Throughout your adventures, various Events will occur that can drastically affect how you play. At the beginning of each Game Turn, the Starting Player draws and resolves an Event card. Some Event cards include additional icons. The most common is the Threat icon , which means that you must place a Threat token on any card that accepts them or on any Stronghold.
There are three types of Event cards: Instant Events, Active Events, and World Quests.
Instant EventEdit
When an Instant Event is drawn, something happens in the world that affects all players. This can be positive or negative. Once resolved, the Event card is placed on the Event discard pile.
- Daedric Influence — A Daedric Prince brings an increased Threat.
- Perfect Weather — The mild temperature improves your Skill Tests.
- Daedric Invasion — Daedra march on the Strongholds of Skyrim.
- Vampires on the Road — Vampires march on the Strongholds of Skyrim.
- Conspiracy! — Mysterious forces bring an increased Threat.
- The Rise of the Vampires — Skyrim is under siege from Vampires.
- Trolls from the North — Trolls march on the Strongholds of Skyrim.
- Pitchforks in Winterhold — Tensions against mages degrade Winterhold.
- Trolls Migrating — Trolls invade the wilderness of Skyrim.
- Thalmor Assault — Thalmor Justiciars roam the wilderness of Skyrim.
- History Repeats — Discarded Events are moved to the top of the Event Deck.
- Vigilance Intensifies — The Thalmor send reinforcements to Skyrim.
- Thalmor Patrols — The Thalmor hunt down the Sheathed Blades.
- Shadow of Suspicion — Your cover is being exposed.
- Thwart — Someone is actively trying to hinder your progress.
- Coming Back to Life — Dragons are awakening.
- The Gates are Opening — A Daedric invasion has begun.
- Influence of Boethiah — Dunmer Cultists appear to hunt the Sheathed Blades.
- Alduin's Call — Dragons begin to hunt you down.
- Hunted — Roaming monsters move in on your position.
- Oblivion Beckons — Daedric monstrosities roam the land.
- Unexpected Trolls — Trolls move on the Strongholds of Skyrim.
- Victims of the Infection — Victims of Sanguinare Vampiris feed on innocents in the Strongholds of Skyrim.
- Winged Destruction — Dragons roar as they approach your position.
- Karon's Curse — The Unstable Device makes you lose your Treasure.
- March of the Dead — The undead rise up in Morthal.
- Night Mother's Guidance — The Night Mother is pleased and makes the wilderness safer.
- Friends in High Places — The Thane of Hjaalmarch restores Morthal.
- Fire and Snow — Citizens of Winterhold take arms against the mages.
- Moment of Respite — Powerful allies are drawing attention away from you.
- Dark Corners of SkyrimDG — The Vampires' influence is growing.
- Forbidden AlchemyDG — Gain Components at the cost of Threat.
- Daedric LeapDG — Fast travel through Oblivion.
- Army of the UndeadDG — Vampires roam Skyrim.
- Quench the ThirstDG — Vampires control their Hunger.
- Displaced DiscontentDG — Strongholds exchange their Threat levels.
- Multiple ThreatsDG — Daedra and Trolls are marching towards Strongholds.
- A Larger ThreatDG — Dragons appear and hunt the Sheathed Blades.
- Boethiah's WillDG — Sacrifice a Follower to level up.
- Shadow StrikeDG — A vampire spawns in Skyrim.
- Vampiric InvasionDG — A vampire appears, or approaches the Dawnguard.
- Imminent DangerDG — A Vampire invades the Dungeons of Skyrim.
- Unexpected AdversariesDG — Vampires invade the Dungeons of Skyrim.
- Vampiric HordeDG — Many Vampires appear, or approach the Dawnguard.
- Regroup!DG — Return to your Forts.
- Natural SelectionDG — Weaken the Dawnguard or Vampire threat.
- Volkihar HierarchyDG — The Vampire presence increases and is reorganised.
- Vampire HuntDG — A Vampire is slain.
- Feeding FrenzyDG — All Vampires must feed and Fort Dawnguard improves.
- A Lasting FeastDG — A Vampire loses their Hunger and the Dawnguard gain Experience.
- Voice of ReasonDG — The Dawnguard restores order in the Strongholds of Skyrim.
- Boethiah's ArmyDG — Boethiah brings forth her Chosen Ones.
- Chosen InvasionDG — The anarchic Chosen Ones flood the cities of Skyrim.
- The HuntDG — The Chosen Ones seek each other, thirsty for blood.
- The Hall of the UndeadDG — Priests of Arkay do the Vampires' work across Skyrim.
- The Whiterun GuardDG — The guards in Whiterun are alerted to the presence of Vampires.
- Orcish InfluenceDG — Orc Chiefs join the Dawnguard cause.
- The Haafingar GuardDG — Orc marauders roam Haafingar, looking for Vampires.
- The Reach GuardDG — The guards in The Reach are alerted to the presence of Vampires.
- Blood PoisonDG — The blood poison quickly spreads across the Vampire population.
Active EventEdit
Active Events are ongoing situations that have a global effect. The effects of these Events are persistent, and only stop when a new Active Event is drawn. When this happens, the Active Event is placed on the Event discard pile.
- Excess Wares — Gain more Components when exploring.
- Mystery Bargain — An Advanced Treasure is available, for a fee.
- Horse Thief — A "free" horse is up for grabs.
- Scars of War — Displaced families beg for some charity.
- Unemployed Soldiers — Soldiers from the Great War turn to banditry.
- A Touch of Madness - Nightmares — Skyrim has a chance to become more eventful...
- Cover Your Tracks — Convince Galathil to change your face.
- Rain — A gloomy day makes movement difficult.
- Black Market — Khajiit merchants are selling on the road.
- War Tax — The Imperial Legion and Stormcloaks are asking for aid.
- Patrols — Stormcloak and Imperial patrols intensify.
- Mass Production — The war effort provides cheaper Imperial equipment.
- Nord Smithing — Nordic pride provides cheaper Stormcloak equipment.
- One Time Offer — Blacksmiths are learning how to use Dragon bones.
- Comings and Goings — Slain Roaming Monsters are immediately replaced.
- The Forge Awakens — The forge cheapens Upgrade costs.
- Your Next Shift — The union needs you to cover the festival.
- Orsimer Feast — Molb's stew empowers you.
- Research Pays Off — Your scholarly help is rewarded.
- Might Makes Right — Prepare for the coming war!
- Silent Aid — The Thieves' Guild increases profits.
- Killing Cultists — A boon from the Dark Brotherhood.
- College Graduate — Your diplomatic skills saved the College.
- The Skyforge - Part III — Whiterun will be known for the quality of its steel for years to come.
- A Touch of Madness - Demons — The Wilderness might become more eventful.
- A Touch of Madness - Mania — Dungeons may provide Advanced Treasure.
- Unexpected Help — One of the Blades offers their help for a time.
- Hammer, Anvil and Soul Gems — You know where to find a master of the craft.
- Blinding AmbitionDG — Today's boons are tomorrow's problems.
- Daedric SwarmDG — Daedric creatures enter Dungeons.
- Clear RoadsDG — Carriages can be taken from Wilderness spaces.
- Nightly AbductionsDG — Vampires attack Strongholds.
- Quiet TimesDG — The calm before the storm.
- Hard ChoicesDG — A Strongholds can be degraded to influence the Threat level.
- The End of HopeDG — Events are extra threatening.
- Insidious InfluenceDG — A temporary buffer for Threat.
- Rise from the GraveDG — Vampiric creatures everywhere grow stronger.
- Desperate MeasuresDG — Experience can be gained from Threat.
- Nightly WingsDG — The time of day affects Vampire movement.
- DeploymentDG — The Dawnguard move further.
- Boethiah's ProtectionDG — Slain Boethiah's Chosen increase Threat.
- Chosen ProliferationDG — The stream of Chosen Ones is unstoppable!
- Feral InvasionDG — Half-bloods crowd Skyrim, obstructing the Volkihar Clan.
- The Prince of BanditsDG — Bjorn Crow, son of Oenn Crow, is back to claim his revenge.
World QuestsEdit
World Quests are Quests that can be resolved by any player, and generally take place at a specific location. If they are resolved in time, they can bring various boons to you and other players. If they are ignored or failed, they can cause negative consequences that affect the whole world. Only four World Quests can be active at a time. If a fifth World Quest is drawn, you must decide which ongoing one to fail to accommodate the new one. When a World Quest is either failed or resolved, the World Quest card is placed in the Event discard pile, unless the card features the Discard icon , in which case it's removed from the game.
- Troll Threat — Defeat a Troll rampaging in Hjaalmarch.
- Preparing for the Storm — Convince the Thieves Guild to part with their Septims.
- A Call to Arms — Test your might with The Companions.
- Contract on Cultists — Kill a cultist for the Dark Brotherhood.
- The Skyforge — Use the Skyforge to craft Advanced Treasure.
- The Skyforge - Part II — Awakening the Skyforge is not an easy task.
- Treasure Hunter — Defeat the undead menace.
- Daedra Research — Defeat a Dremora Kynreeve for a scholar.
- Crossed Communications — Infiltrate the Thalmor Embassy.
- Rumors — Investigate rumors of a charismatic figure in the East.
- Opportunists — Defeat two opportuniststrying to exploit the chaos.
- Reclaiming Helgen — Defeat bandits set up in Helgen.
- Hunt Down Vitius Afrey — Defeat the corrupt Thane of Hjaalmarch.
- Daedra Rising — Out of control Daedra need to be defeated.
- Future KnowledgeDG — Commune with the Spirits of the Midden.
- The King of BanditsDG — Defeat the bandit Oenn Crow.
- Filling the PensDG — The cages in Castle Volkihar are empty. Volunteers are needed.
- The Will of Molag BalDG — Desecrate the Temple of Mara.
- How to Dismantle an AutomatonDG — Defeat 4 Automatons from Nchuand-Zel.
- A New MenaceFtA — The legendary Dragon Grahkrindrog arises to wreak havoc in Skyrim.
- Flying DeathFtA — Grahkrindrog has been spotted in a nearby Hold.
- Flame and DespairFtA — Grahkrindrog has been wounded, and now seeks revenge.
- The Dying MonsterFtA — A wounded Grahkrindrog continues to sow destruction in Skyrim.