Contents
- 1 Prophecy Game Rules
- 1.1 Game Objective
- 1.2 Components
- 1.3 Setup
- 1.4 Gameplay
- 1.5 Action Cards
- 1.6 Experience Tokens
- 1.7 Conclusion
- 1.8 The Basic Version
- 1.9 The Goal of the Game
- 1.10 Getting Ready for Action
- 1.11 The Game Board
- 1.12 Moving Your Character
- 1.13 Adventure Cards
- 1.14 The Combat Rules
- 1.15 The Wonderful Things that Can Happen to a Character
- 1.16 What can mess up your character:
- 1.17 Special Spaces
- 1.18 The Game Ends
Prophecy Game Rules
Hey there! So, you’re ready to dive into the world of Prophecy? Awesome! Let’s go over the game rules so you’ll know exactly what to do.
Game Objective
The objective of Prophecy is simple: be the first player to collect all the required cards in your hand and complete your prophecy.
Components
Before we start, make sure you have the following components:
- A game board
- Prophecy cards
- Action cards
- Experience tokens
- Player pawns
- Dice
Setup
Alright, now let’s set up the game:
- Place the game board in the center of the playing area.
- Give each player a pawn and place them on the “Start” space.
- Shuffle the prophecy cards and deal a set number of cards to each player. The number of cards will depend on the number of players.
- Shuffle the action cards and place them face down on the designated area of the game board.
- Give each player a set of experience tokens.
- Choose a starting player. You can decide this however you like!
Gameplay
Now let’s get to the nitty-gritty – the gameplay! On your turn, here’s what you’ll do:
- Roll the dice and move your pawn along the path, following the arrows.
- Perform the action indicated by the space you land on. This could be drawing a prophecy card, playing an action card, or gaining experience tokens.
- Continue moving and taking actions until you collect all the required cards to complete your prophecy.
- Once you have all the required cards, return to the “Start” space to complete your prophecy and win the game!
Action Cards
Action cards are a big part of the game. They can help you on your journey or hinder your opponents. Play them strategically!
Experience Tokens
Experience tokens can be used to boost your actions or defend yourself against other players’ actions. Use them wisely!
Conclusion
And that’s it! You now know the rules of Prophecy. It’s time to gather your friends and embark on an epic adventure. Good luck!
- 1 Game Board
- 5 Double-sided Summary Cards
- 2 six-sided dice (each in a different color)
- 40 blue and 40 red cubes
- 10 Character Cards
- 10 playing pieces (depicting the characters)
- 5 stands for playing pieces
- 10 large (value 5) Experience tokens
- 25 small (value 1) Experience tokens
- 10 large (value 5) Gold tokens
- 25 small (value 1) Gold tokens
- 211 Cards
- 1 Basic Rule booklet
- 1 Standard Rule book
The Basic Version
This is a simpler version of the Standard Version. It’s perfect for players who don’t have much experience with similar games.
If you already have some experience with similar games, feel free to skip the Basic Version and start playing the Standard Version.
The Goal of the Game
In the Basic Version, I get to become a brave adventurer on an exciting journey. I’ll be exploring different places, battling dangerous creatures and villains, and my main objective is to collect a Certificate from each of the five guilds before anyone else does. To do that, I’ll need to earn plenty of gold and gain valuable experience along the way.
Getting Ready for Action
First, let’s set up everything we need for the game.
Preparing the Game Board
Okay, let’s get started! First things first, we need to organize all the cards by their backs and put them into different decks. Make sure you shuffle each deck before placing them in the right spot on the game board. Now, in the Basic Version of the game, there are certain cards that you have to take out. Don’t worry, I’ll let you know which ones!
Okay, let’s get started! First, grab the yellow Adventure cards. We need to take out the Lost Library card and set it aside. After that, shuffle the deck and put it in the right spot in the corner of the game board.
Next, grab the green Chance cards. We have to remove a few cards: Fortress, Thieves’ Guild, Magic Tower, Forest Camp, Monastery, Interesting Times, Training Offer, Open Training, and Prophetic Dream. Put them aside. Then, shuffle the rest of the cards and put them in the right place in the corner of the game board.
Now, we need the brown Common Item cards and the Rare Item cards. Shuffle both decks and put them in their proper spots in the corners of the game board.
Lastly, we have the black Ability cards. Separate them into five decks based on the pictures on the backs of the cards. Put each deck in the right place near the center of the game board.
That’s it! Now you’re all set up and ready to play!
Did you know that you don’t need all the cards shown here in the Basic Version? Yeah, it’s true. You can still have a great time without them.
Okay, let me walk you through the character setup.
When we start playing the game, each player gets a character card. This card shows our character’s Strength and Willpower. To keep track of our character’s Strength, we place red cubes on the right side of the card. The more red cubes, the stronger our character is. For Willpower, we use blue cubes. The more blue cubes, the more magical energy our character has.
We also use red cubes to represent our character’s Health. If our character loses Health, we move a red cube from the right side of the card to the left side. This represents the character getting hurt. When our character is hurt, their Strength goes down by one until they heal.
Just like with Health, the blue cubes on our card also represent Magic. If our character loses some Magic, we move the blue cubes to the left. This means our character has less magical energy and less Willpower. They will stay like this until they recharge.
The Game Board
The Guilds
(The Fortress, Thieves’ Guild, Magic Tower, Forest Camp, Monastery) – In the Basic Version, you can buy a Certificate and fix damaged Items at these locations.
The City, Village
You can sell Items and also buy them here (if any card is available). You can also fix your damaged Items.
Mountains, Forest, Plains
Adventure cards show up here during the game (Creatures and Opportunities).
In addition, I start with three small yellow tokens worth 1 each, called Gold, and three small green tokens, also worth 1 each, called Experience.
Next, I find my character’s playing piece and put it on the game board in the guild’s space specified on my character card. I make sure to keep the remaining tokens and cubes within reach to create a bank.
Now, it’s time to roll the dice and see who goes first. The player with the highest roll gets to begin.
Let’s talk about one round of the game. When it’s my turn to play, I first draw a Chance card and read it out loud. Then, I have to follow the instructions written on the card. After that, I get to move my character on the board.
Once I’ve moved, I have a choice to make. I can either fight the creatures in my current space or take advantage of the possibilities that the space offers. It’s up to me to decide. After I’m done, it’s the next player’s turn.
Now, let me explain how drawing a Chance card works. When it’s my turn and I draw a Chance card, I have to read it and do what it says. The card will give me specific instructions or actions to take. It adds an element of surprise and excitement to the game.
Let’s uncover the top green card. It could be one of the following:
Mountains, Forest, Plains – When you find one of these, you get to take a yellow Adventure card and put it face-up in all the empty spots of the matching terrain. You won’t know what the card is until you flip it over!
City Merchant, Tradesman – If you come across one of these, you’ll have to discard any Item cards that are already there. Then, you can draw some new Item cards from the appropriate deck and place them face-up in the spot. Don’t forget to check out what you got!
Refreshing Wind, Kindly Wind, Magical Breeze – When you encounter one of these cards, it’s your lucky day! All players get to either heal lost Health or recharge lost Magic. Just move the right number of cubes from the LEFT to the RIGHT side of your character card, and you’ll feel refreshed!
Good Times – This is a real treat! When this card shows up, all players can grab some Gold. And if you see one of those large yellow tokens, it’s worth five Gold coins. Pretty sweet, huh?
Hey there!
Charity is like a mix of the previous four cards. It’s a pretty cool card because it does a bunch of helpful things. First, it heals you if you lost any health. Second, it recharges your magic. And third, it gives you some gold. But here’s the catch – it only works if you have the least amount of stuff compared to the other players. If a bunch of players have the same amount of stuff, they all get the benefits of Charity. Talk about being fair!
Peaceful Times is another card that can really help you out. When you draw this card, you get an extra turn. It’s like a bonus round without any new surprises from the Chance cards. Pretty sweet, right?
Moving Your Character
Now, let’s talk about how to move your character on the game board. You’ve got a couple of options. First, you can move your character one space to the left or right. If you’re feeling adventurous, you can even move two spaces instead. But keep in mind, if you choose to move two spaces, you’ll have to pay 1 gold. It’s like renting a horse to get around faster. Just give one of those small yellow tokens back to the bank.
If you want a bit of a change of pace, you can take a boat. When you’re standing on a space with a blue anchor, you can use a boat to move along the dashed line to a nearby port. It’s pretty cool, but it’ll cost you 1 gold. So make sure you’ve got some spare change if you want to set sail!
So, here’s another choice for you: the Magic Gate. It’s like a magical doorway that can transport you to another space. All you need to do is be in a space with a Magic Gate and have 2 Gold to spare.
If you choose this option, you don’t need to walk or look for a horse or a boat. You can just step through the Magic Gate and arrive at your desired destination. It’s quick and convenient.
Of course, you can only use one option at a time. So, if you decide to use the Magic Gate, you can’t also choose to walk or rent a horse or boat. It’s one or the other.
And remember, there’s always the option to stay in the same space and not move at all. Sometimes, that might be the best choice, depending on the situation.
Adventure Cards
In the game, there are two types of Adventure cards: Creatures and Opportunities. Whenever you finish moving, the Adventure cards in that space affect you. However, the Adventure cards in the space where you start your movement (except for the Giant Spider) or the ones you pass through while riding a horse do not affect you.
If you want to encounter the card in the space where you start your movement, you cannot move at all. Moving away after encountering the card is not possible.
Now let’s talk about Opportunities. When you encounter an Opportunity, you have a choice to make. You can decide whether to use it or not. If you choose to use it, just follow the instructions on the card. Once you use an Opportunity, it is discarded. However, if you don’t use an Opportunity, it stays face-up in the space.
Next, let’s discuss Creatures.
So, picture this: you’re out and about, exploring the world when suddenly, you come face to face with a wild creature. And guess what? You can’t just run away from this one – you’ve got to fight it! Yep, battling creatures is mandatory, unlike those optional opportunities you come across.
Now, let’s talk about the battle itself. There are three possible outcomes that could happen when you engage in a fight with a creature. It’s like a game of chance, filled with surprises!
When you defeat the Creature, you can throw it away and gain Experience. The amount of Experience you get is determined by the small green tokens on the Creature card in the upper right corner. If there’s a treasure, you also get that.
If the battle ends in a draw, you don’t win anything, but you also don’t lose anything.
If I lose to the Creature, I’ll usually lose one Health. This means that I have to move one red cube from the right side of my character card to the left. However, some particularly nasty Creatures might do something even worse to me instead. If there is a specific effect mentioned on the card, I must follow those instructions.
Once I draw or lose a card with a Creature, it stays face-up in its space. No other cards can be placed there until someone defeats the Creature.
The Combat Rules
There are two types of battles I can engage in: Battles of Strength and Battles of Wills.
Battle of Strength
If the Creature only has a Strength value, I will have to fight a Battle of Strength. The Strength of the Creature is clearly stated on its card, while my Strength is equal to the number of red cubes on the right side of my character card. It’s also possible that I have a weapon or another helpful Item that gives me a bonus specifically for Battles of Strength.
When it comes to battling against creatures, you have to roll two dice. The lighter one belongs to you, and the darker one represents the creature. After rolling the dice, you add your strength, along with any bonuses, to the number on the lighter die.
On the other hand, you add the creature’s strength to the number rolled on the darker die. The player with the higher total wins the battle. If there’s a tie, the battle ends in a draw.
A Battle of Wills
If the creature only has willpower, then you are forced to engage in a Battle of Wills. This type of battle is similar to a Battle of Strength, except you use your current willpower instead of strength. You can find your willpower value by counting the number of blue cubes on the right side of your character card.
Keep in mind that certain weapons and items might provide additional bonuses.
Optional Battles
In some cases, creatures possess both strength and willpower. If the creature’s strength is listed first, it will attack you using its strength. However, it can also engage in battle using its willpower.
Here’s what you can do: You’ve got two choices. You can either go for a Battle of Strength or take on a Battle of Wills, but be aware that the latter will cost you two Magic points (just move two blue cubes from the right to the left side of your character card). It’s important to know that initiating a Battle of Wills actually weakens you before the fight begins.
Special Battles
Now, there are some creatures, like the Vampire or Skeletal Wizard, that prioritize Willpower before Strength. And then there are others, like the Ghostly Spirits or Escaped Murderer, that also have their own special combat rules.
When you look at a card, you might notice there are some rules written on it. These rules are important because they tell you how to play the game correctly. You can recognize a rule by an exclamation point or a question mark. Rules with an exclamation point are mandatory, which means you have to follow them.
If a rule is followed by a question mark , it is optional, like Escaped Murderer.
Creatures with Three Lives
Some Creatures have three lives. This means that when you battle them, you must roll the dice three times in a row and win all three rolls to defeat them.
If you lose or draw any of those rolls, the battle is over and you have lost or drawn the whole battle. In the next battle, the Creature will have three lives again, even if you won one or two rolls previously.
Note that all three rolls occur within a single battle. So, if you choose to start a Battle of Wills, you only have to pay once before the first dice roll.
Weapons and Items
You must clearly declare which weapons and other items your character will use. During a battle, a character can only use one weapon.
If you’ve got a one-handed weapon, you can team it up with a shield or another non-weapon item, like a wand. You’re only allowed to wear one piece of headwear, though. On the bright side, you can wear as many non-handheld or non-headwear items as you like.
Now, there are some weapons that you can actually throw to get a boost on a single dice roll in a Battle of Strength. But here’s the catch – once you’ve thrown it, the weapon gets damaged and you need to repair it in a civilization space before you can use it or sell it again (check out the Special Spaces section below for more on that).
The Wonderful Things that Can Happen to a Character
When I defeat a Creature or use an Opportunity, I can experience a lot of positive outcomes. Each card has its own unique benefits that can be gained. Let’s explore some of the amazing possibilities!
Firstly, if I’m injured, I can be healed. Any red cubes on the left side of my character card will be returned to the right side, restoring my health.
If my magical powers are running low, defeating a Creature or using an Opportunity can recharge my Magic. Any blue cubes will be returned to the right side of my character card, replenishing my magical energy.
In addition to healing and recharging, I have the chance to earn Gold or Experience. The amount of Experience gained from defeating a Creature is indicated in the upper right corner of the card. It’s exciting to see my skills and knowledge grow!
But wait, there’s more! I might stumble upon a Common or Rare Item. If that happens, I draw the top card from either the Common (brown) or Rare (gold) Item deck. It’s like finding hidden treasure!
Lastly, I might permanently strengthen my character. I have the opportunity to gain an extra point of Strength or Willpower. To do this, I simply take a red or blue cube from the bank and place it on the right side of my character card. This boost in power can make a big difference in my adventures!
Hey there! Let’s talk about a cool game called “Character Cards.” It’s all about strategizing and making the right moves. There’s this rule about moving red or blue stones between the bank and the character – but that’s the only case where you can do that.
What can mess up your character:
First things first – you might lose some Health. That’s what usually happens when you lose a battle against a Creature (unless the Creature card says otherwise).
When you lose Health, you have to move red cubes from the right side to the left side of your character card. But hold on, don’t just toss those cubes to the bank! If you don’t have any red cubes on the right side, it’s bad news. Your character dies, and you lose.
Losing Health also weakens your character’s Strength. So, until your character is healed, they won’t be as strong as they used to be.
Have you ever experienced the loss of Magic? It’s a common occurrence in this game, requiring you to move blue cubes from the right side to the left side of your character card. But don’t worry, losing all your Magic doesn’t mean you’re out of the game!
If you find yourself with no blue cubes on the right side, you won’t lose any more Magic. However, this also means you can’t use anything that requires Magic to activate. Your Willpower will be reduced to zero as well.
Special Spaces
There are certain spaces on the game board that have special rules. These spaces can’t hold Adventure cards, but they offer unique opportunities instead. If your movement ends on one of these spaces, you can take advantage of the Possibilities they provide. Look for the icons on the game board to see what special effects these spaces offer.
You have the freedom to use multiple Possibilities in a single turn. This means you can use the same Possibility multiple times or even use different Possibilities, unless it’s specifically stated otherwise.
Buying and Selling Items
During the game, you’ll come across Items in the City and Village. To acquire an Item, simply pay its cost (shown in the upper right-hand corner of the card) to the bank using Gold.
If you want, you can also sell your Items in the City or Village. When you sell an Item, you’ll receive half of its cost from the bank (rounded up). The sold Item will then be discarded.
Recovering Lost Health and Magic
When I’m at the Monastery, I can restore one Health for free each turn. If I’m at the Forest Camp, I have the option to restore any amount of Health, but I have to pay one Gold for each.
In the Enchanted Wilderness, I can recharge up to three Magic for free per turn. However, if I’m at the Magic Tower, I can recharge any number of Magic, but I must pay one Gold for every two Magic (round up).
If I’m in the Village, I can spend one Gold to stay at the tavern and get some rest. This will allow me to restore one Health and recharge one Magic (but I can only do this once per turn).
Keep in mind that the white dove icon doesn’t have any effect in the Basic Version.
Possibilities instead of Movement
When I’m in the City, I have the opportunity to exchange one Magic for two Gold. Alternatively, if I’m at the Thieves’ Guild, I can trade one Health for three Gold.
When you’re in the Fortress, you can gain two Experience points by spending one Health point. To do this, you need to start your movement in the appropriate space and choose not to move at all. Remember, you can only do this once per turn.
Fixing Items
During the game, some of your Items may get damaged and turn face-down. If you visit a civilization (blue) space, you can repair them. Each repair costs one Gold per Item.
Getting a Certificate
If you’re on a guild space, you have the option to obtain a Certificate from that guild. It requires you to pay five Experience points and five Gold. The Certificate is a card with a black back and the symbol of the guild.
If your character already belongs to one of the two guilds mentioned on your character card, you don’t have to pay any Gold. However, you still need to pay five Experience points.
So here’s the deal: you can only have one Certificate from each guild. When you get a Certificate, you put it in front of you, face-down – don’t worry about the text on the card for now, it doesn’t matter in the Basic Version.
The Game Ends
The goal in the Basic Version of Prophecy is to collect Certificates from all five guilds: the Fortress, Forest Camp, Thieves’ Guild, Magic Fower, and Monastery.
You can buy a Certificate for five Experience and five Gold (or just five Experience, if it says so on your character card).
Once a player has their fifth Certificate, the game is over and they win! The rest of us are ranked based on the number of Certificates we have.
Ready for the Standard Version?
In the world of Prophecy, there are two versions: Standard and Basic. The Standard version is packed with thrilling adventures and choices, giving you more options than the Basic version.
In the Basic version, your ultimate mission is to make it to the Astral Planes and retrieve the precious Artifacts. But beware! Along the way, you’ll encounter terrifying monsters that fiercely guard these treasures.
As you embark on your journey, you’ll also have the opportunity to engage in battles with other players. This adds an extra layer of excitement and gives you more chances to improve your character. Each space can be occupied by two Adventure cards, adding more twists and challenges to the game.
But that’s not all! In the Standard version, the Guilds play a vital role. Instead of certificates, the Guilds offer spells and abilities that can enhance your gameplay. Be sure to explore the Standard Rules to discover these thrilling additions and other exciting aspects of Prophecy.