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T.I.M.E Stories: A Prophecy of Dragons



T.I.M.E Stories: A Prophecy of Dragons - Forget all the things you know about the Middle Ages. Explore a parallel reality where magic changed everything.

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T.I.M.E Stories: A Prophecy of Dragons - Forget all the things you know about the Middle Ages. Explore a parallel reality where magic changed everything.

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 Sébastian 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.

About  T.I.M.E Stories

Welcome agents! The T.I.M.E. agency needs you. The fabric of the universe and its parallel worlds are threatened by intrusions. The T.I.M.E. agency sends agents to eliminate these dangers.

T.I.M.E Stories is a narrative game, a game of decksploration. Each player is free to give their character as deep a role as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.

At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the amount of players. Each attempt is called a run; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles.

When your mission ends, your exploration of the T.I.M.E. Stories world can continue with additional scenarios!

T.I.M.E. Honors:

  • 2015 Golden Geek Best Board Game Artwork/Presentation Nominee
  • 2015 Golden Geek Best Innovative Board Game Nominee
  • 2015 Golden Geek Best Thematic Board Game Nominee
  • 2015 Golden Geek Board Game of the Year Nominee
  • 2015 Tric Trac Nominee
  • 2016 As d'Or - Jeu de l'Année Expert Nominee
  • 2016 Kennerspiel des Jahres Nominee

T.I.M.E Stories: A Prophecy of Dragons is a scenario for the T.I.M.E. Stories base set. A copy of the base game is necessary to play.

More scenarios await:

  • The Marcy Case (Thriller set in the United States 1992 NT)
  • Under the Mask (Pharonic Egypt set in Egypt -1146 NT)
  • Expedition Endurance (Mystery set in Antarctic 1914 NT)

Contents: 209 cards, rules.


Number of Players 2 to 4
Playing Time 90 minutes
Suggested Ages 12 and up
Mechanics co-operative play, dice rolling, roleplaying, storytelling, variable player powers, voting, time travel, adventure, science fiction, thematic, T.I.M.E. Stories
Designer Rozoy, Manuel
Illustrator Vincent Dutrait
Publisher Asmodee Editions
Year Published 2016
Binding Box
Condition New


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