The Elder Scrolls: Betrayal of the Second Era

2025 · ファンタジー

The Elder Scrolls: Betrayal of the Second Era

Players take on heroes in Tamriel’s Second Era and cooperate to uncover a cultist conspiracy during the Planemeld. Adventures span a multi-session campaign structure where each scenario plays out over three sessions, with each player controlling a single hero across those sessions. Gameplay mixes region-by-region exploration, dungeon delving, and tactical close-quarters combat while characters advance through multiple skill lines and classes. Experience is awarded to enable significant character customization within the campaign timeframe, and each region introduces distinct mechanics and thematic challenges. Sessions run around two hours plus additional time per player, with progression designed to be meaningful without requiring long-term group continuity.

プレイ人数
1–4 ベスト2人
プレイ時間
120–240分
対象年齢
14+
複雑さ
4.1 / 5
9.3 Ludoyaで¥35,450からダイス冒険協力型ゲームテックツリー / テックトラックロールプレイ

Ludoyaのテーブルでは

Ludoyaで詳しい統計を見る
263
記録されたプレイ
83
プレイヤー
2h 53m
平均プレイ時間
54
コレクション登録
20
ウィッシュリスト登録
15
予約済み

9.3/10

Ludoyaのレビュー24件より

  • 楽しさ10.0
  • インタラクション10.0
  • リプレイ性10.0
  • 独自性10.0
  • 見た目10.0
  • アクセシビリティ6.0
  • Professor Mompi10.0

    El millor joc de taula de campanyes "curtes" que he jugat mai, una passada que el tindria parat a la taula durant mesos jugant-lo cada dia.

  • Xisco10.0

    J U E G A Z O, brutal la inmersión y los combates, muy dinámico, me encanta.

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ルールに関する質問

Ludoyaのルールアシスタントがルールブックに基づいて回答しています。

When and how do my skill dice recover from the cooldown track?

During your Recovery step at the start of your adventurer turn in battle you remove dice from the left of your cooldown track equal to your Cooldown stat and immediately recover skill dice to their attribute slots; dice can also be removed during Adventurers Rest, an inn town action, or other effects (see pages 23, 59).

If I engage more than once in a turn, when do I gain fatigue?

Your first engage each turn does not give fatigue, but each additional engage that turn causes you to gain 1 light fatigue (2 on Expert difficulty) when you perform that extra engage (see page 59).

How do active slots work — do dice placed there get exhausted right away?

Dice placed in active slots remain there until removed by the ability, you choose to remove them, or the battle ends; if you remove an active die without resolving its ability (or when the battle ends/you’re defeated), it is exhausted and placed into the cooldown track (see pages 24, 60).

How does lockpicking work — what are attempts, key digits, and can I change die results?

A lockpick check lets you roll up to the card’s listed number of attempts (you must roll all 3 dice on the first attempt), key digits (spiked) must be matched first, you may keep matching dice between attempts, and you may adjust die results by gaining light fatigue (each light fatigue lets you rotate one die result by ±1) (see pages 68–70).

What happens in fatigue rounds and how does overfatigue deal damage?

At the start of each fatigue round each adventurer gains 1 overfatigue die, then is dealt true damage equal to the total number of overfatigue dice in their cooldown track; true damage cannot be prevented unless an effect specifically says otherwise (see pages 57, 23, 63).

When can I explore a delve hex and how must the new tile be connected?

An [entrance] hex is explorable if it’s an edge hex, not already explored, and the delve still has undrawn skyshards; when exploring you draw the delve card, place the matching tile so one of its entrance hexes is adjacent to the explored hex (both entrance hexes must touch along a common edge) and follow placement rules in the Delve Exploration steps (see pages 75–77).

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