Foundation Rules
Game Overview
The Elder Scrolls: Betrayal of the Second Era is a cooperative adventure game for up to four players. It is meant to be enjoyed as a campaignCampaignsA campaign takes place across 3 game sessions.Rulebook pp. 49–50 played across three sessions, with each building on the last. During each session, your partyPartyThe party can include both adventurer and companion units.Rulebook p. 90 takes on a quest as agents of a specific guildGuildsLearn about the different guilds.Rulebook pp. 13, 46 in one of Tamriel's provincesProvincesEach province is represented by an overland map and gazetteer.Rulebook p. 15.
To complete that quest, you must journey, battle, and explore your way across one province of Tamriel—such as Black MarshBlack Marsh [BM]Native Skill - Storm Seer, which is presented in the tutorial. Across your sessions, you will develop and advance each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.Rulebook p. 90 by earning experience points (XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat.Rulebook pp. 12, 43) through completing encounters. To finish your campaign, you will complete an intense endgameEndgameEach province has its own endgame rules, which are described in its gazetteer.Rulebook p. 51 session to defeat a shadowy threat to the continent of Tamriel.
Foundation Rules
All of the game's rules are built on the following underlying principles.
Order of Precedence
The rulebook and its accompanying gazetteers are the definitive source of rules information. If published rules sources are in disagreement, the order of precedence is as follows:
- Officially-published errata.
- The text on a card or other game component (such as a skill line reference sheet or item card).
- The gazetteer for the current province.
- The rulebook.
- Officially-published tutorials and videos.
Conflicting Effects
- If a component's effect uses the word "cannotCannotIf a component's effect uses the word cannot, that effect cannot be overruled by another game effect.Rulebook p. 10", that effect cannot be overruled by another game effect.
- If a card or other game component's effects are in disagreement with each other and neither uses "cannot", the party may decide which to resolve and which to ignore.
- The word "mayMayThe word may always indicates a choice.Rulebook p. 10" always indicates a choice.
Corrections
Check the game's official frequently asked questions for any corrections to rules or components. The errata and FAQ answers that affect a rule on this site are shown on that rule's page.
Using the Rulebook
The rulebook is organized both to teach the game's concepts to new players and to be referenced for detailed questions that arise during play. Gameplay examples appear in red sidebars, rules call-outs in blue sidebars, and additional tips in yellow sidebars.
Many of the examples follow a party's first game session. They also appear, in order and with additional examples, in the separate Tutorial Guide, which is strongly recommended for your first playthrough.