I let them pillage the
Come on, lets show them how a Nord hunts their prey.
relics of my ancestors. We must strike back!
Stormcloaks Move onto Scenario 3: Ambush.
Move onto Scenario 2: This Land Is Ours.
The Stormcloak player is the attacker. In addition,
During the post-game, the Stormcloak player must
any model may start the game with a Hidden Token.
discard all but one collected treasure from Scenario 1.
SCENARIO 2: THIS LAND IS OURS
FACTION WIN LOSE
Victory! Soon the entire province will be under
control of The Empire once more. Those traitors
Retreat! They fight like cornered rats but we can’t
don’t deserve the treasures of their ancestors.
suffer more losses today. Make camp, but keep
Without honor, the lot of them!
watch. Something lurks in the darkness...
Move onto Scenario 4: Lost Treasure.
Imperials Move onto Scenario 5: Light up the Night.
Once the Treasure Tokens have been deployed
The Imperial Player is the defender, in addition
during setup of Scenario 4, the Imperial player
randomly give the Stormcloak player one of your
may roll the Green Accuracy Dice and secretly
collected treasures from this scenario.
check to see the amount of Treasure Tokens that are
locked or unlocked.
Praise Talos! Our cause is true, soon Skyrim will They keep coming with their fancy armor and their
once again belong to the Nords. Onwards to their flimsy swords. We will not let them desecrate these
camp, let’s be rid of them for good. lands. One last fight, for Ulfric and for Skyrim!
Stormcloaks Move onto Scenario 5: Light up the Night. Move onto Scenario 4: Lost Treasure.
The Stormcloak player is the attacker, in addition The Stormcloak player will lose 1 VP in the next
during setup the Stormcloak player may place the scenario every time the Imperial player resolves a
first tent. Treasure Token.
SCENARIO 3: AMBUSH!
FACTION WIN LOSE
Those cowards thought they could take us by
Ulfric’s dogs have us on the run, we must make our
surprise, but none can stand up to the might of the
stand here, soldiers. For the Empire!
Imperial Legion! It’s time to crush this rebellion, and
secure this region for good. Move onto Scenario 6: Sovngarde Calls.
Imperials
Move onto Scenario 5: Light up the Night. The Imperial player must select one Hero in
the Stormcloak Party. If this Hero is slain during
The Imperial player is the attacker. In addition, during
Scenario 6 the Stormcloak player gains 5 VP.
setup the Imperial player may place the first tent.
Where’s your Emperor now? Send him a message: We'll come to your council, Imperial. But I doubt any
Stormcloaks Skyrim will be free! good will come of it.
ADVERSARY FORCES
The key difference between Delve Mode and Battle ❖ All models in the Adversary force must be from
Mode is that, in Delve Mode, games are played the same Faction, with the exception of
against the ‘artificial intelligence’ of the Adversaries Monsters and Beasts, which may join any
in play. After deciding on the Gold Septim limit of the Adversary Faction.
game, simply choose Adversary models from your
❖ Take the corresponding Adversary Faction
collection to the prescribed limit, using the gold value
Reference card for each Adversary Faction in play,
on their Adversary cards.
and place it near to the Adversary Cards.
❖ For every full 100 Gold Septims in the player
Before the player Party deploys, draw half (rounding
Party, the Adversaries add 25 Gold Septims to
down) of the Adversary Number Tokens from the Spawn
their total value (this compensates for the random
Pool. Place these one at a time as dictated by the
aspect of their activation).
scenario. Once all the tokens are placed, flip them to
❖ An Adversary force must comprise a minimum of see which Adversaries they are, and place those models
four models. in play. All other Adversaries are held in the Spawn Pool.
RANDOM SCENARIOS
To randomly determine which scenario you play, simply roll and consult the table below.
"Whiterun's walls are tall, but they are old and crumbling,
like the Empire whose Legion lines them. They've
barricades to block us, but we'll tear through
them and the Imperials behind them!"
– Galmar before the Battle for Whiterun
DELVE MODE SCENARIO 2
THE LAIR OF THE BEAST
❖ Round Limit: Special Then, the player(s) place a number of Treasure Tokens
❖ Environment: Dungeon in the treasure zone.
In an isolated backwater, the locals tell tales around Next, place Adversaries following the rules in the
their fires of a creature of rare power, that holds Scenario Special Rules.
sway over its fellows. Many times, bold hunters set
Finally, players deploy their models in contact with the
out to bring back its head, but none have succeeded.
player deployment edge.
Many have not returned at all… Now, the Jarl has
set a reward for the culling of this creature, attracting
SPECIAL RULES
adventurers from across the land.
This scenario uses the Adversaries and Treasure
Special Rules.
SETUP
Setup battlefield scenery as described in the Pre-Game Adversaries that begin the game in play are deployed
Sequence (p.2). in the treasure zone. Adversary models must first be
placed in contact with a Treasure Token, with any
The board is bisected diagonally. One half of the
leftover models added to the Spawn Pool.
board (except for an area with a 6” radius from the
corner) is nominated the treasure zone. A Puzzle
THE BEAST
Objective is placed in the corner beyond the treasure
The Adversary with the highest gold septim cost is
zone, as shown.
the creature known locally as ‘the Beast’ (if there
are several model of equal value, the players may
choose which is the Beast). This model adds to
its attack Tests and Armor Rating for the duration of
the game. The Beast does not begin the game on
Adversary Spawn Edge the board. Immediately spawn The Beast in contact
with the Puzzle Token once a non-hidden player
model enters the treasure zone. The Beast activates
in every subsequent round in addition to the number
of Adversaries that would normally be allowed to
Adversary Spawn Edge
Players’
Deployment
Edge
VICTORY CONDITIONS In addition to VPs earned for searching Treasure
The game ends when the Puzzle Objective is Tokens, players gain Victory Points (VP’s) in the
successfully solved, or the player’s Party is wiped following circumstances:
out. A model may not attempt to solve the Puzzle until
❖ The Beast is removed from play: 3 VP
the Party has earned the requisite number of Victory
❖ Each normal enemy model destroyed: 1 VP
Points (see table below).
Neutral Zone
VICTORY CONDITIONS The game ends when the Round Limit is reached,
Players gain Victory Points in the following or one side has been wiped out (in which case the
circumstances: opposite side wins). At the end of the game, the player
Party’s result depends on the number of Victory Points
❖ If there is at least one player model and no
scored, as follows:
Adversaries within 3” of the Standing Stone at the
end of each round: 3 VP. LOSE, NARROW OR SOLID VICTORY?
❖ If there is an equal amount of Player models and GOLD SEPTIM LOSE NARROW SOLID
Adversaries within 3” of the Standing Stone at the
LIMIT VICTORY VICTORY
end of each round: 1 VP. 0-99 0-7 VP 8-11 VP 12+ VP
100-250 0-8 VP 9-13 VP 14+ VP
251+ 0-9 VP 10-15 VP 16+ VP
OATHS
Players can each choose to try and complete as many
of the following Oaths during this game. Each Oath
can only be completed once by each player. If by the
end of the game a player has not completed an Oath
they lose 1 VP from their total.
ANCIENT GRAVES
Players At least 25% of the Adversary models (round up to
Deployment the nearest whole number) must be Undead and/or
Zone Vampires.
Adversary Spawn Edge
VICTORY CONDITIONS
Players gain Victory Points in the following
ne
Li
circumstances:
n
io
ct
se
Treasure Zone
The game ends when the Round Limit is reached,
or one side has been wiped out (in which case the
opposite side wins). At the end of the game, the player
Party’s result depends on the number of Victory Points
Zone
Adversary
SPECIAL RULES
This scenario uses the Adversaries, Special
ne
following modifications.
io
ct
se
Bi
Treasure Zone
Adversary
Spawn Edge
The player models must attempt to leave the playing Players gain Victory Points in the following
area by moving through the opened Puzzle Door. This is circumstances:
the only way a model can voluntarily leave the gaming
❖ Finding the Golden Claw: 2 VP.
area. To escape, a model must have enough Basic
❖ Enemy model removed from game: 1 VP.
Movement Allowance to take it at least partially beyond
❖ Each Chest Searched: 1 VP.
the edge of the board – remove the model from play
(it does not count as a casualty). While it is open, the Victory points can be used to Level Up Heroes as
Puzzle Door Objective is treated as Open Terrain. normal, but are not used for determining victory
conditions in this scenario.
VICTORY CONDITIONS
❖ The players win if at least half their models OATHS
escape through the Puzzle Door before the round Players can each choose to try and complete as many
limit is reached. of the following Oaths during this game. Each Oath
can only be completed once by each player. If by the
❖ The players lose if their Party is wiped out, or at
end of the game a player has not completed an Oath
least half of the players’ models do not escape
they lose 1 VP from their total.
through the puzzle door.
Adversary
Deployment Edge
VICTORY CONDITIONS Victory points can be used to level-up Heroes as
❖ The players win if The Master is slain. normal, but are not used for determining victory
❖ The players lose if their Party is wiped out. conditions in this scenario.
The Imperial Legion are ready to defend the realm, Resin: MUH051929
led by Hadvar and an Imperial mage Plastic: MUH052030
Miniatures are supplied unassembled, unpainted, and are not shown to scale.