
The Elder Scrolls - Betrayal of the Second Era
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FroGames — Moments You'll Remember
Someone drinks a potion at the wrong time. Someone screams 'wait, I have an idea' when it's too late. And in the end, everyone talks about that time you saved Tamriel.
WHAT IT'S ABOUT
A cooperative adventure in the heart of Tamriel's Second Era
The Elder Scrolls: Betrayal of the Second Era brings the universe of Tamriel to the tabletop during the events of the Planemeld. Designed by Josh J. Carlson, Michael Gernes, Logan Giannini, Ryan Howard, Salem Scott, and Josh Wielgus for Chip Theory Games, the game puts you in the shoes of adventurers who must stop the plans of the Order of the Black Worm. While the cult conspires to seize the Amulet of Kings, one of its members is orchestrating an even darker betrayal.
Each adventure takes place over three two-hour sessions plus half an hour per player. You explore regions of Tamriel, build your character by balancing skill lines and classes, tackle dungeons, and fight in confined spaces. Progression is generous, choices are meaningful, but you don't have to remember complex plot points between sessions.
What they say abroad
This is the Skyrim experience you've been waiting for at your table.
This is the Skyrim experience you've been waiting for at your table.
— FroGames
Three sessions, endless builds, one unforgettable betrayal.
Three sessions, endless builds, one unforgettable betrayal.
— FroGames
The Elder Scrolls: Betrayal of the Second Era
The game officially supports 1 player with dedicated rules. The experience is complete: manage a single hero through the three sessions, with all progression and exploration intact. It loses the tactical group interaction but gains a more meditative pace perfect for solo RPG lovers.
Your arsenal
What you find in the box
Regions of Tamriel
Modular hexagonal board that recreates iconic provinces. Each region has unique mechanics and specific flavor.
Skill lines
Complete progression trees. Choose class, abilities, specializations. Build your hero exactly like in the video games.
Dice and icons
Resolution system based on dice rolls and icons. Fast, tactical, always readable.
374 game cards
Four different formats: items, events, enemies, abilities. The heart of the progression and combat system.
Recommended sleeves 463 cards in 4 sizes ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 62 × 87 mm | 374 |
| 70 × 210 mm | 35 |
| 64 × 120 mm | 30 |
| 102 × 210 mm | 24 |
| Total cards | 463 |
In nine hours, you will have saved Tamriel. Or died trying. Either way, you'll have a story to tell.
A game in five acts
What happens at the table
Not the rules. The experience.
Setup and hero selection
Unroll the modular board, choose your heroes, read the adventure introduction. Someone wants to be the mage, someone the warrior, someone asks if they can be an archer rogue. Yes, you can.
First exploration
You move on the map, draw events, meet NPCs. The world takes shape. Someone finds a legendary weapon on their first roll. Someone gets attacked by a bear. Welcome to Tamriel.
First dungeon
You enter the first dungeon of the campaign. The board changes, the rules tighten, every hex counts. Someone says 'wait, let's read carefully before moving'. Too late.
Epic level up
End of the first session: distribute experience, unlock new abilities, buy equipment. Your character is no longer the same. Someone already has their complete build in mind for session three.
The betrayal is revealed
Third session, final boss, the betrayal emerges. The cards are revealed, the dice fly, someone shouts 'I still have a potion'. Win or lose, you're exhausted and happy nonetheless.
How to play
The flow of each round
A round is divided into exploration, combat, and event phases. The pace constantly changes.
Each hero moves on the modular map. You explore new regions, trigger events, enter dungeons. Route choices matter.
You use abilities, items, interact with NPCs or enemies. The ability tree system offers dozens of combinations.
You roll dice, resolve icons, apply effects. Fast but tactical: every symbol can change the outcome of combat.
Draw event cards, manage narrative consequences, prepare for the next turn. The story progresses, betrayal draws near.
Why it's different from others
Six mechanics that make a difference
Three sessions, one story
Each adventure lasts three two-hour sessions. No need for photographic memory: key information is tracked on sheets. You can change groups between sessions without losing coherence.
Generous RPG progression
Experience comes in abundance. Build complex builds, unlock talents, change equipment. It's not a linear dungeon crawler: it's a tabletop role-playing game.
Regions with identity
Each province of Tamriel has unique mechanics and flavour. Skyrim plays differently from Morrowind, which plays differently from Cyrodiil. It's not just scenery: the system changes.
Icon-based combat
No endless tables. Roll dice, read icons, resolve. Fast, readable, never ambiguous. Depth lies in abilities, not exceptions.
Modular setup
Modular board, variable decks, randomized events. Each game reconfigures Tamriel. Replayability is structural, not an add-on.
Betrayal looms
It's not just a dungeon crawler: there's a narrative betrayal at the heart of the campaign. Discover who, what, why. And then stop it, if you can.
How it ends
How to win and how to lose
At the end of the third session, either you've stopped the betrayal or Tamriel is lost.
Victory
- Complete the narrative objectives of the three sessions
- Survive the final boss and uncover the traitor
- Tamriel is safe, the Planemeld is stopped
Defeat
- All heroes are eliminated during the adventure
- Fail a critical campaign objective
- The betrayal is complete and Oblivion consumes Tamriel
This is the most ambitious cooperative dungeon crawler in the Elder Scrolls universe. Three evenings, one campaign, endless builds. If you love Skyrim, this is your game.
Frequently asked questions
FAQ about The Elder Scrolls: Betrayal of the Second Era
Do I need to know Elder Scrolls video games to play?
No. The game is self-contained and introduces all necessary concepts. If you know the world of Tamriel, you'll appreciate the flavour, but the mechanics stand on their own. It's designed for tabletop players, not just video game fans.
Can I play only one session at a time?
Yes, that's exactly how it's structured. Each adventure lasts three 2-hour sessions + 30 minutes per player. You save the state on dedicated sheets and pick up next time. No need to remember everything by heart.
Does the group always have to be the same?
No. The system allows you to change players between sessions. Progression is tied to the characters, not the players. If someone can't make it to the second session, someone else can control that character.
How complex is it compared to Gloomhaven?
Less complex but more RPG. BGG weight 4.07, so it's not light, but the icon system makes combat much faster. Complexity lies in character building, not action resolution.
Is it available in Italian?
Yes. This Pendragon Game Studio edition includes components, cards, and rulebook completely in Italian. All narrative texts and descriptions are localized.
The Elder Scrolls: Betrayal of the Second Era is a cooperative game for 1 to 4 players, ages 14+, lasting 120-240 minutes. Designed by Josh J. Carlson, Michael Gernes, Logan Giannini, Ryan Howard, Salem Scott and Josh Wielgus for Chip Theory Games, it brings the world of Tamriel to the tabletop with a complete RPG progression system. Each adventure lasts three sessions, featuring a modular hex board, dice and icon-based combat, and a narrative campaign culminating in the titular betrayal. Published in Italian by Pendragon Game Studio. Available on FroGames.it.

The Elder Scrolls - Betrayal of the Second Era
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