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Rules in The Elder Scrolls Legends are listed here. This page contains the game's core concepts and the anatomy of a turn.

 

Rules

 

Constructing a Deck and Drawing a Hand

  • Players construct a deck of 50-70 cards, using up to but not exceeding 2 of the game's Attributes to define the colors of cards in the deck. A 2 Attribute deck is known as a Class. Players may forego the Class format and construct a single Attribute deck.
  • You can include up to three copies of any card in your deck, excluding Uniques. You can only put one copy of a Unique Card into your deck, and they must still fit into your deck’s chosen attributes.
  • Your magicka curve is something you want to be mindful of while building your deck. You typically want a low number of zero and one cost cards; a good deal of two, three, four, and five costed cards; and a low number of six or higher costed cards. This would result in what should look like a bell curve for your deck.
  • Each battle begins with a hand of 3 cards. If you don’t like the cards you have an opportunity to reroll them once. On your turn, draw one card and gain one magicka needed to play your cards. The magicka cost of a card is indicated in it's top left corner. Then you place a card on one of the 2 sides of the battlefield, called Lanes.
  • The player who goes second is given a Sip of Magicka that when used, gives the player a temporary extra 1 available Magicka. This can be used a total of 3 times during the game.

 

Lanes and Lane Effects

  • Lanes effectively create two battlefields, which prevents a situation where 1 card dominates the entire battlefield. A powerful card placed on 1 lane can potentially be countered from a card in the other lane.
  • The left lane is called the Field Lane. There are no special rules associated with it. It’s an unrestricted lane where creatures can fight each other with ease.
  • The right lane is called the Shadow Lane. Unlike the Field lane, this lane comes with a built-in special rule: any creature summoned here gains Cover, which protects it from attack until that player’s next turn. 
  • Cover isn’t the only Lane Effect you’ll encounter. In the campaign and the Arena you might find yourself on a field where one of the lanes has a fun effect. For example, creatures in one lane might be granted a random item, or maybe you’ll encounter a graveyard lane where the dead will rise again as Skeletons.

 

Combat and Runes

  • You and your oponent are represented by Avatars. But your avatar doesn’t have special powers. Each avatar belongs to certain Race. Your race choice affects the cards you unlock for your deck as a reward.
  • There are two ways of dealing damage: you can damage your opponent’s cards or you can deal direct damage to your opponent's Avatar. 
  • Both players begin with 30 HP and with blue Runes around your avatars. Every time you take 5 points of damage a blue rune breaks and you instantly draw a card for free. This gives players a rally mechanic, allowing them to turn the tide of battle, even if they are being overwhelmed.
  • Some cards have the word Prophecy written on them. When a rune breaks and the drawn card has the Prophecy ability, you’ll be able to immediately play it for free. Stack your deck with more Prophecy cards to increase your chances of successfully interrupting your opponent’s turn with a potentially game-changing addition to the play mat.
  • Additionally some cards have mechanics that benefit from a broken rune, such as an increase to their attack or a health boost to your Avatar. Cards that benefit from rune shattering are typically found in Strength (Red) and Willpower (Yellow) decks.
  • The game finishes when one of the Avatars is destroyed by reducing it to 0 HP.