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The Elder Scrolls: Betrayal of the Second Era box art

The Elder Scrolls: Betrayal of the Second Era

Game ID: GID0402245
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
240 min
Collection
Ratings
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description
No description available.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 103
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 101–103 of 103
Video 8AWaFF4v3r4 Rolls in the Family Top 10 List at 27:48 sentiment: positive
video_pk 1781 · mention_pk 5150
Rolls in the Family - The Elder Scrolls: Betrayal of the Second Era video thumbnail
Click to watch at 27:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Epically themed, with a strong sense of campaign progression
  • Potential to scale and customize with modules
Cons
  • Campaign setup and length may be a barrier
Thematic elements
  • Fantasy exploration with overlapping objectives and player powers
  • The Elder Scrolls universe
  • Campaign-like experience with modularity
Comparison games
  • Gloomhaven
  • Too Many Bones (as engine-building and campaign-style comparison)
Mechanics (from transcript analysis)
  • Cooldown / card-based character progression — Character actions and cooldowns shape strategic timing
  • Cooperative exploration with modular objectives — Players cooperate to achieve larger goals while managing personal powers
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's nothing even close really, I think, to what this game is doing with this.
  • It's not a campaign. It's a campaign game, but it can be played in one-offs as well.
  • This one has the potential to be the best game we try this year.
References (from this video)
No references stored for this video.
Video Bz9SUTUX3C0 BoardGameGeek Top List at 5:47 sentiment: positive
video_pk 1446 · mention_pk 4182
BoardGameGeek - The Elder Scrolls: Betrayal of the Second Era video thumbnail
Click to watch at 5:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep Elder Scrolls flavor with familiar factions and races
  • dynamic dice-cycling adds tactical tone
  • strong character customization and replayability
Cons
  • heavy rules weight may deter lighter players
  • requires a committed group for full campaigns
Thematic elements
  • rpg-like classes, skill development, delves and dungeon exploration
  • Elder Scrolls world with Tamrielic races and locales
  • campaign-ish progression with class and skill advancement
Comparison games
  • Too Many Bones
Mechanics (from transcript analysis)
  • Campaign-style progression — Short, self-contained campaigns with a set number of sessions and customizable characters.
  • cooldown/recovery mechanic — Used dice go on cooldown and recover gradually, creating resource management decisions.
  • dice-based skill system — Character skills level up via trainers; dice are earned and used to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it captures Stardew Valley the video game really well in a board game format and it's just fun to be able to work together and work on that community center.
  • It's a cooperative game where people can hop in and out of the game at any point because it's just like very casual.
  • The art in this game is so beautiful and it feels like it's from the books and it is again based on the books which of course is how we first encountered Middle Earth.
  • Star Wars in a box is awesome and one that does it really well where you're pitting the Rebel Alliance vs the Empire.
References (from this video)
No references stored for this video.
Video s3GfWM-KqYw Box of Delights Playthrough at 0:06 sentiment: positive
video_pk 189 · mention_pk 543
Box of Delights - The Elder Scrolls: Betrayal of the Second Era video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong thematic integration with Elder Scrolls lore (City of the Dead, Mor Tong, Dark Brotherhood, Guild ties) that enhances immersion
  • Rich, multi-layered action economy (guild kiosk, alchemy station, town actions, lockpicking-like mechanics) with meaningful choice at every step
  • Quests and side quests provide variety and meaningful XP rewards, expanding strategic options
  • Persistent effects and revival rules give a sense of continuity across days, reducing harsh failure and encouraging exploration
  • Combat-related mechanics (stealth, fear, tenacity, and varied dice outcomes) offer tactical depth and tension
  • Flexible play pacing: players can train skills, acquire items, and plan routes to meet day-tree objectives
Cons
  • High complexity with many interlocking systems; a steep initial learning curve may be intimidating for new players
  • Heavy reliance on reference sheets and inline rules can slow early play and require frequent rule-checking
  • No currency economy, while thematically cohesive, may feel unusual or limiting to players who expect traditional market dynamics
  • Narrative flow can become opaque if players ignore side quests or mismanage persistent effects, potentially reducing sense of agency
Thematic elements
  • adventure, factional intrigue (Dark Brotherhood, Guild), dungeon-crawl motifs, exploration and resource management
  • Tamrielic setting with necromantic enclave (City of the Dead / Necron) and surrounding overland exploration in the Elder Scrolls universe
  • emergent, session-long narrative driven by town encounters, side quests, and persistent session effects; branching outcomes based on player choices
Comparison games
  • Too Many Bones
Mechanics (from transcript analysis)
  • Combat: Dice — the game uses status effects like fear and stealth drawn from dedicated dice; certain abilities modify how non-combat skills interact in battle
  • Dig track and excavations — an excavation/dig track mechanic interacts with dig sites; progress can be disrupted to prevent artifacts from revealing themselves or empowering antagonists
  • End-of-day sequencing — each day ends with drawing an Overland encounter card and resolving its impact on the dig track or other global tracks, feeding into map progression and threat scaling
  • Guild actions — guild kiosks unlock special actions tied to the members (e.g., Dark Brotherhood markers) that influence the adventuring options and status effects
  • Inventory management — inventory is divided into ready slots and backpack; items can be moved between slots in and out of battle, with end-of-town actions sometimes adding items to the peaceful deck
  • Narrative Choice — quests are drawn from a quest board and can yield XP, items, or unique narrative opportunities; side quests offer additional objectives and potential rewards
  • No currency economy — the game deliberately omits a traditional monetary system; purchases and actions are resolved via one action per item and resource management rather than coin-based shopping
  • Overland movement — the party can move across a map up to three spaces per day with tactical implications for encounters, with the potential to control routing via fatigue and map icons
  • Persistent effects and revival — the game features persistent effects that carry across the session; upon defeat, the party may be revived to full health in a specific location (Necron) rather than ending the game
  • Quests and side quests — quests are drawn from a quest board and can yield XP, items, or unique narrative opportunities; side quests offer additional objectives and potential rewards
  • Shop and items — the local shop provides common and legendary items, but there is no coin currency; items cost a non-economic action and are taken from the shop offer
  • Skill tokens and training — tokens drawn at the trainer determine which skills can be trained; advancing a skill requires XP and dice on the chosen line, sometimes needing additional investment
  • Status effects and d6-like dice — the game uses status effects like fear and stealth drawn from dedicated dice; certain abilities modify how non-combat skills interact in battle
  • Town encounters — each day begins with a town phase where the party can resolve a town encounter, access a shop, take guild actions, or engage with the persistent town effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a new dawn it's a new day
  • there's no money all right you don't have any coins to spend
  • you can heal up to full HP
  • defeat in this game for us means not final defeat
  • the party gains this persistent effect for the rest of the session
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 101–103 of 103
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