The Elder Scrolls: Betrayal of the Second Era

Overland Encounter Example (Day 2).

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During the Encounter Phase, the players read the Mending Fences card’s story text and then flip it over to see that it has 2 peaceful ( ) encounter choices. They must resolve the encounter by making a choice, so they read the options on the card.

The first option on the card would allow them to pass by and travel 3 extra hexes on their next day but gain only a 1 XP reward. The second option would let them stop to help and gain a 2 XP reward, but would also require each of them to either be dealt 2 true damage or add 3 fatigue to their cooldown track, then skip the Adventurers Rest step of the End of Day Phase. However, the second choice’s icon is in a red circle, meaning that it is unstable. Because the party is on an unstable ( ) landmark, the players must resolve the unstable choice. Further, because Mending Fences states that if the party is on an unstable landmark when resolving the second choice, each adventurer must choose to resolve this option by being dealt 2 true damage. This damage will not defeat either adventurer, so both must resolve this option. Neither adventurer can reduce the damage, so each removes 2 HP chips from their stack. The encounter is then successfully resolved, and the players move on to the Reward Phase.