User:Samantha Says/sandbox/campaigns
Copied cards for now
Tutorial (cg)[edit]
"Moivva Karnai, a servant of two masters. She obeys the commands of the Thalmor, the armed forces of the Aldmeri Dominion, and acts as their hands in Skyrim. But she also obeys me. For now, our goals are aligned but... how long will that last?"
The Blades (cg)[edit]
Chapter 1[edit]
A group of Blades escapes the Great War in Cyrodiil, hoping to find a safe haven in Skyrim. Once they are there, they try to build a normal life, but conflict follows them.
cards 160, 161, 162, and 163. Shuffle these 4 cards and deal one to each player. If there are less than 4 players, any remaining cards.
209 to begin playing and for Special Rules.
Chapter 2[edit]
The Blades find themselves targeted by a dark conspiracy across Skyrim, led by a Khajiit named Moivva Karnai. The Great War ends, and the Thalmor gain access to the province, putting the Blades lives in jeopardy.
213 to begin playing and for Special Rules.
Place all Player Figures in Solitude. cards 184 to 187, read the titles of the cards out loud and allow each player to select one. any remaining cards.
Chapter 3[edit]
Markarth is liberated from King Madanach and his Reachmen. Peace seems to reign in Skyrim. However, the Blades have been betrayed. One of their own has sold their colleagues to the Thalmor, and a Daedric Prince has become interested in the characters. The Prince’s voice beckons them to Markarth. Once they arrive, it whispers in their mind, suggesting murderous activities.
cards 229 to 232, read the titles of the cards out loud and allow each player to select one. Players can choose between trusting the Daedric Prince or seeking assistance at the College of Winterhold. Those who decide to trust the Daedric Prince can choose between cards 229 and 230. Those who decide to seek the assistance of the College can choose between cards 231 and 232. any remaining cards. card 216 to begin playing and for Special Rules.
Civil War (cg)[edit]
Chapter 1[edit]
25 years have passed. The Blades have grown older, and live a comfortable life pretending they’re just regular people. Increasing violence in Skyrim, and a message from an old friend, makes them shake off their rust and embark on a new adventure.
Each player selects their story:
- Apothecary: Start in Falkreath and 272. Gain the Alchemy Skill (Alchemy.)
- Thief: Start in Riften and 274. Gain the Pickpocketing Skill (Pickpocketing.)
- Courier: Start in Morthal and 273. Gain the Speech Skill (Speech.)
- Blacksmith: Start in Dawnstar and 275. Gain the Smithing Skill (Smithing.)
any remaining Main Quest cards. 270 to begin playing and for Special Rules.
Chapter 2[edit]
The High King has died. The Blades could have prevented it, but a group of Dunmer cultists got in the way. The characters need to stop the strange events that are driving Skyrim into chaos and violence.
410 and 416 and place them in 2 different World Quest slots. These Quests can only be completed by Imperial or Stormcloak players respectively.
296 as a quest for all Imperial players and 298 as a qust for all Stormcloak players.
294 to begin playing and for Special Rules.
Chapter 3[edit]
The conspiracy is bigger than anyone imagined. The Blades need to stop Oviron Salith, leader of the Dunmer cult of Boethiah, before the Civil War takes more lives.
317 to 320, read the titles of the cards out loud and allow each player to select one. any remaining cards.
S19 as a Status for the whole party.
405 to begin playing and for Special Rules.
Dawnguard (dg)[edit]
Chapter 1[edit]
After centuries in Attribution’s Share, Boethiah’s Oblivion plane, the heroes are sent back to Skyrim. Boethiah gives them a chance to win their freedom. The only task required of them is to help the Daedric Prince in her eternal fight against Molag Bal. They are reborn, rebuilt, recreated from their ashes.
Chapter 2[edit]
Clan Volkihar has destroyed the Hall of the Vigilants, leaving the bodies of the Vigilants to rot in the mud. Their influence is growing in Skyrim, but the Dawnguard is being reformed in the East. Sides have been taken, the time of reckoning is approaching.
577 and read it for all Vampire players. 578 and read it for all Vigilants of Stendarr players.
Chapter 3[edit]
As soon as the fight for the control of the Demetrius is over, Oviron Salith appears back in Skyrim. The heroes’ old nemesis returns. Memories of their time in Oblivion wash upon them. They need to find out why Boethiah let him go.
599 and read it for all players.
Mini Campaigns (fta)[edit]
Ghosts of Cyrodiil[edit]
Back in Cyrodiil, all your friends were massacred by the Thalmor. Some could say it was your fault. The ghosts of your friends are now here to haunt you. Help them find the peace they deserve; defeat them in combat and they'll be released.
Setup[edit]
- 683 to 692 and keep them apart as a separate deck. That's the Ghost deck. Place the figures of the Ghosts on the side of the board.
Mechanics[edit]
- The track at the bottom of the back of this card is called the Ghost track. It fills in when certain conditions are met, and indicates when Ghosts will move, and when they will be spawned. Use tokens to track its progression.
- Movement: Whenever the Ghosts move, they move one space towards the Starting PLayer. Ghosts cannot move into Strongholds or occupy the same space as any other Roaming monster. If a Ghost is in the same space as a Player Figure, they won't move.
The Ghost Track[edit]
Add to the Ghost track every time:
Whenever the Ghost track is filled, spawn the first Ghost of the Ghost deck and remove all tokens from the track. When the track reaches or surpasses the second of fourth space on the Ghost track, move all the active Ghosts one space towards the Starting Player. Every time a player a card from the Blades deck, fill the Ghost track.
- Spawning: When spawning a Ghost, always spawn the first one of the deck (the one with the lowest number). Ghosts are always spawned in any space of the Starting Player's choice. Every time a Ghost is spawned, remove all from the Ghost track. If a new Ghost needs to be spawned, and there are no spaces available, you lose the game.
The Dark Brotherhood[edit]
The Black Sacrament has been performed! A contract has been placed on the characters. Ten of the best assassins of the Dark Brotherhood hunt the players across Skyrim, vying to complete the contract by destroying them.
Playable during any chapter from Campaign 2 or the Dawnguard Expansion.
Once per Game Turn per Stronghold, each time a player enters a Stronghold, roll :
= Instead of entering the Stronghold, Clear 693.
: Continue your turn normally.
Each time a Dark Brotherhood assassin (cards 693 to 702) is defeated, their Encounter card.
Dwemer Automatons[edit]
The Dwemer disappeared from Tamriel centuries ago, but they left behind their deadly contraptions. Spiders, Spheres, and Centurions guard the entrances of their old cities. In their zeal to protect their masters' secrets, these killing machines will attack anything that gets close to them, including the heroes.
Playable during any chapter from Campaign 2 or the Dawnguard Expansion.
Shuffle 713 into the Event deck.
Every time a Dwemer Automaton (cards 703 to 712) is defeated, their Encounter card.
The Skeleton Army[edit]
The undead arise! Legendary corpses from ancient wars awake to defend their resting places. Approach the tombs and defeat these skeletons once and for all.
Playable during any chapter from Campaign 2 or the Dawnguard Expansion.
Shuffle 724 into the Event deck.
Every time a Skeleton (cards 714 to 723) is defeated, their Encounter card.
Draugr Invasion[edit]
Warriors of ancient ages rise from their tombs. Guided by motives unknown, the Draugr rise, terrorizing travellers and massacring populations. They will stand in the way of the characters, set on avenging grievances long forgotten.
Playable during any chapter from Campaign 1.
Once per player in an Encounter, when a player rolls a , 725 and add it to the battle, following Summoning rules. Each time a Draugr (725 to 734) is defeated, their Encounter card from the game.
Bandits![edit]
Marita Shuste, the self-proclaimed Bandit Queen, has summoned her followers to the wilderness of Skyrim from all over Tamriel. These low-lifes hide in the brush next to the footpaths of the province, waiting to ambush any and all adventurers that dare travel these lands. Defeat them all to restore tranquility and peace.
Playable during any chapter from Campaign 1.
Shuffle 745 into the Event deck.
Every time a Bandit (cards 735 to 744) is defeated, their Encounter card.
Grahkrindrog[edit]
A creature of legend and nightmare. Hundreds of years ago, Grahkrindrog terrorized the province of Skyrim. It's said to be the size of a palace. Grahkrindrog's resurgence from the ashes is bad news for Skyrim.
Add M1 to the Event deck of Campaign 2, Chapter 2.
Grahkrindrog occupies an entire Hold and prevents players exploring any spaces within the Hold.
Any player entering the Hold automatically fights Grahkrindrog.
Players entering the Hold from different paths can still fight Grahkrindrog together.
When moving Grahkrindrog following its World Quest rules, if there's more than one possible destination, the Starting Player may decide where to place Grahkrindrog.
Grahkrindrog World Quests cannot be failed, even if combat against Grahkrindrog is failed.
M5 and M6 cannot be harmed using attacks.
Card M14 includes the attack Kill. This automatically defeats the active player, ignoring Final Blow rules, unless avoided using a Defensive action.
Other[edit]
Blessings of the Divines (fta)[edit]
The Divines bestow their blessing to the pure-hearted who ask for it.
When in a Stronghold, a player may pray to the Divines to draw one of their Blessing cards. This doesn't count as an action. When drawing a Blessing, the player chooses which one they prefer and places it next to the game board as a Status for all players. At the start of every turn place a token on the Blessing card. When there are 3 tokens on the Blessing card, discard it and remove all tokens from it. You may only have one Blessing card at a time. If a player in a Stronghold prays to obtain another Blessing, discard the old one before drawing the new one.
Dungeon Puzzles (le)[edit]
Rumors of hidden entrances in Skyrim's dungeons have made their way to everyone's ears, yours included. Difficult to open, will the treasures within make it worth the effort?
Add each Dungeon Puzzle card to its respective dungeon deck in its correct order.
When revealing a Dungeon Puzzle card, draw another card from the dame deck and place it to its right, moving any other card to make space if necessary. Dungeon Puzzle cards do not count toward the Dungeon completion.
Encountering Dungeon Puzzle cards is not mandatory. You can simply reveal the next Dungeon card and continue exploring.
Solo Mode: Roll the enemy die to determine the Combination needed to succeed at the puzzle. Roll as many dice as needed - 3 or 4 - to attempt to match all icons. If unsuccessful you may either use as many as you have or Turn In 2 to set the face of one die. Once the symbols match the Combination, you may access the rewards.
Co-op mode: One of the players rolls as many dice as the Dungeon puzzle has symbols. Covering the dice with their hands. This is the Combination. The player who will attempt the puzzle takes the same amount of dice and sets their faces to what they believe the Combination is. The player who rolled lets the other player know how many faces they got right. Then, the other player may set the dice to new results and guess again once for every they have.
Daedric Influence (le)[edit]
The Daedric Princes are always ready to meddle with the lives of the mortals.
When in a space, a player may pray to one of the Daedric Princes to draw one of the Influence cards. This doesn't count as an action. When drawing the Influence, the player chooses which one they prefer and places it next to the game board as a Status for all players. At the start of every turn place a token on the Influence card. When there are 3 tokens on the Influence card, discard it and remove all tokens from it. You may only have one Influence card at a time. If a player in a space prays to obtain another Influence, discard the old one before drawing the new one.
Legendary Encounters (gf)[edit]
The stories about your Legendary skills have brought dangerous creatures out of the shadows.
During any campaign of the game, whenever a player levels up and receives their first Legendary Skill, you may add cards 746 to 755 to their respective decks in their respective order.