Modiphius | The Elder Scrolls: Skyrim - Adventure Board Game | Board Game | Ages 14+ | 1-4 Players | 60-120 Minutes Playing Time

£10.995
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Modiphius | The Elder Scrolls: Skyrim - Adventure Board Game | Board Game | Ages 14+ | 1-4 Players | 60-120 Minutes Playing Time

Modiphius | The Elder Scrolls: Skyrim - Adventure Board Game | Board Game | Ages 14+ | 1-4 Players | 60-120 Minutes Playing Time

RRP: £21.99
Price: £10.995
£10.995 FREE Shipping

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Description

Does this mean that I can sneak with three dice if I don’t have any sneak value? Yes. You would only roll 3 dice, but it’s sometimes worth a try. Whilst we will do everything we can to meet the delivery times above, there may be factors outside of our control and we cannot guarantee delivery within this time frame. Of course, both the event cards and the rulebook (later on) specify what happens to the stronghold when a roaming monster reaches it: it gets degraded, which means a threat token is applied. However, nothing within the game demo specifies what happens to the roaming monster itself. From sources outside the demo it seems the monster is then removed from the board. Each decision matters, choose wisely and you may live to tell the tale of how you too used to be an Adventurer!

The game’s plot promises a prequel to the events of Skyrim that focuses on the Blades, an organisation of dragon hunters and general protectors of the land of Tamriel. I expected campaign narratives that would significantly build upon the existing world, but Skyrim the Adventure game offers thin, minimalistic writing that expects you to be content with name-drops to lore you’ll already have learned from playing the videogame. If it’s been a while since you’ve played Skyrim and you can’t really remember who the Blades are, the game isn’t going to wait around to explain it to you. The world of Tamriel, where all of The Elder Scrolls video games are set, has a rich history that extends for thousands of years. Skyrim - The Adventure Game similarly has its place in that timeline. I’ve also come to assume that the roaming monsters also only move when specified by an event card, thus will in most game turns simply be stationary obstacles unless an active event keeps them on the move? (though I’m aware no such active event exist, at least in the demo) One of the players I started playing the campaign with cannot attend the next session. Is it possible to “freeze” his character for the session and keep on playing? Unfortunately, no. The game is structured so that the number of players affects some setup requirements, therefore changing the number of players could result in the chapter not being finished. In that situation, we recommend asking the other players to use their character cooperatively.I hope that somewhere, as Todd Howard ponders the infinite in the final stages of developing Starfield, he is enjoying his copy as well. Build your unique character, upgrade your equipment, delve into dungeons and travel across the Holds of Skyrim. Gain experience, find treasures and battle Draugr, Daedra, Dragons and more. The game’s contents do an excellent job faithfully recreating the look of the Skyrim videogame. However, their success is tarnished a little by one thing – inconvenience. Roaming Monsters move as a result of Event cards or specific game events (such as results of Quests.) At the beginning of the game (what’s in the demo), Roaming Monsters are more infrequent and move less often. Later on, there are Chapter-encompassing conditions that spawn and even move all Roaming Monsters of a specific category every turn, making them much more impactful. There are plenty of different ways in which these Monsters are used, and they take center stage in some Chapters. When exploring a Dungeon, what’s the difference between escaping after an Encounter and escaping during Combat? If one or more players decide to leave the dungeon in between encounters (i.e. if there’s no face-up card in the dungeon) there’s no penalty for this decision. However, if a player escapes during Combat, they will have to assign a threat token to one of their cards or to the Stronghold chart.

I’ve been tooling around this little two-dimensional world for weeks now, poking at the game here and there while passing through the room. The pace of play feels more like a puzzle than a traditional board game, and I’m fine with that. In fact, this may be the first time I’ve really connected with the solo mode in a board game for an extended period of time. Added 2 new City and 2 new Wilderness cards. Each of these 4 cards opens a new Personal Quest, with several steps each. Added Encounters, Equipment and Status cards for the 4 new Personal Quests. Total new cards added: 25. Updated the rulebook. If I have a Heavy Armor equipped, would I automatically fail a Sneak skill test out of Combat? No. The rules regarding Heavy Armor and Sneak only apply in Combat.Seems I overlooked the “remove the token” part on the cards, if I didn’t misread it as “adding a threat token” instead… Sorry about that! If you have a Skyrim superfan in your life, I simply can’t recommend this little gem enough. While it’s unlikely to draw in board game grognards without previous experience with Bethesda’s masterpiece, it’s just the thing for those who have traveled the woods in search of frost trolls, dragon masks, and magical swords.

Finally, I’m left to wonder if it’s possible to escape combat with roaming enemies like you can with dungeon battles? And if one succeeds in escaping (assuming one can) how does this affect the players move? (limited to that one tile move perhaps?) I mean, seems kinda harsh if these battles are entirely “fight to the death” scenarios. The main way that players interact with the game is through pursuing quest lines that are triggered by players drawing campaign cards at the beginning of the game. This aspect of Skyrim: Adventure Game is actually quite impressive, as quest lines are randomly assigned to players - as if their character has stumbled across this storyline in their own unique way - before smoothly leading from one quest into the next via a kind of choose-your-own-adventure-style system. The Skyrim board game comes with a collection of miniatures representing various different species.Imagine you’re climbing the face of a six-sided pyramid,” Modiphius founder Chris Birch said in an interview, “and we’re all climbing towards the top; one big finale. But on my pyramid, I can go up the right, I can go up the left, I can go up the center. So I’ve got multiple choices to get to the top of my side of the story with my play style. But there are six other sides.” The Skyrim board game injects railroading and randomness into this feature. The six playable characters have special abilities tied to skills that mean not levelling up into a specific build is a poor choice. The system for upgrading and enchanting your favourite items also relies on random card draw, meaning it’s entirely possible you’ll draw a bunch of cards that offer nothing to your intended build. Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you. The contents of the game box also don’t seem to justify the price of Skyrim The Adventure Game. The box includes an enormous game board, smaller character boards, six plastic miniatures, various game tokens, dice, and over 800 cards. These cards cover the majority of the gameplay, featuring quests, monsters for dungeons, characters, items, upgrades, events, and rules reference cards. Whenever a monster is prompted to move towards a Stronghold, the card or event that prompts that movement also specifies what happens when the monster reaches the Stronghold. For example, the Event “Daedric Invastion” says: “Move one Daedra token toward the nearest Stronghold.



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