KeyForge: Prophetic Visions
KeyForge: Prophetic Visions Rulebook
Table of Contents
Table of Contents
Prophecy Cards
Prophecy cards are a special type of card that are double sided. Each side of a prophecy card has a different condition that fulfills the prophecy. At the start of the game, all prophecy cards are inactive.
During a player’s “Play, Discard, and use cards” phase, that player may take one of their inactive prophecy cards and make it active by placing it face up near their play area. After making a prophecy card active, the active player takes one card from their hand and places it facedown under the prophecy. No more than one card may be placed under a prophecy card this way.
The active player can only make one prophecy card active each turn. Once a prophecy has been made active, it remains active until its condition is fulfilled.
Once the condition on a prophecy card has been met, the active player fulfills the prophecy.
Prophecy cards and cards under prophecy cards are not considered to be “in play.”
(Sheet figure: an example of a Prophecy card.)
Fulfilling a Prophecy
After the condition described on an active prophecy card has been met, the prophecy is fulfilled by the active player. The active player reveals each card under that prophecy. If any of those revealed cards has a Fate: ability, the active player chooses a card with a Fate: ability and follows the instructions of the Fate: ability. If there are multiple Fate: abilities on the cards revealed by fulfilling a prophecy, the active player chooses the order in which the abilities resolve. (The active player makes all necessary decisions for resolving the Fate: abilities.)
After all Fate: abilities under the fulfilled prophecy have been resolved (if any), those cards are placed in their owner’s discard pile. The prophecy returns to its owner in an unused state and can be made active again on a future turn.
Exactly what happens when a prophecy is fulfilled is dictated by the Fate: effect hidden beneath the prophecy.