Elder Scrolls BOTSE Buying Guide: What to Buy (2026)
The complete 2026 BOTSE guide: core, every expansion, pledge tiers, solo play, storage, first builds and the honest $845 verdict.
AI-assisted curator persona · researched & reviewed by founder Robert Pruitt, a 20-year enthusiast · how we make our guides
The short answer
Buy The Elder Scrolls: Betrayal of the Second Era core game for $225, finish one three-session campaign, and stop there until you know what you want more of. Existing owners who already love the system should choose the $155 New Gameplay Bundle. The $410 All Gameplay pledge is the rational complete-library ceiling. The $845 All In pledge is a luxury collection, not a better game.
I will start with the flaw because that is what $225 deserves: Betrayal of the Second Era is difficult to learn, slow to set up, physically enormous, and capable of turning a first evening into three hours of rulebook archaeology. It is also one of the most convincing character-building adventure systems on a table. Both statements have to survive in the same review.
The buying problem became much harder in 2026. The open Heroes of Tamriel pledge manager now stretches from a $225 core box to an $845 All In collection, with five new gameplay expansions, three additional provinces, a $175 storage vault, and enough premium accessories to make the word optional feel personally accusatory. This guide separates playable content from display-grade indulgence. Every price and announced component was checked on June 28, 2026. Prototype content and November delivery remain estimates, not inventory promises.
Dax's loadout oracle
Build the right Tamriel pledge
Set the shelf, goal and real spending ceiling. The recommendation will never exceed it.
Core game only
Even with a larger budget, your goal is to prove the system. Buy the complete core, finish one three-session campaign, and make the next box earn its place.
- Buy later
- Valenwood or the New Gameplay Bundle after a full campaign
- Skip
- Every cosmetic upgrade
No purchase fits this cap yet. The recommendation above shows the next honest threshold.
What should a new player buy first?
The core game. No expansion, premium mat, metal chip or storage vault belongs in the first order. The $224.95 box is currently sold out at Chip Theory's own webstore, but the publisher's Gamefound pledge manager lists it at $225 and retail copies appear through Amazon and specialist stores. It is already a complete 1-4 player game.
Inside are five provinces - Black Marsh, Cyrodiil, High Rock, Morrowind and Skyrim - plus 24 skill-line sheets, 15 classes, 20 race sheets, nine guilds, 160 item cards and the chips, dice, maps, gazetteers and mats required to play. That is enough combination space to learn whether the game's character-building loop is satisfying or exhausting for you.
The correct first purchase is therefore not the best discount. It is the least expensive complete test. Finish the Jailbreak introduction and one full three-session campaign. If you are still thinking about builds the next morning, the expansions have earned an audience. If setup has already become an argument, another box is not medicine.
A discount on content you do not play is still an expensive box.
What kind of game is Betrayal of the Second Era?
It is a cooperative tactical adventure and character-building game, not a tabletop reproduction of Skyrim's open-world videogame structure. Each campaign lasts three connected sessions. Each session is officially estimated at about two hours plus thirty minutes per player, though first sessions commonly run longer.
You choose a province and a guild quest, travel across a regional map for up to twelve in-game days, resolve encounters, explore modular delves and fight clashes on a compact mat. Experience arrives quickly. You spend it on attributes and skill dice, so the character that began as a conventional knight can become a potion-heavy battlemage, a lock-picking support specialist or a glorious build nobody sensible would recommend.
The story is concise by campaign-game standards. Gazetteers hold conditional passages and quest steps, but the mechanical identity comes from building a dice pool and solving positional fights. If your ideal Elder Scrolls evening is wandering until a cave distracts you, this system is more scheduled. If your ideal evening is engineering a strange hero and watching the build become operational, it is exceptionally good at that.
Is the base game enough without expansions?
Yes for a new owner; qualified yes for a long-term owner. Five provinces, nine guilds and a large item pool provide substantial narrative and encounter variety. The thinner area is offensive character construction. Experienced players repeatedly report that many successful builds return to a smaller group of direct-damage skill lines even when the surrounding race, class and utility choices change.
That does not make the base incomplete. It explains why Heroes of Tamriel, Fur and Fang and the extra regional skill lines are attractive after several campaigns: they widen the part of the game you touch every turn. A province gives new maps, quests and enemies. A skill module changes what your hands do at the table.
My threshold is three campaigns. Before that, the base box is teaching you its vocabulary. After that, repeated damage lines are evidence rather than internet anxiety. Buy the fix for the limitation you personally felt.
Which 2026 pledge tier is worth it?
There are four meaningful routes. Core Only ($225) is the correct trial. Explore Tamriel ($335) is the region-first package: core, Valenwood, Elsweyr, Summerset and the campaign's Adventurer's Cache. All Gameplay ($410) adds the smaller character, challenge and promotional gameplay modules. All In ($845) adds premium storage and accessories. Shipping is additional.
The $410 tier is the clean complete-library answer. Its $70 discount against the stated $480 MSRP is real, but the more important saving is conceptual: it stops exactly where additional money ceases adding scenarios, classes, skill lines or enemies.
Explore Tamriel is not a smaller version of All Gameplay in every direction. It emphasizes provinces. If you care more about build variety and Daedric pressure than owning every map, an existing core owner should take the $155 New Gameplay Bundle instead. The campaign reported $3.68 million from 11,411 backers, so there is obvious appetite for the expensive tiers. Appetite is not a rules clarification.
What does the Valenwood expansion add?
Valenwood is the only large region expansion available at retail now. It adds the forest province, its gazetteer, map, guild quests, region-specific encounters, enemies and delves. More importantly for repeated play, it adds the Ranger class plus Illusion, Legerdemain and Light Armor skill lines.
The province's Forest Blight system also raises the pressure. Community reports consistently describe Valenwood as tougher than several core regions, particularly when players let Blight accumulate because an early penalty looks harmless. That makes it a good second purchase for owners who want both more geography and a sharper campaign.
It is not mandatory for a first campaign. At roughly $45-$50, it is the cleanest retail expansion because you can understand exactly what you are buying: one complete province and a meaningful packet of build options. Buy it after the core if you want something now. Skip it inside a new pledge only if Elsweyr and Summerset already provide more regions than you realistically need.
Elsweyr or Summerset: which new region should you choose?
Choose Elsweyr for physical combat variety and dragons; choose Summerset for magical and support-heavy construction. Both are $45 prototype expansions scheduled with the November 2026 wave. Each brings a province map, clash mat, gazetteer, classes, skill lines, enemies, items and quests. Final components remain subject to approval and manufacturing.
Elsweyr arrives with Thief and Berserker foundations, Medium Armor and Soul Magic, then adds the Primalist class and Ardent Flame through unlocked goals. Its dragon system is the headline mechanical identity, supported by Alit/Kagouti and Animated Armor/Flesh Atronach enemy pairs.
Summerset begins with Warrior and Assassin classes and Aedric Spear, then expands into Quartermaster and Herald of the Tome. Its unlocked enemy pairs include Dire Wolf Pup/Dire Wolf and Wraith/Shade. The result looks more attractive to players who enjoy magical resource manipulation, ranged pressure and party support.
Do not buy both because the map graphic looks unfinished without them. Buy both when the provincial quest system is still the part of the core you want to replay.
Is Heroes of Tamriel the most important expansion?
For experienced owners who complain that characters converge, probably yes. The $35 box is pure character construction: new classes, new skill lines, expanded versions of existing lines, and alternate racial abilities with new art. It adds no province. That focus is its virtue.
The announced class roster grew from Warrior and Witchhunter to include Outlaw, Battlemage, Swashbuckler and Commander. Dual Wield and Storm Calling are joined by Green Balance, while unlocked dice extend some lines beyond their initial shape. Ten alternate racial abilities widen party composition and even allow multiple players to take the same race without becoming mechanical copies.
This is the box for the owner who still likes the campaign structure but keeps building around the same damage engines. New classes do not merely add nouns. They change how stamina, range, potions, targets and party roles interact. If the five core provinces still feel fresh, buy this before another map.
What does Fur and Fang change?
Fur and Fang adds the two character fantasies the base game conspicuously lacks: vampirism and lycanthropy. The $20 module uses transformation dice, related encounters and build consequences to make those states part of character development instead of a cosmetic tag.
The important word is commitment. A transformation should alter risk, resource use and tactical choices. This is not the box to buy for broad replayability; Heroes of Tamriel does that better. It is the box to buy when becoming a vampire or werewolf is itself the campaign story you want to tell.
Unlocked content also added the Fear Mage, Investigator and Lamp Knight classes. That makes the final package broader than the title first suggested, but its identity remains roleplay-forward. It will create some of the most memorable characters in the line and may be irrelevant to a player who only wants cleaner combat math. Both outcomes are acceptable for twenty dollars.
Who needs Shadows of Oblivion?
Players who find the core forgiving. Shadows of Oblivion is a $25 difficulty and build-disruption module built around bargains with Daedric Princes. Each blessing arrives with a curse or pressure that makes familiar strategies less reliable.
Hermaeus Mora can seed enemy bags with Lurkers that pay better rewards when defeated. Other announced Princes include Sheogorath, Mehrunes Dagon, Azura, Sanguine, Peryite and Clavicus Vile. The stated design goal is not simply stronger enemies. It is to attack proven routes to success so parties reconsider skill lines and composition.
That makes Shadows the wrong first expansion and one of the best veteran expansions. Difficulty is useful only after you can distinguish a hard decision from a forgotten rule. Play at the standard level, use the free official Augmentations if you need a calibration tool, and add Daedric bargains once the normal campaign has become legible.
Do you need the Guild Vault or premium accessories?
No accessory is required. The core includes custom trays and was designed to unpack cleanly. Expansion content creates the eventual storage problem, not the first box.
The $18 Basic Organizer is the value choice. Chip Theory says it stores everything announced so far, though it cannot promise capacity for every future release. The $175 Guild Vault is a display-grade storage object with map and gazetteer storage, mid-campaign save trays, a magnetic front and a brass dragon marker. It is also large, produced in limited windows and almost ten times the Basic Organizer's campaign price.
The $85 battle mat, $40 premium health chips, $60 adventurer inventories, $40 draw-bag upgrades and two Blacksmith packs can improve feel or table organization. None changes a quest. Buy an accessory only after naming the repeated friction it removes. 'It matches' is a collector reason, not a gameplay reason. Collector reasons are allowed. They are simply more honest when labeled correctly.
Is true solo or two-player better?
True solo is fully supported and substantially easier to administer. Two players is the best social format. BoardGameGeek lists 1-4 players and community sentiment favors two, but that does not mean one-handed solo is a compromised mode. Enemy scaling and action economy are designed around it.
One adventurer gives you fast turns, lower table load and fewer abilities to forget. The cost is build pressure: your character must cover damage, survival and enough utility without a partner masking weaknesses. Two-handed solo opens more synergies and stranger builds, then asks one person to track two mats, two hands, two positions and a much larger decision tree.
At two human players, each person owns one build and the party can specialize. That is my sweet spot. Three and four work, but the publisher's time estimate adds thirty minutes per player, and discussion can make that optimistic. Bring a committed campaign group, not an open game-night table where someone may vanish before session two.
How should you learn the game without losing a weekend?
Use the publisher's Jailbreak introduction and the Dized play-along tutorial. Do not begin by reading every gazetteer rule, class sheet and enemy keyword as if preparing for an exam. Set up the tutorial, perform the action, then connect the rule to the component in your hand.
For the first campaign, use one adventurer per human and choose a readable class such as Knight, Archer or Sorcerer. Cyrodiil is a sensible starting province because its route structure is easier to parse than Valenwood's accumulating Blight. Keep the enemy reference open. Read the stance and fatigue rules again before the first clash; those two systems produce a disproportionate number of early mistakes.
End each session by using the included save solution, taking one overhead photograph and writing the next quest instruction on a sticky note. The photo prevents a forty-minute forensic reconstruction. The note prevents a ten-minute gazetteer search. Neither is glamorous. Both get session two scheduled.
What is a safe first character build?
A first build needs four things: reliable damage, movement, one survival tool and one utility line you actually enjoy. Do not spread experience evenly across six clever ideas. A shallow collection of dice looks versatile until the first serious fight asks the build to perform one job well.
Knight plus One Hand and Shield is forgiving. Archer gives intuitive ranged positioning. Sorcerer makes the magic economy visible early. Whichever class you choose, preserve enough stamina to move. A theoretically efficient attack plan that cannot reach the target is a decorative spreadsheet.
Spend early experience on the engine you roll most often, not on every tempting class ability. Tenacity exists to make imperfect rolls useful; hoarding it wastes the system's pressure valve. Class abilities are not emergency museum pieces. Use them, learn their rhythm and rebuild next campaign.
For true solo, bias toward self-sufficiency. At two players, let one hero cover support or control so neither character must become a beige solution to every problem.
Which province should your first campaign use?
Start in Cyrodiil for a broadly readable campaign. Choose Skyrim if familiarity with the setting will help your group stay engaged. Save Valenwood until the core loop feels stable.
The five core provinces share the same campaign skeleton but alter routes, enemies, quests and regional procedures. Black Marsh leans into hostile terrain and unfamiliar threats. High Rock supplies courtly and guild intrigue. Morrowind brings stranger creatures and cultural texture. Skyrim is immediately legible to the franchise's largest audience. Cyrodiil gives the most neutral baseline.
The story sits in 2E 582 alongside the Planemeld era of The Elder Scrolls Online, not the Third- or Fourth-Era timelines of Oblivion and Skyrim. The Order of the Black Worm seeks the Amulet of Kings while Deslandra's betrayal drives the campaign frame. You do not need ESO lore homework. Knowing the date simply explains why familiar places and institutions do not match the later videogames exactly.
How do you make a long campaign night more fun?
Treat it like three episodes, not one heroic endurance test. Put the next two dates on the calendar before session one. Start each session with a sixty-second recap: current province, guild, quest objective and what each hero's build is trying to become.
Assign table ownership. One player maintains enemy references and round timing. Another reads the gazetteer and records campaign state. Everyone moves their own chips and tracks their own fatigue. This is not bureaucracy; it prevents the experienced player from becoming a human app while everyone else waits.
Keep snacks away from neoprene and chips despite their washable construction. Use bowls for loose dice. Put unused skill lines and classes back in the box once character creation ends. The table feels less intimidating when half the catalog is not auditioning for attention.
Finally, narrate the weird build moments. The system becomes culture when the table remembers the Argonian who solved a boss fight with a support die and bad judgment, not when everyone silently optimizes expected damage.
What is actually shipping in 2026?
The Heroes of Tamriel wave is estimated for November 2026, and the pledge manager remains open as of this guide's date. The project says most gameplay and component files had received Bethesda approval by May, with packaging moving into pre-production and e-proof work. That is encouraging progress, not a delivery guarantee.
The wave includes Elsweyr, Summerset, Heroes of Tamriel, Fur and Fang, Shadows of Oblivion, the Adventurer's Cache, storage products and accessories. Existing products ordered through the campaign ship with the new wave; they do not arrive immediately. Buyers who want the base or Valenwood now should use retail or the publisher's webstore when stock returns.
Chip Theory states that unlocked stretch goals become permanent product content rather than campaign exclusives. The meaningful campaign advantages are bundle discounts, the free Cache attached to main pledge levels, flat-rate shipping terms and early access to limited-production items such as the Guild Vault. Do not convert 'limited production window' into 'gameplay will never exist again.' Those are different claims.
Is the $845 All In pledge worth it?
As a game purchase, no. As a premium collection for an owner who already loves Chip Theory's material language, it can be. Those are different verdicts.
All In contains $480 of gameplay content and a large accessory tail: Guild Vault, premium battle mat, health chips, adventurer inventories, draw-bag upgrades, Blacksmith packs, dice tray, art book and other deluxe pieces. The campaign lists $993 MSRP and an $845 pledge price. The $148 discount is substantial only if you independently wanted nearly every included object.
The core already uses neoprene, PVC, heavy chips, custom dice and molded storage. This is not a cardboard game whose deluxe tier finally supplies the good components. All In takes an already premium production and turns ownership into display.
My final ruling: new players buy the core. Confirmed enthusiasts buy All Gameplay. Collectors with the shelf, budget and affection may buy All In without apology. Nobody should buy it because a completion percentage is staring at them.
Completion is not content. Sometimes it is furniture.
From the rabbit hole
Real voices from players, reviewers, and the communities who know these games best.
Current buying question“Base game gives you a LOT to work with.”
r/boardgames
Solo learning report“The barrier to entry in terms of rules is massive.”
r/soloboardgaming
Experienced solo player“If playing Solo I prefer one handed.”
r/soloboardgaming
Expansion restraint“Play it first, see if you like/love it.”
r/soloboardgaming
The picks
Some links below are affiliate links — as an Amazon Associate, Puzzlewick earns from qualifying purchases, at no extra cost to you. It never changes a pick.
The Elder Scrolls: Betrayal of the Second Era
- Players
- 1-4 · best 2
- Time
- 120-240 min/session
- Age
- 14+
- Complexity
- 4.05 / 5
- Publisher
- Chip Theory Games · 2025
- Designers
- Josh J. Carlson, Michael Gernes, Logan Giannini, Ryan Howard, Salem Scott, Josh Wielgus
The mandatory foundation and a complete premium campaign game: five provinces, deep character construction and three-session adventures. It is expensive enough to demand a full campaign before another purchase.
- Complete game without expansions
- Exceptional tactile production
- Fast and expressive character growth
- Heavy teach and long setup
- Large table footprint
- Some offensive builds can converge after repeated campaigns
New Gameplay Bundle
The clean owner upgrade: Elsweyr, Summerset, Heroes of Tamriel, Fur and Fang, Shadows of Oblivion and the Adventurer's Cache at a stated $35 discount.
- Every major 2026 gameplay expansion
- Regions, builds and challenge in one order
- No duplicate core
- Estimated November 2026 delivery
- Too much for an untested owner
All Gameplay Pledge
The rational grail ceiling: the core and every released or announced gameplay product, without paying for premium storage and component substitutions.
- Complete gameplay library
- $70 below stated MSRP
- Avoids the luxury accessory tail
- Still a speculative first purchase
- Large storage and learning commitment
Explore Tamriel Pledge
Core plus Valenwood, Elsweyr and Summerset. It maximizes provincial variety while omitting the smaller build, transformation and difficulty modules.
- Eight total provinces
- $45 below stated MSRP
- Strong visual and narrative variety
- Less character depth than All Gameplay
- Only $75 below the complete gameplay tier
Valenwood Expansion
A full forest province, Ranger class, three skill lines and a harder regional system. It adds both map content and character options without requiring a bundle.
- Complete new province
- Useful Illusion and Legerdemain lines
- Available before the 2026 wave
- Forest Blight can punish new groups
- Unnecessary before the core is explored
Heroes of Tamriel Expansion
A concentrated character-construction expansion with additional classes, skill lines and alternate racial abilities. No province, very little filler.
- Directly addresses repeated builds
- Strong value for frequent players
- Supports varied party composition
- No map or campaign
- Value is invisible to casual owners
Shadows of Oblivion Expansion
Daedric bargains add blessings, curses and enemies that challenge established strategies. It is a replayability module for confident groups, not a beginner patch.
- Changes strategic assumptions
- Low price
- Adds difficulty without replacing campaigns
- Wrong for early learning
- No province or broad class roster
Fur and Fang Expansion
A compact transformation module with roleplay-forward build consequences plus several unlocked classes. Buy it because you want the fantasy, not because the collection has a gap.
- Distinct character identity
- Low entry price
- Memorable campaign stories
- Narrower than Heroes
- Not every group wants transformations
Basic Organizer Pack
The unglamorous value champion. It is designed to hold all content announced so far without turning organization into a $175 furniture purchase.
- Very low cost
- Stores the announced line
- Preserves the existing box ecosystem
- Not guaranteed for every future expansion
- No display appeal
Guild Vault
A large magnetic storage and display system for maps, gazetteers, components and mid-campaign saves. Beautiful, limited-window and emphatically optional.
- Excellent consolidated storage
- Mid-campaign save trays
- Display-grade construction
- Costs nearly as much as the core game
- Large physical footprint
- Basic Organizer solves most practical needs
At a glance
| path | price | gameplay | best for | dax verdict |
|---|---|---|---|---|
| Core only | $225 | 5 provinces + full system | New players | Start here |
| Explore Tamriel | $335 | Core + 3 expansion regions | Map-first newcomers | Good, but compare $410 |
| All Gameplay | $410 | Every gameplay product | Committed players | Rational grail ceiling |
| All In | $845 | Same playable library + luxury | Premium collectors | Collection, not necessity |
| Core owner upgrade | $155 | All five 2026 expansions | Existing enthusiasts | Best owner value |
Questions, answered
What should I buy first for The Elder Scrolls: Betrayal of the Second Era?
Buy only the $225 core game. It contains five provinces and the complete three-session campaign system. Finish one campaign before buying an expansion.
Is Betrayal of the Second Era worth it without expansions?
Yes. The core is a complete game with five provinces, nine guilds and extensive race, class, skill and item combinations. Expansions become most valuable after several campaigns reveal which kind of variety you want.
What is the best Heroes of Tamriel pledge for a new player?
Core Only is the safest purchase. If you are already certain you want the complete playable line, All Gameplay at $410 contains all gameplay without the luxury accessories.
What is the best pledge for someone who owns the core?
The $155 New Gameplay Bundle. It contains Elsweyr, Summerset, Heroes of Tamriel, Fur and Fang, Shadows of Oblivion and the Adventurer's Cache without duplicating the core.
Is the $845 All In pledge worth it?
Only for a collector who independently wants the Guild Vault and premium accessories. It does not contain more gameplay than the $410 All Gameplay tier.
Is Valenwood required?
No. Valenwood adds one complete province, the Ranger class, Illusion, Legerdemain and Light Armor. It is a strong first retail expansion but not required for the core campaign.
Should I buy Elsweyr or Summerset?
Choose Elsweyr for dragons, physical-combat variety and the Primalist/Ardent Flame additions. Choose Summerset for magic, support and the Quartermaster/Herald of the Tome additions.
What does Heroes of Tamriel add?
It adds classes, skill lines, expansions to existing skill lines and alternate racial abilities. It adds no province and is best for players who want greater character-build variety.
What does Shadows of Oblivion add?
It adds bargains with Daedric Princes that combine rewards with curses, new enemies and strategic constraints. It is designed to challenge established builds.
Can Betrayal of the Second Era be played true solo?
Yes. One-handed true solo is fully supported and has the lowest tracking burden. Two-handed solo provides more party synergy but substantially increases administration.
What is the best player count?
Two players is the best balance for most groups: one adventurer each, shared rules work and flexible party builds. True solo is excellent for players who prefer lower overhead.
How long is a campaign?
A campaign has three connected sessions. The publisher estimates about two hours plus thirty minutes per player for each session; first-time sessions often take longer.
Is the game difficult to learn?
Yes. BoardGameGeek lists a 4.05/5 complexity rating. Use the Jailbreak introduction and Dized tutorial, then learn from the components rather than trying to memorize the entire rulebook first.
Which province is best for a first campaign?
Cyrodiil is a readable baseline. Skyrim is also approachable because the setting is familiar. Avoid using the harder Valenwood expansion as the tutorial campaign.
Do I need the Guild Vault?
No. Use the included trays first. The $18 Basic Organizer is the practical expansion-storage solution. The $175 Guild Vault is a premium display and consolidation product.
Are the Gamefound stretch goals exclusive?
Chip Theory says unlocked stretch goals become permanent additions to the relevant products. The campaign-exclusive advantage is primarily price and timing, not locked gameplay.
When will Heroes of Tamriel ship?
The current estimate is November 2026, but it is a crowdfunding estimate rather than a guaranteed date. Existing items ordered through the campaign ship with that wave.
Can I buy the core and Valenwood on Amazon?
Retail listings exist for the core and Valenwood, though stock and price vary. Check that the listing names Chip Theory Games and the correct Betrayal of the Second Era product before ordering.
Is this game like Skyrim on a board?
It captures custom character growth, guild quests, provinces and Elder Scrolls lore, but it is more structured and tactical than the videogame. Every campaign follows three timed sessions rather than unlimited wandering.
Is it better than Too Many Bones?
It uses Chip Theory's dice-and-chip design language but offers positional battles, province travel and a three-session campaign arc. Players who want directed character growth and Elder Scrolls narrative may prefer it; players who want shorter standalone tyrant runs may prefer Too Many Bones.
Dax's verdict
Buy the $225 core and make it earn the next dollar. The five-province base game is complete, lavish and mechanically deep enough to expose whether you love its character-building loop or resent its rules load. Existing enthusiasts should take the $155 New Gameplay Bundle. New collectors who want every playable option should stop at the $410 All Gameplay tier. The $845 All In collection is beautiful and defensible only when storage, materials and display are part of the pleasure. The flaw remains setup and learning friction. The achievement is that, once the system clicks, few campaign games let a strange hero become yours this quickly.
Sources: chiptheorygames.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, gamefound.com, boardgamegeek.com, rules.dized.com, rules.dized.com, tabletopanalytics.com, reddit.com, reddit.com, reddit.com, reddit.com, reddit.com, boardgamequest.com, meeplemountain.com, en.uesp.net
The Critic · the honest verdictI'll be honest with you — flattery is boring.



