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Prophecy™ Manual

A Family Card Game for 2-4 Players, not to exceed 6 players

Playing time: 15-30 minutes

Object of the Game
The goal of this game is to find prophecies and their matching fulfillments for whichever Prophet(s) you have in play.

When a match is made (this is called "making a prophecy"), the matching pair scores a point for the player who made the prophecy.  The first player to make three prophecies is the winner!

Throughout the course of the game, you will find that Prophets and their associated cards will change hands from player to player as Trials and Tribulations stir up trouble.  Angles And Guardians may be able to help protect your Prophets from time to time, and Divine Interventions can help you as well.

How to Play
First, search the deck and remove all six Prophet cards.  Second, each Player selects any one Prophet of their choice and places it face-up in front of them (which Prophet you choose does not matter).  The remaining Prophets are shuffled back into the deck.  Third, each player is dealt seven cards, which form their starting hands.  Finally, select a start player and begin the game!

On each turn, a player does two things:

  1. Draw a card.
  2. Perform one Action.

The Actions are as follows:

  1. Play a card from your hand (follow the directions on the card).  Some cards are attached to your Prophet, while other cards are played on the Prophets of other players.
  2. Select an opponent and draw any one card at random from their hand.
  3. Select an opponent and ask if they have any prophecy or fulfillment cards for a specific Prophet.  If they have any cards for the Prophet who was named, they must give one card to the player who asked.  If the player has multiple cards of the named Prophet, they may choose which card to hand over.

Making Prophecies
Whenever you match a Prophecy to a Fulfillment (for a Prophet you have in play), you not only score a point, but you also may immediately take a second turn.

Overview of the Cards
Prophecies and Fulfillments:
  These are "attached" to your Prophet.  They must match the Prophet (they are color-coded for easy matching).  Each Prophecy and Fulfillment card has a name.  To make a Prophecy (and score), the Prophecy card must match the Fulfillment card.  Each Prophet has four different Prophecies and their matching Fulfillments in the deck.

Guardian Cards:  Attach these to your Prophet.  They can protect against certain types of Trials and Tribulations, but only if they are attached at the time the Trials and Tribulations card is played.

Angel Cards:  These also protect against Trials and Tribulations, but they may be played during another player's turn (when they try to use a Trial and Tribulation against you.  Like the Guardians, they are discarded after successfully protecting you.

Divine Intervention Cards:  These powerful cards offer a variety of special actions.  Read each card carefully to understand what it does and how to use it.  Discard these after playing unless card instructs otherwise.

Trial and Tribulations:  These represent the forces of evil at work in the world.  Play these cards on the Prophets of other players.  Discard when their effects have taken place.

Game End
The first player to earn three points (prophecies) is the winner!

To make the game longer or shorter, the number of points can be changed, so long as all players agree.

 

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Copyright © 2005 Epos Entertainment
Last modified: 04/03/2006