The Elder Scrolls: Legends™ is an award- winning free-to-play strategy card game based on the world and lore of the Elder Scrolls series. Play for hours or minutes across many game modes that are easy to learn but challenging to master.
Recent Reviews:
Mixed (75) - 53% of the 75 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (7,518) - 71% of the 7,518 user reviews for this game are positive.
Release Date:
May 31, 2017

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May 23

Alliance War Developer Diary - Better in 50

With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.

As we designed The Alliance War and introduced the other five three-attribute combinations to the game, we were constantly on the lookout for ways to also make the 50 card decks more enticing in ways that didn’t disrupt what people were already doing.

We felt we could accomplish this organically by printing more synergy-based cards, (since these are naturally stronger with fewer cards in your deck) but we also liked the idea of having more cards like Galyn the Shelterer and Ungolim the Listener, which directly benefit smaller decks by themselves. So, the cycle of what we internally dubbed as “50 Cards Matters” came to be. The idea with these cards is that, much like Galyn and Ungolim, they can be played in 75 card decks but they are clearly stronger in 50.

With this cycle, our biggest challenge was finding something that would play in a similar space to these Uniques while not just being copies of them. We also didn’t want them to be Unique Legendary cards, so their power level had to be different. In the end, this is what we came up with:

The first three are pretty straightforward - they get better if you draw multiple of them (though there are certainly ways to artificially draw more copies of them). Salvage is similar, except it wants you to draw multiples of a different card rather than multiples of itself - in this case, an Item.

Baandari Opportunist is the most different of them all, but still plays on the “better in 50 card decks” angle in the same capacity that Ungolim and Galyn do, by adding powerful cards to your deck. I thought it might take some time for players to figure out that Baandari Opportunist was the Green card of the cycle, since it’s a little different than the others, but as soon as it was previewed people immediately connected it to the other cards; ironically enough, as I’m writing this, Salvage is the one that slipped people’s attentions - I guess they were expecting a creature!
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May 16

Alliance War Developer Diary - Making Mobilize

With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.

Of the five alliances in the Alliance War set, Daggerfall was the easiest to slot - the fact that the coalition was made of Orcs (which are represented in Warrior), Bretons (which are Sorcerer) and Redguard (Battlemage) meant it was clearly the choice for the Intelligence/Strength/Endurance triad. In fact, if the Intelligence/Strength/Endurance triad had already existed, we might not have been able to do the Alliance War as a theme, since Daggerfall is so strongly associated with this combination.

From very early on, we also knew we wanted its mechanic to have to do with Items. Strength, Intelligence and Endurance are individually the attributes with the most Items and the attribute pairs have strong associations to them already - the Redguard theme, for example, is Items and Item Sorcerer is a popular deck. That, plus the fact that there had never been an Item-exclusive keyword before, made it particularly appealing. So, we set to work on exactly what Item mechanic we would want.

One of the biggest issues with Item-heavy decks is that you might not draw any creatures, or your opponent might kill all of them and then you end up with a lot of cards you can’t play - there’s nothing worse than having two Items in hand just waiting for a creature and then drawing a third Item. If we wanted to make a mechanic that incentivized Items, we would have to find a way to solve that as to not punish the player for drawing too many of them. The simplest way we found was to make items that could just be played as creatures if you wanted, which in turn would let you equip your other Items if that was all you had in hand.

The first iteration of this mechanic had the “Animated Weapon” flavor - think a sentient sword that does the fighting on its own, or Dr. Strange’s cape. We thought that was pretty cool but it had one main problem - the Item version was just dominating the creature version. Items are naturally better than creatures since they effectively have Charge and can be used to set up good trades. Steel Scimitar is a very strong card and Solitude Stalwart sees little play, even though they have the exact same stats - if we ever printed a “Solitude Stalwart/Steel Scimitar” card, then it would be played as Steel Scimitar the vast majority of the time, and the creature option would just be a last resort if you had a ton of Items and nothing to equip them with - which was fine, but not ideal.

We left that idea dormant and experimented with a couple of different Daggerfall mechanics. One of them was Forge, which let creatures spend their turn to create an Item that they could equip somewhere else. Another was Refine, which let you upgrade all or some of your Items, (one version, for example, upgraded all your Steel weapons). We even played with the idea of Dual Wielding. Ultimately, we didn’t feel like any of these mechanics were doing what we wanted for Daggerfall from a game-play perspective, even if they were good flavor fits.

The breakthrough for Mobilize happened when someone suggested that, if the issue with the original mechanic was that the Item version was just better, we could simply create a 1/1 token to equip it. Suddenly you weren’t choosing between +2/+2 or a 2/2, but between +2/+2 and a 3/3, which was a much closer choice. The flavor also captured the Alliance War feeling much better than an “Animated Weapon” did - the Weapon here wasn’t sentient, but merely inspired someone to take part in the war. We felt that this flavor really conveyed the idea that the war was happening and it was happening for everyone - even elderly and young people were being dragged into the fight.

Originally, one of my favorite Mobilize cards was this:

Orc Mail
  • Cost: 3
  • Mobilize
  • +2/+3
  • The wielder is an Orc.
I thought it was pretty cool because it would either turn a creature you already have into an Orc to receive Orc synergies or, more importantly, you would be able to play it in your Orc deck knowing that, if you Mobilized it, the Recruit would be an Orc. On the other hand, this drew our attention to an issue, because, if the Recruit wasn’t originally an Orc, what was it? It had to be something, it couldn’t just be a Recruit with no race.

Ultimately, we settled for just assigning a Recruit type to each Mobilize card, which unfortunately meant Orc Mail’s reason to exist was sort of gone. Instead, if you want to Mobilize some Orcs you can, for example, use Covenant Mail.

In the end, I think the coolest part of Mobilize for me is that it enables a completely new style of deck, as it allows you to play a critical mass of items that wasn’t possible before (because you would also need a critical mass of creatures). This might not seem like much, but some of the Item synergies currently in the game are very strong, so I look forward to seeing what players can do when they have the option of playing basically as many Items as they want.
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Featured DLC

Alliance War Now Available!

The Ruby Throne sits empty! Fight alongside five different factions vying for power across the Empire, each represented by a new three-attribute combination and their own unique mechanic. Will you ally with the Aldmeri Dominion, who empower their abilities through relentless attacks? Or perhaps the Daggerfall Covenant, capable of mobilizing heavily armed recruits at a moment’s notice? The decision is yours.

Alliance War includes:

  • 100+ New Cards
  • New Three-Attribute Combinations
  • New Card Mechanics
  • New Playmat & Music Tracks

Isle of Madness Now Available!

Travel to the Shivering Isles and fight through chaos, calamity and conspiracy as retired master spy, Talym Rend. Overcome the Mad God Sheogorath and his many tricks to save your son from madness in the largest story expansion ever in The Elder Scrolls: Legends!

Isle of Madness includes:
  • Three All-new Story Acts
  • 55 New Cards
  • New Lane Mechanics – Mania & Dementia
  • New Card Type – Double Cards

Houses of Morrowind
In this expansion, The Elder Scrolls: Legends travels to Vvardenfell, where Great Houses vie for power as incredible living gods do battle with their ancient foes. With each faction brandishing a unique playstyle and each god an otherworldly power, only the most cunning can seize control of the Houses of Morrowind!
Introducing Three-Attribute Decks & 149 New Cards
5 New Mechanics: Plot, Exalt, Rally & Betray

Return to Clockwork City
In this PvE story expansion, take a trip to the tinkerer god Sotha Sil’s long-lost sanctuary. In the ruins of the Clockwork City, encounter over 55 new cards, 35 story missions and brand-new mechanics like Treasure Hunt, which peruses each card you draw for the next big score and Assemble, which allows you to rebuild Sotha Sil’s abandoned creations with your choice of augmented ability!
New Mechanics: Assemble & Treasure Hunter

Heroes of Skyrim
Adding a new set of over 150 cards, each pack of Heroes of Skyrim brings the iconic hallmarks of The Elder Scrolls V: Skyrim to Legends! From intimidating dragons to powerful Shouts to bestial Companions, this massive expansion is worthy of the Dovahkiin seal of approval.
New Mechanics: Shout & Duel

Fall of the Dark Brotherhood
Take on a dangerous mission to infiltrate the elusive, cutthroat ranks of The Dark Brotherhood. As you work to uncover a treacherous plot – and commit a few yourself – in this PvE story expansion, you’ll also discover 40 new cards for your collection, including ruthless creatures with the Slay ability that reap benefits each time they take down a target.
New Mechanics: Slay & Change

About This Game

    Story mode provides hours of solo gameplay in which you’ll earn new Legends cards, decks, and packs. Or draft a deck from scratch and battle a series of computer opponents.
    Test your decks against friends, challenge online opponents in ranked play, or draft a deck from scratch and battle other players who have done the same.
    Legends gameplay features a divided battlefield with “lanes” that deepen your strategy options.

System Requirements

Mac OS X
    • OS: Windows 7 / Windows 8 / Windows 10
    • Processor: Intel Pentium D or AMD® Athlon™ 64 X2
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 6800 (256 MB) or ATI™ Radeon™ X1600 Pro (256 MB) or better
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Keyboard and mouse
    • Additional Notes: Keyboard and mouse
    • OS: OS X 10.8 (latest version)
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600M GT (256 MB) or ATI Radeon HD 2600 Pro (256 MB)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Keyboard and mouse

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