The Elder Scrolls: Betrayal of the Second Era

The Elder Scrolls: Betrayal of the Second Era

Travel cooperatively across Tamriel, undertake guild quests, and build adventurers from races, classes and skill dice across a linked three-session campaign.

The Elder Scrolls: Betrayal of the Second Era supports 1–4 players; community best: 2 players; playing time: 120–240 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

The Elder Scrolls: Betrayal of the Second Era is a cooperative adventure for 1–4 players. A campaign normally spans three sessions: two province-based guild quests followed by an endgame. Players jointly choose their route, encounter responses and battle plans while developing individual adventurers.

Each adventurer combines a race, a class and trainable skill lines. Skills take the form of dice, but rolled dice often enter a cooldown track; repeated engages and hurried travel add fatigue that interferes with recovery. Experience improves each adventurer and also tracks party progress, which determines the size of many enemy pools.

Every overland day balances quest progress against town services, side quests and recovery. Battles use a hex map in three modes: clashes, expanding delves and preassembled dungeons. An encounter may require clearing enemies, defeating particular units or collecting skyshards, so the current objective matters as much as damage.

Core rules & scoring

  1. Setup: Choose a province and difficulty, prepare its enemy bags and encounter decks, and create each adventurer’s race, stats, starting skills and class. For the first session, jointly choose one of three drawn guild cards and follow its gazetteer setup; later sessions use the province and quest recorded after the previous session.

  2. Day sequence: Advance the day, then resolve Overland, Encounter, Reward and End of Day phases. Normally the first day is spent in the starting town. Complete the guild quest by the end of day 12; failing a required quest step or running out of days normally ends the campaign.

  3. Travel and encounters: Base movement is up to three adjacent hexes, modified by province effects. Extra movement adds light fatigue to every adventurer and cannot exceed the base movement allowance. The final location triggers, in priority order, a guild/side quest, town or landmark encounter; follow its text for peaceful choices or battle.

  4. Towns and advancement: Each adventurer normally has two town actions for shopping, skill-line training, inns or side quests; a group action costs one action from everyone. During rewards, each adventurer receives XP and may buy stats, skill dice or better Cooldown. Skill dice require the trained line and appropriate level prerequisites; retain at most three unspent XP.

  5. Battle setup and rounds: Assemble and deploy according to clash, delve or dungeon rules. Normal enemy pools use party size and XP; session finales instead use difficulty tables. Each round resolves adventurers, companions and then enemies, with enemies acting from highest level to lowest and following their targeting priorities.

  6. Adventurer turns: Recover dice from the left of the cooldown track according to Cooldown, then perform movement, engages, class abilities or delve exploration. Each engage obeys battle form, sight, range and Stamina/Magicka dice limits. Every engage after the first adds one light fatigue, or two on Expert. You may engage, complete one move, then engage again, but cannot interrupt a move with an engage.

  7. Cooldown and attrition: Exhausted skill dice enter cooldown; drained skill dice leave the available pool for that battle. Normal recovery moves overfatigue to the back of the track instead of clearing it. After round five, fatigue rounds add overfatigue and deal true damage based on its total in the track, putting pressure on the party to finish or retreat.

  8. Ending and saving: Battles normally finish after the current round when the objective is achieved, the party retreats or everyone is defeated. Recover drained skill dice after battle, but do not clear the entire cooldown track. End-of-day healing and limited dice removal depend on difficulty. A successful guild quest ends after rewards, skipping End of Day; record and store progress for the next session. Win by completing the third-session endgame.

Rules & gameplay questions

Must I know the video games or finish the campaign in one sitting?

No prior video-game play is needed. The rules organize a campaign into three linked sessions and provide procedures for recording and storing adventurers between them; characters do not reset after every encounter. For a first game, the official rules recommend Black Marsh and the Jailbreak introduction.

Do drained dice and cooldown dice both return after battle?

They use different procedures. End of Battle Cleanup recovers drained skill dice, while dice in cooldown remain there. Official errata correct page 23: this automatic recovery of drained dice happens after battle, not during Adventurers Rest at the end of a day.

Can I engage both before and after moving?

Yes: engage, complete one move, then engage again. The official FAQ explains that page 59 prevents a second move on a turn with engages and prevents interrupting a move with an engage. Additional engages still incur fatigue.

Does losing any battle end the campaign?

An ordinary encounter can fail and play can continue through its failure procedure; full party defeat normally returns the party to the nearest town. A failed guild quest step ends the session and campaign unless that step provides an exception. Guild assist and the current quest instructions can affect the outcome.

Do status effects, bonus HP and fatigue all reset after battle?

Status and fatigue dice in an adventurer’s cooldown track do not all disappear automatically. Bonus HP is removed after battle and does not count as ordinary HP or healing. Distinguish battle cleanup from end-of-day rest and inns: an inn fully heals and clears fatigue/status dice while recovering exhausted and drained skill dice.

Rules & introduction sources
Edition
Base game for 1–4 players, using the official English v1.0 rulebook plus current official errata and core FAQ. Spoiler-free; excludes gazetteer quest details, individual skill catalogues and expansions. The v1.1 black-overfatigue supply adjustment announced in 2026 is identified as a later rule and is not silently mixed into this v1.0 baseline.
Introduction source
BoardGameGeek

WANGO editorial

The Elder Scrolls: Betrayal of the Second Era · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#135
Complexity Weight4.09 / 5
Best player count (community)2
Player range1–4
Playing time (minutes)120–240
Core mechanismsCooperative Game · Dice Rolling · Die Icon Resolution · Hexagon Grid · Modular Board · Role Playing · Scenario / Mission / Campaign Game · Tech Trees / Tech Tracks · Variable Player Powers · Variable Set-up
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2025
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for The Elder Scrolls: Betrayal of the Second Era, and can I play online?

The Elder Scrolls: Betrayal of the Second Era supports 1–4 players; community best: 2 players; playing time: 120–240 minutes. A WANGO browser trial has not been confirmed.

How complex is The Elder Scrolls: Betrayal of the Second Era, and which mechanisms does it use?

Weight: 4.09 / 5. Mechanisms: Cooperative Game · Dice Rolling · Die Icon Resolution · Hexagon Grid · Modular Board · Role Playing · Scenario / Mission / Campaign Game · Tech Trees / Tech Tracks · Variable Player Powers · Variable Set-up. Chinese publication: Unconfirmed.

Where can I learn The Elder Scrolls: Betrayal of the Second Era?

No rule guide, strategy article or WANGO trial has been confirmed for this record.