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The Elder Scrolls: Betrayal of the Second Era · Board game rules

Does Pacify's daze status remove at the end of the same turn or after the next?

Quick answer

Per the general Daze status rule, the effect is removed at the end of the affected unit's own turn — not after an additional turn.

Details

The rulebook excerpts don't mention a skill called "Pacify" specifically, but they do define the DAZE status effect, which functions the same way regardless of which skill applies it: "This unit cannot roll dice on the same turn it moves, and it cannot move on the same turn it rolls dice. At the end of this unit's turn, remove this die." [p.67 — Status Effects]

This means once a unit gains the Daze die, the restriction applies during that unit's very next turn (the turn in which it is affected), and the die is removed automatically at the end of that same turn — it does not persist into a following turn [p.67 — Status Effects]. For adventurers, status dice are normally placed in the cooldown track and would otherwise remain until recovered or removed [p.67 — Status Effects], but Daze's explicit "remove at end of turn" instruction overrides the normal cooldown-track removal timing.

Watch out: If "Pacify" is a specific skill in your game that applies Daze (or a similarly named status), its card text takes precedence if it specifies different timing — the excerpts here only cover the generic Daze status effect, not a card named "Pacify." If your version of the ability differs, check that skill's own reference text.

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