Something has gone wrong. The time stream has altered, and the Middle Ages aren't what they used to be. It's up to you to repair the temporal fault in A Prophecy of Dragons, the second expansion to T.I.M.E. Stories.
What will you find when you step into your caisson and go through with the Tachyon Insertion? The receptacles in A Prophecy of Dragons have been chosen for their involvement in the local guilds, and it's up to you to use their contacts to gather clues about the nature of the temporal fault. You'll also need to make good use of your receptacle's talents. Your mission isn't without a certain measure of peril. There are traps and foes that will fight you. Also, these Middle Ages aren't like those you would have studied in your history classes; they're permeated by magic, and that magic can be used against you.
Developed by Manuel Rozoy and Sebastian Pauchon, with art by Vincent Dutrait, A Prophecy of Dragons turns history on its head, reminding you that in T.I.M.E. Stories you can be anyone, anywhere, and at any time.
A Prophecy of Dragons contains:
- 209 cards
You cross the paved courtyard on your guard. The door to the building is open a crack. A deep and continuous sound is coming from it, a sound resembling that of a machine very far off from the technological rank of this planet...
A Prophecy of Dragons, the second expansion for T.I.M.E. Stories, is now available at retailers throughout the United States. Availability may vary in other regions.
Forget everything you know about the Middle Ages. In A Prophecy of Dragons, you and your fellow T.I.M.E. agents must travel back through time to an alternate Middle Ages, one laden with magic... and a temporal fault. One of your sworn enemies, a Syaan, has traveled ahead of you and hidden within the body of Milyafin, the king of Algueria. Forcing Milyafin to do whatever he wants, the Syaan has been swiftly altering the course of history and eroding the future of the planet.
Save the Future
To save the future, you and your colleagues must once more travel into the past.
Seal yourselves into your caissons, and prepare yourself for the Tachyon Insertion process. When next you see the world, it will be through the eyes of a receptacle living in the Middle Ages, in the kingdom of Algueria, on the world of Linais. The question is: can you use that receptacle's guild connections and talents to thwart the Syaans and reseal the temporal fault?
Like each new T.I.M.E. Stories scenario, A Prophecy of Dragons incorporates a set of rules that you learn within the game and that pertain directly to the expansion's challenges and adventures. You may gain the ability to wield magic or to asassinate your foes. You may find yourself in control of any of the expansion's eight different receptacles, each with his or her unique talents.
And just as A Prophecy of Dragons utilizes a custom set of rules, it introduces an all-new set of locations and challenges. You may need to find ways to open locked doors and sealed rooms. You may need to cut deals at market or gather rumors from the crowd at the Dragon Inn.
Whatever you choose to do, however, you'll have to do it quickly. Your Tachyon Insertion costs the T.I.M.E. agency a small fortune, and it only lasts for twenty-five TUs each go (or thirty TUs if you have three agents). So be sure to grab anything that appears helpful or out of place. You never know when it might come in handy.
Step into Another Age
Leave the modern world for a while, and enjoy the mysteries of an era and location laden with magic. Loaded with gorgeous, stylized art and surprising twists, A Prophecy of Dragons delivers on the promise of T.I.M.E. Stories-allowing you to slip momentarily into another life, in a time and a world far removed from cell phones, spreadsheets, cars, and modern day distractions.
Forget all that you know about the Middle Ages. There's a whole new history to discover. A Prophecy of Dragons is now available, and there's no limit to your T.I.M.E. Stories adventures!
"Your mission is simple: Foil the plans of the Syaans by resealing a temporal fault."
Time has gone wrong, and it's your job to fix it. A Prophecy of Dragons is the second expansion for T.I.M.E. Stories, and it comes loaded with mysteries and magic, much of which you'll encounter as you wander through an alternate history in order to safeguard your future.
Once you complete your Tachyon Insertion and arrive in your receptacle, you'll need to acclimate yourself to the culture and environs of Algueria, where the king has been infiltrated by a Syaan time traveler. Why are the Syaans interested in a historical king of Algueria? That's just one of the questions you'll try to answer as you hunt for clues about the nature of the temporal fault. As with any good mystery, A Prophecy of Dragons has more than one twist in store for you.
The Lay of Algueria
Things are going wrong rather quickly in Algueria, and that means you'll need to conduct your investigations with a good deal of urgency. It also means that you'll need to choose wisely where you'll start. Will you consult with the locals at the Dragon Inn? Will you head to the Old Dock or the Lost Woods? Or will you try to head to the Castle Plaza directly, hoping you can confront the infiltrated king?
Different locations and elements in A Prophecy of Dragons may be locked from you when you first encounter them, so it's critical that you find the appropriate keys (or spells) to get where you want to go. Additionally, you may discover other locations or objects along your way that lead to yet more layers of mystery.
- We already encountered an entirely anachronistic pair of Collectible Briefs in our previous look at A Prophecy of Dragons, but how does it connect to the fate of Algueria and time, in general?
- Of course, the briefs aren't the only objects of wonder you could encounter. You may find a strange Glyph Medallion of ominous significance. Could it help you later along your quest? Perhaps. But there's a chance it may lead you into even greater danger.
- It's also a safe bet that if you find A Cube made from an unknown matter that it probably doesn't belong in Algueria's proper history. It's also a safe bet that it was brought to Algueria for a specific purpose, one that the cube may even help you uncover.
- Finally, it's not just objects that you may find bouncing around, out of place and out of time. You might even come across people, who are likely to be entirely bewildered by the circumstances. After all, you have to remember there was once a time without time travel technology and, well, Algueria's history was supposed to be one of those times.
Where Will You Begin Your Investigations?
The streets of Algueria lie before you. Which will you follow? With the security of all time and space at stake, you'll need to act quickly to repair the temporal fault.