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« on: June 19, 2008, 01:42:22 AM »

Prophecy


Prophecy is a fantasy adventure game published by Z-Man Games.

Players: 2-5
Playing Time: 3-4 hours

The Components

Prophecy comes in a square box jammed with components.

The Board: A square board which depicts the map--a circle of 20 different terrains, plus 5 astral realms--and also contains places to store 9 different decks of cards. It’s linen-textured and graphically depicts the various locales of the world in light, somewhat cartoonish artwork.

The Cards: These are all half-sized cards of medium-to-heavy weight which are linen-textured. There are a total of 200+ cards. About a third of them feature just text, but the other two-thirds feature artwork. Other than a few clips taken from the board, every piece of art seems to be original, which is a fairly extraordinary amount of original artwork.


There’s also a collection of icons on many of the cards, meant to explain what they do. They’re a little bit small, but otherwise they do a good job of quickly describing what each card does.

Characters: There are a total of ten characters in the game. Each comes with a heavy cardboard character sheet, which provides places to put your experience, gold, health, and magic. There’s also a standup cardboard figure for each character which goes on the board; both the sheet and the figure feature the same original art for the character.

Other Tokens: Other tokens for the game include cardboard pieces for money and experience (both in denominations of 1s and 5s) and wooden cubes for health (red) and magic (blue).

Overall, the components for Prophecy are all superb quality. The cards feature a multitude of good art as well as a good attempt to make the game as usable as possible.


I was shocked to see this game is retailing for only $40. I would have guessed $50 or maybe $60. As such, it’s a great deal, and that on top of its innate quality clearly earns it a “5” out of “5” for Style.

The Gameplay

The object of Prophecy is to gather 4 of the 5 artifacts hidden away on the Astral Plane.

Setup: The board is laid out with a huge pile of stuff. There are five decks of cards laid out in the center of the board, each associated with one of the player guilds (forest camp, fortress, magic tower, monastery, and thieves’ guild). The top card of each of these decks is flipped up, each offering an ability for purchase.

Around the edges of the board, four more decks are placed: common items, rare items, chance cards, and adventure cards. A card is flipped from the chance deck that results in adventures being placed on one of the outside terrain types (plains, mountains, or forest), then an adventure is placed in each of these spaces. It will be a creature to fight or an opportunity to take advantage of.

Small decks of artifacts, lesser guardians, or greater guardians are shuffled, and then one of each card type is placed in each of the five Astral Plane spaces.

Finally each player selects a character, and then places it in their home guild space.

Characters. For adventure games, characters are pretty simple in Prophecy. Each one lists two guilds that the character can use without extra cost and also lists their starting health and magic levels. That’s it.

Health and magic are the basic resources available to a character. Health is used in physical conflicts and magic is used in mental conflicts. Each character gets a pool of cubes which mark their total health/magic; they place these to the right of their character to mark that they’re available. Usually these cubes are just moved back and forth across a character to mark when they’re used or when they’re regenerated, but in special cases a character can increase the size of his pool, marking a permanent gain. Overall it’s a clever but simple mechanism.

Current levels of health and magic are very important because they’re the levels used when a character is involved in a Battle, which we’ll return to later.

There’s no particular penalty for running out of magic, but if you lose a health that your character doesn’t have, he dies.

Order of Play: The standard order of play for a turn is:
- Draw a Chance Card
- Move
- Battle
- Use Possibilities
- End Round

Draw A Chance Card: Chance Cards stock the board, placing adventures to face in the wilderness, items to buy in the city and village, and abilities to learn in the guilds. They also can heal, give money, and do other generally good things.

Move: A player can move his character one space clockwise or counterclockwise on the board for free. There are also other ways to move, such as spending a gold to take a horse two spaces or to take a boat to a port, or spending two gold to use the magic gates.

Some abilities and items give special movement powers, while some spaces have possibilities that can be used instead of movement which let you do things like trading health or magic for gold.

Battle: If a player lands in a space with a monster he must fight it, and then if there’s another character there he may fight.

Battle is done either physically or magically. The default is a physical fight, but if either combatant chooses a magic fight, that takes precedence. However for a player to do so he must spend 2 magic, thus decreasing his strength in the battle.


Players will have various items and abilities which help increase their values in combat. After everyone decides what they’re using, two dice are rolled, one for each combatant. A player’s die is added to his health or magic total. Whoever has the higher total wins.

When fighting a monster, the player wins what’s specified on the monster card if he’s victorious, plus some experience. If he’s falls to ignoble defeat he usually loses a health, though some monsters list greater penalties. Losing a fight with a monster also ends a player’s turn, which means he can’t use any possibilities in the space.

When fighting another player, the loser loses one health unless he decides to give the winner the choice of his items.

Use Possibilities: There are various good possibilities which may be used on spaces once the monsters are defeated. Some of these are special cards turned up as part of the adventure deck. In Guild spaces players may spend experience (plus gold if it’s not your home guild) to get spells or other abilities to use. In the city and village players may spend gold for items. Finally, other spaces have other abilities, usually involving regenerating one of the resources (gold, health, magic) or trading it.

End Round: At the end of the round the player must discard down to 7 abilities, 7 items, 15 experience, and 15 gold.

Going to the Astral Plane: As characters advance they’ll gradually become good enough to head off into the Astral Plane. These are five spaces around the edge of the board, each of which is adjacent to two spaces on the normal movement track. A player may choose to ‘attack the Astral Plane’ from one of those adjacent spaces rather than taking his normal movement.

Here there is a Lesser Guardian to defeat who offers some nice reward. Then there’s a Greater Guardian who is protecting a powerful Artifact. Whoever defeats the Greater Guardian gets the Artifact.

Winning the Game: A player wins by collecting 4 of the 5 artifacts. If the artifacts end up split up, then once all 5 have been collected, a final battle occurs between the characters with the artifacts. Everyone is healed up, and then they take turns attacking each other, each taking an Artifact when they win. The player who ends up with 4 artifacts first is the winner of the game.


Relationships to Other Games

Earlier this year I reviewed the fourth edition of Talisman and I said, “When I first heard that Talisman was being reissued, I'd hoped that Black Industries would do with it what Fantasy Flight Games did with Arkham Horror--which is largely revise the game to take advantage of both the graphical and mechanical advances of the last twenty years of game design. That they didn't is disappointing: if they had this could have been another classic for the next decade.” What I didn’t know at the time was that a game already existed which fulfilled my hopes; it’s Prophecy.

I have little doubt that Prophecy was developed as the designer’s answer to Talisman. It similarly has a looping board where you move from space to space, flipping up cards that represent encounters, some of which are good, some of which are bad. Additionally, your ultimate goal is to collect a powerful magical artifact, and you’ll probably have to fight the other players at the end.

The difference is that Prophecy does take advantage of those twenty years of game design. Not only is this obvious in the much more usable game components, but also in the game design itself, which is less random than Talisman and which remolds much of the old game’s ideas into a clever resource-management game.

So, fundamentally, Prophecy is what the new edition of Talisman should have been.

The Game Design

As you can probably already assess, I’m pleased with the game design of Prophecy. Without losing any of the color or theming of an adventure game, Prophecy creates a much more strategic gaming experience.

There’s fun adventuring, as you’d expect, as you often don’t know what all is in a space. You also get to really interact with the world, as you circle around the board, heading for certain locales. However, beyond all that you’re constantly managing all manner of resources. Do you need to regenerate your health? Your magic? Should you trade experience in for abilities? Can you spend you gold? Do you need to get to a space before someone else does?


However, none of this ever feels complex. Instead you’re just making a long series of strategic and/or tactical decisions based on what’s important at the time. There’s a bit of brinkmanship too, as you might decide that you should go after a monster before you’re ready, in order to get ahead of other players, but it’s so well integrated into the game, that you don’t even consider it as a different decision to make.

I have a few slight qualms. I wish the game were shorter, but that’s pretty much a defining aspect of the genre. I also would like there to be more cards, as you’ll go through the event deck multiple times and the adventure deck at least once over the course of the game. I don’t think this will practically limit its replayability, but it will make future games a bit less colorful.

Generally, you can classify adventure games into two sorts, the gamemaster-led games of which Descent is my favorite, and the everyone-for-themselves games, of which Prophecy is the best that I’ve reviewed*. As such, I’ve given it a full “5” out of “5” for Substance, as it’s the best of its class to date.

(* I like Return of the Heroes quite a lot too, but its availability is limited outside of Germany.)

Source: rpg.net
« Last Edit: June 19, 2008, 01:51:03 AM by brel » Logged

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« Reply #1 on: June 19, 2008, 02:44:17 PM »

Someone at BGG made use of D&D minis and re-painted them to look like the characters in Prophecy.  Since only character stands come with the game, this is a great idea!  Here it is:


The D&D Miniatures are:

Slayer of Domiel, Vampire Hunter, Combat Medic, Wizard Tactician, Merchant Guard, Skullsplitter, Village Priest, Healer, Sage, Snaketongue Cultist.
« Last Edit: June 19, 2008, 02:49:12 PM by brel » Logged

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« Reply #2 on: June 19, 2008, 05:10:28 PM »


Some comments I gathered of this game:

"The playing length is a bit shorter than Shannon suggests. In practice, it comes down to about 45 minutes per player. A friend of mine claims to normally complete a 2 player game in 60 minutes over lunch.

The changes from first to second edition are slight. Mostly they are tweaks in the rules to the ending. (The original game ending is included as the Armageddon variant). There are also some card text fixes, and a few balance tweaks, as well as upgraded components.

I strongly prefer this to both Return of the Heroes and Runebound. The face up cards and predictable movement give you the journey element of Runebound, and the variety of cards and items resemble the variety in Runebound---but with turns that move MUCH faster."

~ Moofrank

----------------

"I thought this over some more, and wanted to give some additional insight:

Return of the Heroes is very much a European game design. Besides just being shorter, it's also somewhat more abstract, with the theming feeling subservient to the mechanics.

Contrariwise, Prophecy is very much an American adventure game design that's been designed well, taking advantage of some European nuances, but doing so without sacrificing the theming and the adventure feel of the original.

So, RotH is probably better if you want a shorter game or a more Germanic game.

Prophecy is probably better if you don't mind a longer game and want something with a more adventuresome feel.

Oddly, RotH also feels more random because the final battle can happen to give a big advantage to one player depending on setup."

~ Shannon Appelcline
« Last Edit: June 19, 2008, 05:25:20 PM by brel » Logged

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« Reply #3 on: June 19, 2008, 05:18:06 PM »

Just bought the game.  I hope it's what I've been looking for.  Was choosing from "Descent: Journeys In The Dark", "Return of the Heroes" and "Prophecy".  Having tried Runebound 2nd Ed. before, I was up for a shorter RPG boardgame that is less complex and would cater more to my gaming group.  I still like Runebound but I just couldn't find anybody to play with the game for 6 hours (coz I like 3 or more players in the game).


Having read many positive things about "Prophecy", I instantly bought it.  Price was very reasonable too.

I am now excited to receive and play the game as well as constantly awaiting the release of the expansions announced by Z-man Games.  Smiley


Prophecy: Dragon Realm


Prophecy: Water Realm
« Last Edit: October 01, 2008, 11:49:00 AM by Brel » Logged

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« Reply #4 on: June 28, 2008, 12:44:26 AM »

I just got Prophecy and am wondering if I really have the complete cards.  So I have made this list of the cards that came with my box for people to refer to. 

I feel I got wrong cards as I have two (2) Scaled Monster Greater Guardian cards and two (2) Banner of Hope Artifact cards.  The count of my Artifact Cards is five (5) but since I got double Banner of Hope cards, I feel I am missing one more card.

If there are any corrections in the list, I will update it and retain the post so people can refer to this in the future.

CHANCE CARDS (22)

- 1 x Charity
- 1 x City Merchant
- 1 x Economic Crisis
- 2 x Forest
- 1 x Forest Camp
- 1 x Fortress
- 1 x Good Times
- 1 x Kindly Wind
- 1 x Open Training
- 1 x Peaceful Times
- 2 x Plains
- 1 x Magic Tower
- 1 x Magical Breeze
- 1 x Monastery
- 2 x Mountains
- 1 x Prophetic Dream
- 1 x Refreshing Wind
- 1 x Thieve's Guild
- 1 x Tradesman

ADVENTURE CARDS (63)

- 1 x Alchemist
- 1 x Alter Ego
- 1 x Ancient Scroll
- 1 x Angry Mob
- 1 x Band of Brigands
- 1 x Band of Zombies
- 1 x Bear
- 1 x Black Market
- 1 x Black Well
- 1 x Cleansing Fire
- 1 x Clover Meadow
- 1 x Collector
- 1 x Dark Apprentice
- 1 x Dark Wizard
- 1 x Deserted Shack
- 1 x Dryad
- 1 x Escaped Murderer
- 1 x Enchanted Flower
- 1 x Exotic Merchant
- 1 x Flock of Harpies
- 1 x Forgotten Chapel
- 1 x Gem Mine
- 1 x Ghost
- 1 x Ghostly Spirits
- 1 x Giant Rat
- 1 x Giant Scorpion
- 1 x Giant Spider
- 1 x Glass Mountain
- 1 x Golden Fish
- 1 x Golem Guardian
- 1 x Headless Knight
- 1 x Hermit
- 1 x Highwayman
- 1 x Horde of Bats
- 1 x Imp
- 1 x Incubus
- 1 x Leprechaun
- 1 x Lone Wolf
- 1 x Lost Library
- 1 x Lost Soul
- 1 x Magic Stone
- 1 x Master Wizard
- 1 x Mine Gnome
- 1 x Mummy
- 1 x Mysterious Old Man
- 1 x Noble Lion
- 1 x Old Pirate
- 1 x Old Veteran
- 1 x Pack of Wolves
- 1 x Poisonous Snake
- 1 x Rat
- 1 x Rock Giant
- 1 x Ruin
- 1 x Skeletal Wizard
- 1 x Steppe Raiders
- 1 x Strongman
- 1 x Succubus
- 1 x Swordswoman
- 1 x Thug
- 1 x Travelling Apothecary
- 1 x Undead Warrior
- 1 x Vampire
- 1 x Wiseman

LESSER GUARDIAN CARDS (5)

- 1 x Fire-Breathing Dragon
- 1 x Sphinx
- 1 x Tortured Souls
- 1 x Undead Knight
- 1 x Vampire Lord

GREATER GUARDIAN CARDS (6)

- 1 x Master of Pain
- 2 x Scaled Monster
- 1 x Shadow of Death
- 1 x Shapeless Things
- 1 x Storm Queen

COMMON ITEM CARDS (35)

- 1 x Axe
- 1 x Boomerang
- 1 x Cape
- 1 x Cedar Staff
- 1 x Cutlass
- 1 x Dagger
- 1 x Hammer
- 1 x Ivory Wand
- 1 x Javelin
- 1 x Large Wooden Shield
- 1 x Letter of Recommendation
- 1 x Mahogany Wand
- 1 x Oaken Staff
- 1 x Philosopher's Stone Scroll
- 1 x Potion of Concentration
- 1 x Potion of Greater Healing
- 1 x Potion of Greater Magic
- 1 x Potion of Greater Regeneration
- 1 x Potion of Healing
- 1 x Potion of Magic
- 1 x Potion of Regeneration
- 1 x Potion of Strength
- 1 x Rapier
- 1 x Ruby Circlet
- 1 x Scroll of Altered Reality
- 1 x Scroll of Decay
- 1 x Scroll of Deep Prayer
- 1 x Scroll of Destruction
- 1 x Scroll of Stealing
- 1 x Scroll of Teleportation
- 1 x Spear
- 1 x Sword
- 1 x War Axe
- 1 x War Hammer
- 1 x Wooden Shield

RARE ITEM CARDS (26)

- 1 x Berserker's Axe
- 1 x Black Spear
- 1 x Crown of Power
- 1 x Crystal Skull
- 1 x Elixir of Wisdom
- 1 x Elixir of Youth
- 1 x Flaming Staff
- 1 x Flying Carpet
- 1 x Gauntlets of Strength
- 1 x Great Sword
- 1 x Knight's Shield
- 1 x Mace of the Dark Gods
- 1 x Potion of Rebirth
- 1 x Ranger's Boots
- 1 x Radiant Scythe
- 1 x Radiant Shield
- 1 x Ring of Concentration
- 1 x Ring of Magical Forces
- 1 x Ritual Dagger
- 1 x Scroll of Divine Will
- 1 x Scroll of Wishes
- 1 x Spiked Shield
- 1 x Staff of the Archmagi
- 1 x Sword of Smiting
- 1 x Thor's Hammer
- 1 x Time Spiral Scroll

ARTIFACT CARDS (5)

- 1 x Astral Sword
- 2 x Banner of Hope
- 1 x Mirrored Shield
- 1 x Royal Cape

ABILITY CARDS - FOREST CAMP (10)

- 1 x Forest Wisdom
- 1 x Healing Arts
- 1 x Horsemanship
- 1 x Hunting
- 1 x Long Weapons
- 1 x Meditation
- 1 x Mountain Lore
- 1 x Spirits of Forest Trails
- 1 x Spirits of the Mountain Paths
- 1 x Stamina

ABILITY CARDS - MONASTERY (10)

- 1 x Blessed Weapon
- 1 x Curse
- 1 x Exorcism
- 1 x Fanaticism
- 1 x Miraculous Healing
- 1 x Nautical Rites
- 1 x People's Hospitality
- 1 x Prayer
- 1 x Sacrifice of Blood
- 1 x Sanctity of Life

ABILITY CARDS - THIEVES' GUILD (10)

- 1 x Counterfeiting
- 1 x Disguise
- 1 x Fleet of Foot
- 1 x Haggling
- 1 x Pickpocketing
- 1 x Poisoned Blade
- 1 x Stealth
- 1 x Thievery
- 1 x Thrown Weapons
- 1 x Wharf Rat

ABILITY CARDS - MAGIC TOWER (10)

- 1 x Effective Spellcasting
- 1 x Flaming Weapon
- 1 x Magic Drain
- 1 x Magic Field Theory
- 1 x Mass Decay
- 1 x Mental Attack
- 1 x Rune of Homecoming
- 1 x Staff Skill
- 1 x Time Loop
- 1 x Turn Back Time

ABILITY CARDS - FORTRESS (10)

- 1 x Ambidexterity
- 1 x Berserker Rage
- 1 x Blacksmithing
- 1 x Concentration
- 1 x Crushing Weapons
- 1 x Duelling
- 1 x Edged Weapons
- 1 x Practical Training
- 1 x Toughness
- 1 x Two-handed Combat

Also posted this at BGG:
http://www.boardgamegeek.com/thread/322557/
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« Reply #5 on: June 28, 2008, 12:48:10 AM »

Found another nice review of the game...

Frank Branham: Prophecy 2nd Edition Deep Dive

I was so very happy that a Through the Ages won the IGA award this year, even though it was not my favorite game from last year.

My fave is Prophecy, a game by the same designer, Vlaada Chvatil. It didn't garner enough nominations. This is not very suprising—the game looks exactly like yet another in a long line of Talisman clones. Almost invariably, Talisman clones are the worst of games. They last for many hours, stuff happens at random, and eventually somebody wins, which makes everyone happy because the game is finally over.

Prophecy was actually quite fun, with much cleaner rules, more control over movement, and wonderful synergistic character advancements. So I kept playing. And I'm now convinced that there is quite a bit of skill in this game, perhaps nearly as much as Through the Ages, but with more streamlined rules.

There are quite a few parallels. A turn in Through the Ages has you choose between opportunities for advancement based on action point cost from the available sliding rack; Prophecy allows you to choose from face-up opportunities scattered within a few turns travel.

In Through the Ages, you have to spend some of your actions managing food, ore, and workers; Prophecy makes you spend turns to deal with health, magic, experience, and gold. Eventually, you turn these into the basic and important Strength and Willpower that actually allow you to win.

Experience in Prophecy allows you to buy various technologies (Abilities) that sometimes work together to increase your movement (which is similar to having extra actions in TTA) or combat ability.

There are differences, of course. Through the Ages gives you a few actions per turn with varying costs. Prophecy requires you to spend one or more turns for an action, as travel is slow. You are accomplishing less, but turns fly by at great speed, and the game feels like it has a faster pace.

Prophecy also has the wonderful focus on acquiring five artifacts from particularly powerful bosses that are turned up slowly over the course of the game. This choice is actually fairly similar to the classic resource game decision of when to convert from building up your factories to starting to cash in for victory points.

Prophecy also has creatures you have to kill before claiming an opportunity. In practice, this means there is either a random delay of a few turns, or it allows another player a chance of claiming a particularly valuable card.

Prophecy also has the whole dice thing.

This is no doubt what turns off most Eurogamers. When I think about the situation, the combat in Prophecy is far less noxious than most of its forebears. You are allowed to choose your opponents, and an event deck replenishes your health and gold, which reduces the penalty for failure. I'm winning about 75% of the games I play, and experienced players are winning the remainder.

Changes in the second edition

Z-Man just put out the new edition. I dutifully bought it, hoping desperately that the changes would not ruin a game I am so fond of. They didn't. Changes are small, and universally for the better.

Components: The game has a smaller, but far denser box. The board is now much thicker. The cards are thicker. The player character cards are now small boards. The printed bits all have a linen finish. The tiny glass beads from the original have been replaced with oversized cubes and printed tokens. The components are pretty impressive at the $40 list.

Rules changes: The only change is that the original ending has been truncated. The original ending required players to chase each other over the board, fighting when they meet. If no one has acquired four artifacts by the time of a single pass through the event deck, no one wins. This can break just a bit, as a player with a few movement powers can avoid being caught fairly easily.

The new rule still involves a fight, but it starts immediately without all that moving around and only lasts a couple of turns. The original rule is still a variant as is my house rule of first player to reach two artifacts wins. (I will still use this rule with new players. ) Both rules make the game ever so slightly shorter, chopping 15-30 minutes off the game length.

The game is still about 30-45 minutes per player, which means it is best for 2 or 3. Anthony Rubbo claims to play it two-player at lunch in 45 minutes—which must involve Joe Huber or some other speed game freak.

Cards: Perhaps as many as a third of the cards have been changed. The changes are individually very small. Most are clarifications, to make the lengthy FAQ/Glossary at the end of the rulebook mostly unnecessary. Monsters now provide a little more gold, which makes it easier to buy the larger common item supply available in the village.
And a few changes correct abilities that are slightly too powerful, either adjusting their cost or reducing them in power.

By Frank Banham

Source: boardgamenews.com
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« Reply #6 on: June 29, 2008, 02:59:04 AM »

Here's the download link to the PDF file I made that contains a listing of all the cards that came with the game - Prophecy 2nd Edition.  This might come in handy if you've bought the game and needs to check if you've got the complete set of cards.  Z-man published games are known for having double and/or missing cards.  Also uploaded this in BGG site but it's still for approval.

Download here: http://www.tabletopwars.com/gallery/displayimage.php?pos=-1208

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« Reply #7 on: August 09, 2008, 01:27:56 PM »

Video Review of Prophecy (Atlas version) by Scott Nicholson can be found in the ff. link:

http://www.boardgameswithscott.com/?p=86
« Last Edit: August 09, 2008, 01:32:46 PM by brel » Logged

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« Reply #8 on: August 09, 2008, 03:31:49 PM »

We're having so much fun with this game especially the two against two player variant. My only complaint with the game is that it can get cluttered, and the lack of chance cards.  Sad
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« Reply #9 on: August 09, 2008, 06:44:57 PM »

Yup, the board can get cluttered as you place cards on em per location.  But to me it made the game more intuitive in the sense that you actually are drawing cards in the space that your character is standing.   Smiley

Chance Cards can be repetitive too that is why I truly wish that the expansions will be released real soon.  Grin

Glad to hear your having fun with the game!  Wink
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« Reply #10 on: October 01, 2008, 11:37:52 AM »

According to Boardgamenews:

"The three expansions for Prophecy have been pushed back to late fall or early winter of 2008 – and early 2009 isn’t out of the question. Part of the delay results from the wait for new artwork while the artist completes Tales of the Arabian Nights first. Zev says that designer Vlaada Chvatil is also testing out various elements of the expansions."
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« Reply #11 on: October 01, 2008, 05:12:50 PM »

Thats too far off. Sad Can't wait for the expansions to be released..
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« Reply #12 on: October 02, 2008, 01:31:48 AM »

Thats too far off. Sad Can't wait for the expansions to be released..

Me too.  Intay nlang tayo ng konti pa.  We can't do anything except maybe play other games for now.  There are a lot of great games out there!  Grin
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« Reply #13 on: November 06, 2008, 02:03:11 PM »

It is confirmed that the two expansions for Prophecy will instead be released next year (2009) according to the Z-man Newsletter Issue 2.  Exact month has not been specified yet.
« Last Edit: November 06, 2008, 02:05:23 PM by Brel » Logged

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« Reply #14 on: August 25, 2009, 11:17:43 PM »

cripes! nauna pa yung babel 13 ng neuroshima. wala pa reng set dates for expansions of this game.
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