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Beneath the light of a pale moon, a group of Garou gather. As
their kin war upon each other in the blighted town of Las Vegas, this small
handful has put its hatred aside... for the moment. The Garou recognize that the
Wyrm is turning them against each other, so they shall turn first upon the Wyrm.
The Storm Eater, buried over a century before in this area, is growing in
power once again. Desperate to stop its evil wiles, the Garou step into the
Umbra and move backwards in time, to the 1880s. There they watch and learn,
hoping for some clue. "How did our ancestors bury the Storm Eater before, and
how can we prevent it from ever rising again?"
Through the Umbra, they watch the shadows of their past lives. They see
tumbleweeds roll on a blistering wind through a moot of leather-clad humans and
dust-beaten wolves. They gather just astheir modern descendants have done. They
gather to fight the Wyrm. And a single question hangs in the air "When will
y'all Rage?"
Welcome to Rage!
Rage is a trading card game in which you play the
leader of a pack of werewolves seeking to destroy the evil of the Wyrm and whip
your enemies into submission. Your enemies may be from a different Tribe or even
a rival pack; infighting is all-too-common as packs struggle for dominance.
As your pack's leader, you have several pack members in play at the start of
the game. These are your main forces. You also have a Sept deck and a Combat
deck. Your Sept deck holds the various resources to which your pack may have
access: Allies, Equipment, ritual magic, and other stuff. Your Combat deck has
all of the nasty moves and tricks your pack knows; you'll use it when one of
your characters gets into a fight.
You win when your pack gains enough Renown that other packs acknowledge you
as the alpha pack of the Garou Nation, and you, as the leader of your pack, can
lead them against the Wyrm.
Don't be intimidated by the size of these rules; the game is very easy to
learn and play. First, separate your cards by type and compare them against the
examples that follow. Then skim through the rules to get yourself familiar with
them. Grab your cards, set up for a game, and bash itout! Refer to the rules as
you need to.
What Is Werewolf: The Apocalypse?
Rage is based on Werewolf: The
Apocalypse(tm) by White Wolf Game Studio, Inc. The protagonists of this game are
werewolves, known as the Garou. Their society has existed outside human
civilization for tens of thousands of years, defending the physical and spirit
worlds alike from the depredations of humanity and the insidious corruption of
the Wyrm. They are creatures of deep wisdom often overcome by great anger; they
are man and beast, spirit and flesh, all in one body. They war amongst
themselves all too often, but if their world is to have a future, the Garou need
to unite against a much greater threat than each other.
The world of Werewolf is the world of the Apocalypse; the end is not coming,
it is here. Now. Gaia-the Earth-is doomed, and the fault lies with its
guardians, the Garou. They have failed in their sworn purpose to keep the Wyrm
at bay. The Wyrm rises once again to consume Gaia, and the Garou are slowly but
surely losing their eons-old battle. The Garou may struggle to slow the
approaching doom or revel as best they can in the last days, but they cannot
forget that it is the Apocalypse, and that doom is, at last, at hand.
Indeed, many Garou have given up, betrayed their kin, and joined the enemy in
treacherous alliance. Nonetheless, these werewolves, so stained with evil, may
still become heroes of uncommon valor and virtue. The characters in Werewolf are
expected to be heroes-they must care about what they have become and about what
they may soon be. And then they have to do something about it.
Their duty now is to teach, to fight, to overcome... to Rage.
With a trading card game (TCG, or
"collectible card game"-CCG), you collect individual cards like, say, baseball
cards. There are already almost 300 cards in print for Rage, with another 250 or
so coming out in this three-month installment. This deck is a set of about
thirty distinct cards. You can get additional cards by buying different starter
decks and by buying Gnosis packs (booster packs), which hold eight cards each.
But unlike baseball cards, you can play games with these cards! As you
collect more cards, you'll be able to build your own deck (see pages 30-32),
customizing its strengths to suit your plan for victory. Many people think
deck-building is the most enjoyable part of TCGs.
Once you have a strong deck, consider entering tournament play at a
convention or game store. Some tournaments will even have an effect on the Rage
story. That's right-a continuing story will unfold through each Rage release,
and no one knows how it will end.
The Story Thus Far...
Las Vegas. A neon blight upon
the fair face of Gaia. The Garou gathered here to fight the Wyrm, but instead
they fought each other.
Shadow Lord Killian Quicktalker brought word to the Get of Fenris that the
Wyrm had corrupted the Wendigo caern. The Get launched an attack, but the
Wendigo met them at Hoover Dam, and Marta threw Stillwater Packmother into the
dam's generators.
As the Get reeled from the loss, the Red Talons began to hunt openly in Las
Vegas, going so far as to attack the staff at the Ragnarok Hotel and Casino,
owned by the Get. The Bone Gnawers fought back, and the war spread.
Finally, as the duplicity of the Shadow Lords was revealed, the Silent
Striders stepped in. Natasha Moon Chaser gathered beta Garou to enter the Umbra
and watch their past lives. "Our ancestors fought the Storm Eater before. It
fell but did not die. Perhaps we can learn from their failure. Perhaps we can
learn how to kill it for all time..."
The Cards
There are four basic categories of cards: Tribe cards, Garou
cards, Sept cards, and Combat cards. You also have a reference card to help you
play the game. Each card holds all the information you need to know to use it.
Tribe card
Your Tribe card looks just like the card pictured on the back
of your deck box; it names your pack's Tribe, if it has one. On the back, the
card describes a little about your pack's part in the story and your closest
allies. The Sept Draw number tells how many cards you should have in your hand
after completing the Sept Draw Phase. Your Tribe Fury determines the order you
play in a turn. Each card also has a text area, usually towards the bottom. This
text area tells you about the special things your Tribe can do. For your Tribe
card, the text area grants your pack the abilities of your parent Tribe.
Garou Cards
Garou cards are character cards; these are your main forces.
Renown is the character's fame. Rage is its combat ability, Gnosis its spiritual
power. Health is how many wounds it can take. Keywords give information about
the character, and the text box tells you its special abilities. Some character
cards are two-sided; these are Garou you can have in play at the start of the
game. If the two sides are different, one is the base Breed of the character,
the other is the Crinos beast-human combat form; if the two sides are identical,
the character is a deformed Metis creature. Garou start the game in their breed
form. The type indicator tells you the creature's type. For example, "Lu" stands
for a Lupus-Breed werewolf, "Ho" stands for Homid, and "Mt" stands for Metis.
Finally, some character cards include a paw print icon. This is used when the
character is regenerating from injury. See regeneration below for how this
works. Characters without a pawprint cannot regenenerate.
Sept Cards
These all have the word "Sept" on their backs. Place attached
cards in a "T" around a character. Beginning players should keep the text of
Gift and Equipment cards visible; advanced players may wish to show the art. If
you arrange the cards like this, the title and Gnosis cost of all cards is
visible, making it easier to know what exactly is on your characters.
Most sept cards list Requirements. You must have a character in your
pack that meets those requirements to bring that card into play.
Allies, Enemies, and Victims
All of these sept cards are considered
characters. Allies become members of your pack, while Enemies and Victims are
placed in the Hunting Grounds for all players to hunt down and kill.
Battlefields
Battlefields are Sept cards that represent important areas
over which characters fight. They have guardians of their own and bestow
benefits upon the packs that control them. Each Battlefield has Renown, which is
awarded to whichever pack conquers and reclaims it. This Renown is added to the
player's Victory Pile total.
Battlefields have indigenous guardians. The guardians' keywords and stats are
given on each card. The Battlefield itself also has keywords and a text box that
describes the benefits it gives.
Gifts
Gifts strengthen your characters. Characters learn these skills
from Spirits, and they are essential to your Garous' survival. The Gnosis cost
tells how much of your character's Gnosis capacity the card uses. The text box
tells you what the Gift does and when you can use it. A few Gifts have keywords
at the card bottom.
You always place a Gift under a character and use it from there. Play Gifts
containing the words "Pre-Combat:" under Garou as you would with other Gift
cards, not as you would play Combat Event cards. A character can never have two
copies of the same Gift card attached at the same time. Unless stated otherwise,
only Garou can have Gifts.
Rites
Rites are Sept cards that represent mystical activities your Garou
perform. Most do not take effect immediately; you must wait a few turns before
they are finished. A Rite must be brought into play attached to a shapeshifter
unless it indicates otherwise. A Rite requires that the shapeshifter performing
it has enough Gnosis free to perform it. When a Rite is completed, detach it
from your shapeshifter and leave it, separate, in your Staging Area.
Each Rite has a Gnosis cost, because it takes concentration. The text box
tells you what the Rite does, and the paw print icon determines how long it
takes to complete the Rite. some Events card have the keyword "Minor Rite", but
they do not consume Gnosis or have pawprints on them. Play them like Events.
Equipment
Equipment cards are gear, weapons, etc. Each has a Gnosis
cost, a text box, and (perhaps) keywords. A character can never have two copies
of an Equipment card attached. Place Equipment cards under characters. Play
Equipment cards containing the words "Pre-Combat:" like other Equipment cards,
not like Combat Event cards.
Past Lives
A Past Life is a Sept card that represents a Garou channeling
the spirit and presence of a famous ancestor. Such a card is played attached to
the Garou, who must meet its requirements. This Garou is known as the Channeler.
All Past Lives are foil chase card and appear only in the Equinox set, so if you
don't have one in your deck, don't be concerned.
Totems
Totems are Sept cards that remain in play for a long time (you
hope). A Totem represents a spiritual centerpoint of your pack, kind of like a
military unit's colors or a nation's flag. While they help your pack, they also
require the honor and deference of your pack members. Totems are placed in your
Staging Area with your pack, and they both help and restrict your activities.
You can never have more than one Totem in play at a time. You can have more than
one in your deck.
Events
Events are Sept cards that represent actions, strange
occurrences, and chance events. An Event does not stay in play longer than one
turn. Many Events are resolved and discarded immediately. Others have a lasting
effect; these have the words "Long Event" in their keyword areas. A Long Event
stays in play for the rest of the turn in which it is played or until discarded,
whichever comes first. As with other card types, an Event's effects are in its
text box.
You must choose one pack member to 'play' each Event card you play during a
turn. You can never target a character or player with a given Event twice in a
turn; however, a character can play a given Event more than once per turn, as
long as a different target is chosen each time.
Moots
Moots are Sept cards that represent motions or issues that are
voted on during the turn. As you might expect by now, a Moot also has keywords
and a text box. You must choose one Garou from your pack to call each Moot you
play. That character must be a Garou and must vote for that Moot to pass during
the Resolution Phase. Each Garou can only call one Moot per turn. Each Garou can
only vote on one moot per turn (unless they have an ability that lets them vote
more than once)
Combat Cards
These all have the word "Combat" on their backs. There are
two types: Combat Event cards and Combat Actions.
Combat Events
Combat Event cards look more or less like Event cards but
appear in your Combat deck. They can change the course of fights. Some Sept
cards contain the words "Pre-Combat:"; these work like Combat Event cards, but
you play them on characters as you would any other Sept cards (see "Sept
Cards").
Combat Actions
Combat Actions are the strikes, blocks, and other
maneuvers your characters use to win fights. The Rage cost is how much of your
character's energy the action uses. Damage is how much injury the card inflicts,
and Block is how much damage it protects against. The moon icon is used when
building your deck. Each Combat card also has keywords, a card type, and a text
box.
Setting Up
To set up a game, you must build a deck, prepare the table
and know the areas of play:
Building a deck
Choose the game's Renown level-the amount of Renown a
player must score (by killing Enemies, Garou, or Spirits, reclaiming
Battlefields, etc.) to win. 20 Renown is an average game and is used for almost
all tournaments. 15 Renown is a short game; 25 is a long one.
Select a Tribe card. The majority of your character should be from this tribe
as you cannot have more Renown of any tribe or faction than you do of your
tribe. This is not a concern with Auspice 'Tribe' cards as you have no cohorts.
Next, choose your starting shapeshifters. You can choose members of your
Tribe, Garou that have the Tribe Friendly trait for your Tribe, members of
cohort Tribes (as listed on the back of Tribe cards, later printings may list
more cohorts than earlier ones), and alternate shapeshifters. The total Renown
of your starting shapeshifters cannot exceed the game's Renown level. Garou from
cohort Tribes cost extra Renown, as given on your Tribe card. You cannot use
Garou who are not either from your Tribe or cohorts of your Tribe. You cannot
have more than one copy of any Garou (although, as with Tribes, two or more
players can have the same Garou). Place your starting Garou in your Staging Area
with the Breed (non-Crinos) side face-up. Metis start in Crinos as this is their
breed form.
Choose your Sept cards. You must have at least thirty cards and no more than
three of any card unless you have a Cub character that allows you to have more.
Some Cubs allow you to start the game with a specific kind of card in play. This
cards are still considered to be in your deck for card limit purposes.
Choose your Combat cards. Your Combat deck must have at least twenty cards
and no more than two copies of any card. It must also have equal numbers of new-
and full-moon Combat cards. Again, some Cubs may allow you to to have additional
cards. Shuffle your decks and have an opponent cut them.
Setting up
Players sit clockwise by highest to lowest Tribe Fury (on
Tribe cards). If two players have the same Fury, decide their order randomly
either by coin flip or Paper, Rock, Scissors. The player who wins the tie has
the higher Fury for the entire game (unless modified somehow during gameplay).
Put a marker on the "7" spot of the Umbral Chart, which you can remove from
the center spread of a rulebook or print out from a website. Some Cubs may alter
the starting Umbra level. Check to see if any are in play. It cannot start below
One. Designate one player to be in charge of adjusting the Umbra level during
the game.
Areas of Play
The center of the table is the Hunting Grounds, the
location of all combats. Enemies and Victims are placed here and remain until
they are killed or otherwise removed. Your alphas go here to hunt.
Your Staging Area is in front of you. Here you keep your characters, decks,
discard piles, and Victory Pile. Players can examine your discard piles and
Victory Pile at any time; they cannot change the order of the cards.
Ground Rules
The following ground rules are essential to playing the
game.
Basics
Card text overrides printed rules, and later rules versions override
earlier versions. Exception: A player can never control both Hunter and Prey
simultaneously (see "Combat").
You can only use a Main action or Combat event on a card (Gift, Ally,
etc.) if it was in play at the start of the Phase.
Characters cannot have negative Rage. If an effect causes a character to
lose more Rage than it has, it is reduced to 0 Rage.
Unless a card states otherwise, always reshuffle your deck after you
search it for any reason. Reshuffling does not include your Discard Pile.
If two cards have timing conflicts, both cards take effect, in the order
played. If this is not possible, the card played last takes effect. For
example, Dave plays a card that gives him the first alpha action, and later
Sarah plays the exact same card. Dave's card, played first, takes effect
first, so he can now take his alpha action first. Then Sarah's card does the
same, so the order for alpha actions is Sarah, then Dave, then everyone else.
If both cards had let the players act "before anybody else," Dave's card would
have been canceled and Sarah's would have taken effect.
Card Requirements and Benefits
The three subsections below describe the
use of attached, independent, and Combat cards.
Attached Cards
Many Sept cards (e.g., Gifts, Equipment, Rites) must
attach to characters. To attach a card, place it beneath the character. An
attached card has a Gnosis cost; this is the Gnosis 'space' it needs. The total
Gnosis cost of all attached cards cannot exceed the character's Gnosis (as
modified by cards and effects). If a character's total Gnosis drops below the
total Gnosis cost of its attached cards, discard all attached cards. If a
character loses an attached card, the Gnosis it required is freed and the
character can take on new cards.
Some attached cards have additional requirements, noted by the word
"Requires:" in the text area. A character must fulfill the requirements to
attach such a card, with the exception of Breed: even if your shapeshifter is
stuck in Crinos form, you can attach a card whose only requirement is that the
character be of a certain Breed. (The abbreviation for a character's Breed is in
the top left corner of the card.)
A few sept cards have "Benefits". These can be attached to any character that
meets the requirements, but can only be USED if they currently meet the
Benefits. See Combat cards for more on Benefits.
A Spirit Ally can only attach Gifts, and only if the Gifts require the Tribe
required by the Spirit. For example, if you have an Rat Spirit that requires
Bone Gnawers, it can take any Gift that requires a Bone Gnawer. The Gift must
require "Bone Gnawer," not "Garou."
Once attached to a character, cards remain attached. Cards cannot be moved
unless card effects require it. If a character loses whatever traits a given
attached card required, that card remains attached to the character anyway. The
only exception is where they no longer have enough Gnosis to meet the
requirement, in which case they lose all attached cards.
Independent Cards
Some cards that do not attach to characters (e.g.,
Allies, Totems) can have requirements. To play one, you must have a character
that fulfills the requirements. (Regenerating characters count.)
Combat Cards
Some Combat cards contain the word "Benefit:". Any
combatant can play these, but if one is played by a character that does not meet
the requirements in parentheses, the text box is treated as empty and any "X" is
considered a "1".
Discard Rules
You cannot discard a card in play
except through a game rule or effect. Discards go to the owner's pile. You can
be forced to discard from either your hand or your deck. If the type of discard
is not specified, it always comes from your hand. When discarding from a deck,
discard off the top.
Many effects, such as "Discard all Rage 1 cards," require a player to discard
all Combat cards of a certain Rage cost. If, later in that combat, a player
draws a card of the sort that was discarded, that card must be shown to all
players immediately.
There is no penalty for having no cards in your Sept deck or hand. Effects
that force you discard from your deck or hand, respectively, are automatically
fulfilled; however, you cannot use an effect in which you voluntarily discard a
card from your Sept deck or hand (respectively).
You cannot voluntarily discard cards from your hand for no effect. You must
have an effect calling for a discard from your hand.
Switching to Crinos form or switching to the Umbra (or back to the real world
from the Umbra) are the only non card initiated discards.
The Keyword Rule
A card with an "xxx" keyword is an
"xxx" card and is affected by things that refer to "xxx" cards. Any action taken
or granted by an "xxx" card is an "xxx" action. Example: An action on a Wendigo
Crinos Female Garou is a Wendigo action, a Crinos action, and a Female action.
Keywords also apply to card types. The above card is a Garou card, a
character card, and a Homid card (if that were the character's Breed).
Sequence of Play
Each turn of Rage goes through the Phases below, in
order. Each Phase is explained in detail in the following sections.
Start of Turn Phase
All non-active Rites and regenerating characters
advance one 90 degree turn clockwise. Remove all wounds from regenerating
characters that just turned right-side up.
A Rite does not advance if the shapeshifter performing it entered a combat or
the Hunting Grounds at any time during the last turn unless card text says
otherwise. A Rite that turns right-side up detaches from its shapeshifter, is
placed in your Staging Area, and becomes active. The Gnosis that the Rite was
using is now available again.
Sept Draw Phase
Each player draws from his Sept deck until the number of
cards in his hand equals the Sept Draw number on his Tribe card. If a player has
more cards than his Tribe's Sept Draw, he must discard down to his Sept Draw
number.
If a player has no cards in her Sept deck, that player draws no cards. If no
players can draw cards during the Start of Turn Phase, the Renown level of the
game drops by one, permanently. This effect accumulates from turn to turn.
Main Phase
During the Main Phase, players place cards into play, take
actions with their characters, etc. Starting with the player with the highest
Tribe Fury and going clockwise around the table, each player makes one play in
turn. You can make one of these four plays:
Set a pack member to regenerate. Rotate a wounded character so the paw
print is upward. Characters without paw prints cannot regenerate. Once you
make a play other than setting a character to regenerate, you cannot set any
more characters to regenerate this turn.
Play a card from your Sept hand. How this is handled depends on the card.
You must meet a card's requirements to put it into play.
Allies are added to your Staging Area. They are considered characters.
Totems are also added to your Staging Area. Totems are not considered
characters. A pack can only have one Totem in play at a time.
Victims and Enemies are played in the Hunting Grounds. They can be
hunted by any player. If an Enemy or Victim card has the keyword "Umbra," it
starts in the Umbra and, if forced out of the Umbra, returns to the Umbra
immediately after combat (see "The Umbra"). Enemies and Victims are
considered characters.
Events are played, then discarded when their effects are complete.
Choose one of your characters to perform each Event as you play it. A player
or character cannot be targeted by the same Event more than once per turn.
Moots are played on, or "called by" Garou. A Moot requires a vote in the
Garou community. A Garou can call one Moot per turn. Moots are not resolved
immediately; Garou vote on them in the Resolution Phase.
Gifts and Equipment are attached to characters. A character attaching
such a card must meet the card's requirements. These cards 'fill up' some of
a character's available Gnosis.
Rites attach to shapeshifters. Like Gifts and Equipment, they require
Gnosis. Each Rite has a paw print on one side. Play a Rite adjacent to and
below the shapeshifter performing it, with the paw-print side upward. (This
turns most Rites upside-down.) Such a Rite is "in progress." It becomes
"active" when it is right-side up. Once the Rite is active, it no longer
uses Gnosis; detach the card and leave it in play in your Staging Area. Once
active, a Rite stays in play even if the shapeshifter who conducted it is
killed. A shapeshifter can only have one Rite in progress at a time.
Use a Main action on a card. A Main action is an ability on a Gift, piece
of Equipment, face-up side of a character, etc., labeled "Main:" in the text
box. To use a Main action, you must have put its card into play before the
start of the Phase. You can only use each Main action on a card once per Phase
unless otherwise stated. Playing a Sept card, setting a character to
regenerate, and passing are not considered Main actions; they are simply plays
you can make during this Phase.
Pass and do nothing. You can still take a Main action later in the Phase,
if no other players pass. When everyone passes sequentially, the Main Phase
ends.
Resolution Phase
All players play Moot Events, vote on Moots, and pick
their pack's alphas for the turn. A Moot Event is an Event card with "Moot
Event" as its keyword. These cards say when they can be played, and players play
them in clockwise order, starting with the player who called the Moot. As in the
Main Phase, players play one Moot Event at a time until everyone passes
consecutively.
Players vote on Moots in the order that the Moots were played. Some Moots
target characters or players; those targets are not declared until right before
players vote on such a Moot.
Only Garou can vote; Spirits, Allies, and alternate shapeshifters cannot.
Regenerating Garou and characters in the Umbra cannot vote. Each Garou has votes
equal to its Renown and can only vote on one Moot per turn.
Voting for a Moot starts with the Garou who called the Moot. This Garou
must vote for the Moot, if possible. Thus, the Garou usually cannot vote
on another Moot this turn.
The chance to vote moves clockwise around the table. When a player has an
option to vote, she must do one of the following:
Have one Garou vote for the Moot.
Have one Garou vote against it.
Pass.
Players that pass can no longer vote on the current Moot. Voting on each
Moot continues until all players pass. If there are more votes for a Moot than
against it, it passes and takes effect. If there are more votes against, or if
votes are tied, the Moot fails and is discarded. Once a vote is finished,
players vote on the next Moot.
after all Moots have been voted on, any characters who were in the Umbra can
return to the real world for free, no discard is required.
Once all Moots are completed, players pick their alphas. Start with the
player to the left of the last player to play a card and pass (the same person
both plays the last card and passes last) during the Main Phase, and go
clockwise. Each player picks a pack member as his pack's alpha and places it in
the Hunting Grounds. As you pick your alpha, you can shift it into Crinos form,
if applicable, by discarding a Sept card from either your hand or the top of
your Sept deck. You can also shift your Alpha to the Umbra at this time, see
below.
Players must pick alphas. If effects eliminate all of a player's choices,
that player still chooses an alpha, ignoring all effects (except wounds).
regenerating Garou can be forced into being Alpha. Turn them right side up and
cancel their Regeneration. they still have all their wounds.
If you have no characters, you are removed from the game. Other players still
get Renown for your cards, credited to their Victory Piles. You can still win
the game: if all players are removed in this way, the player with the most
Renown in her Victory Pile wins.
Alpha Phase
During this Phase, alphas try to make kills.
Each alpha gets one alpha action. The alpha with the highest Renown goes
first; other players follow in order of Renown. If Renown is tied, the alpha
with the higher Tribe Fury goes first. These are the possible alpha actions:
Attack a character in the Hunting Grounds. This cannot be refused; combat
begins. If a pack member kills a character (i.e., causes wounds equal to or
greater than the character's Health if the character cannot flip to Crinos
form or has already flipped), the character goes to the Victory Pile of its
killer's pack. If an Enemy or a Victim is in a combat, someone other than the
alpha's player fights as the Enemy or Victim. In this case, the other players
decide which of them will fight; if they can't agree, decide randomly.
Generally, the player with the least to gain from the combat should defend for
the Enemy or Victim. If an Enemy or Victim kills a character, the character is
removed from the game and no one scores its Renown. Note: Some player's like
to stick alpha's killed in this manner under the Enemy or Victim in question
as a mark of how dangerous an opponent it is. They are still considered to be
"removed from game".
Attack a Battlefield in the Hunting Grounds. It is defended by the
guardian listed on the card. Some other player should play cards for the
guardian.
Attack a Battlefield controlled by another player. Any non-alpha character
she controls can defend the Battlefield, or she can opt not to defend. Combat
ensues as normal. If the defender is defeated, or the players chooses not to
defend, move the Battlefield back to the Hunting Grounds.
Challenge a pack member in a Staging Area. The challenged player can
refuse at no penalty. If the player accepts the challenge, her challenged pack
member enters the Hunting Grounds. The challenged player can shift her
character to Crinos form by discarding a Sept card from either her hand or the
top of her Sept deck. Fight a combat. After combat, the challenged pack member
stays in the Hunting Grounds but does not get an alpha action, nor is it
considered an "Alpha" for card purposes. If the character dies in combat, it
goes to the Victory Pile of its killer's pack or, if killed by a Victim or
Enemy, is removed from play.
Take an "Alpha:" action. An "Alpha:" action is an ability on a card,
labeled "Alpha:" in the text box.
If in the Umbra, the Alpha can pass to lower the Umbra by two points.
Wuss out. The alpha does nothing.
When all alphas have taken their actions, this Phase ends.
End of Turn Phase
Pack members in the Hunting Grounds return to their
Staging Areas. All shapeshifters flip to their Breed sides. Exception: If a
shapeshifter has wounds equal to or higher than its Breed-form Health, it
remains in Crinos form and cannot use any ability printed only on its Breed
side. Discard all Long Event cards in play.
Winning the Game
If, at any time, a player has cards in his Victory Pile
with a total Renown equal to or greater than the Renown level of the game, that
player wins. Although they have Renown, Victims are worth 0 Renown when in a
player's Victory Pile unless a card indicates otherwise.
If two players both go over the Renown level simltaneously, the player with
the highest Renown total wins. If they are tied, play continues until one of
them gains more Renown than the other (or a third player gains enough to pass
them both). It is possible for a player with no characters left to win the game.
At game's end, return all cards to their owners.
Combat
Combat is central to Rage, because it can
weaken your foes, destroy the Wyrm, and prove your pack worthy of being the
alpha pack. Combats depend on Combat cards and Rage numbers. Regardless of the
number of times you enter combat, you get five cards and a full allotment of
Rage each time.
Combat Basics
There are several types of Combat cards:
Attacks do damage; they are played when you have initiative in
combat.
Defense cards block damage; they are played when your opponent has
initiative. They can also be played in reaction to damage.
Flexes can be played as attacks or defenses. When you play a flex as an
attack, you use only the Damage number. When you play a flex as a defense, you
use only the Block number.
Counterattacks damage your opponent when he has initiative, instead of
blocking damage. They CAN NOT be played as regular attacks when you have
iniative.
Combat Event cards are played between combat rounds, before combat unless
otherwise indicated. Attached cards containing the words "Pre-Combat:" act
like Combat Event cards, but you play them as you would an attached card and
do not discard them after they take effect.
Some Combat cards have Damage Effects. These must do damage to have their
effects work. If no damage is done, ignore the Damage Effects. Some Combat cards
have Benefits, which apply to combatants who meet the requirements in
parentheses. Some cards also have Requirements. When a character doesn't meet
the requirements or benefits for a card, ignore the text box and treat any "X"
on the card as a "1".
Combat follows these steps:
Prepare for combat.
Play Pre-Combat events. All Combat Event cards are Pre-Combat unless they
include the words "Mid-Combat" or "Post-Combat."
Check initiative.
Player with initiative picks a card.
Other player picks a card.
Reveal Combat cards.
Apply any damage.
Apply any damage effects.
Play Mid-Combat events.
Repeat steps 3-9 as necessary.
Play Post-Combat events. Discard Combat cards after each combat. While
combat is in progress, it is easiest to keep track of cards if they are
stacked in the order they were played next to the character, with the name and
cost showing. Cards that are discarded during combat should not be played in
the stack, but directly into the Discard Pile. After any combat or the Alpha
Phase is over, all characters return to their Staging Areas.
If a character takes wounds equal to or greater than its Health, it flips
to Crinos form (if it can) or dies and goes to its killer's Victory Pile, if
there is one. (If the killer doesn't have a Victory Pile, the killed character
is removed from play.)
Prepare for Combat
First, determine the Hunter and Prey. The Hunter is
the alpha whose action caused the combat;the Prey is the target of the attack
or accepted challenge. If an effect (like an Event) causes the combat, the
effect details who is Hunter and Prey.
Second, the combatants move to the Hunting Grounds. If either comes from a
Staging Area, its player can discard a Sept card from her hand or the top of
her deck to flip it to Crinos form.
Third, each player draws five Combat cards from his deck. If your deck runs
out, reshuffle the combat discards to make a new deck.
Play Pre-Combat Events
Starting with the Hunter and going clockwise,
play one Combat Event card or Pre-Combat event at a time. These are In, Out,
or In/Out events. You can use an In event only if it is on the card of (or
attached to) the Hunter or Prey. Use an Out event only if it is not in the
combat. In/Out events work either way. Cards with the "Pre-Combat:" ability
use it once per combat. Go to the next step when all players pass
consecutively.
Check Initiative
Unless specified otherwise by card effects, the
Hunter has initiative in the first round. In subsequent rounds, initiative
goes to the player who didn't have it the previous round.
Player with Initiative Picks a Card
The player with initiative picks
an attack card to play from her Combat hand or passes. If the attack says you
must discard a combat card to play, do so now. If she passes, this combat
round ends and the players play Mid-Combat events. If neither combatant
attacks in a round, combat ends.
Other Player Picks a Card
The other player chooses a defense or
counterattack to play, or no card at all. If the Block syas you must discard a
card to play it, discard it now. A player who picks no card has a base Block
number of 0.
Reveal Combat Cards
Players reveal their Combat cards. Subtract the
cards' Rage cost from the combatants' Rage. You cannot play Combat cards of
higher Rage than you can afford (unless your combatant has Sustained Rage).
For example, if you use all but 1 Rage, you cannot play a Rage 2 or greater
card. If you run out of Rage, you cannot play cards with a Rage cost greater
than 0. If a player must play an ineligible card, treat the card as though it
has a Damage or Block of 0. The combatant must still pay the Rage cost, up to
all available Rage. In friendly games, the opponent can choose to have the
players draw new cards and replay the round.
Some cards may have timing conflicts; in these cases, resolve the
lowest-Rage-cost card first. If cards have the same Rage cost, resolve the
card played by the player with initiative first.
Apply Damage
Compare the Damage number with the Block number. If the
Damage is higher than the Block, the defender takes wounds equal to the
difference. Mark the wounds with counters, then apply any Damage Effects. If
the Damage number is lower than the Block number, nothing happens.
If the defender played a counterattack, both combatants take damage. Mark
the damage and apply Damage Effects. If one or both combatants would die from
this damage, check to see if either Combat card has the keywords "fast" or
"slow." A fast card does damage before a card that isn't fast. A slow card
does its damage after a card that isn't slow. Cards with the same keyword (or
lack thereof) do damage simultaneously.
Some counterattacks or damage-causing defenses allow the attacker to "react
to this damage." In these cases, the attacker can play an additional flex or
defense card to block the new damage, paying the Rage cost as usual. If the
new defense is damage-causing and allows reaction to its damage, the defender
can, in turn, play another defense card, and so on. A player cannot play a
counterattack when reacting.
Combat ends if:
Both players pass for their Attack Phases.
Both sides run out of Combat cards.
Either combatant takes wounds at least equal to its Health (Crinos-form
Health in the case of shapeshifters), which kills it. There are a few cards
which allow a Garou to continue to fight even if it has taken mortal wounds.
In that case, combat continues until both pas their attack or run out of
cards. Then the combat ends and the Garou dies, finally.
If a
shapeshifter (a character whose card has two different sides) in Breed form
takes more wounds than its Health or its printed Rage, it flips to Crinos form
and combat continues. All Combat cards the player plays while the combatant is
in Breed form count against the character's Crinos-form Rage.
Play Mid-Combat Events
If combat has not ended, players can play cards
containing the word "Mid-Combat" one at a time, starting with the Hunter and
going clockwise, until all players pass consecutively.
End of Combat
If a pack member killed a character, put the character
in the pack's Victory Pile. If an Enemy, Victim, or defender of an
uncontrolled Battlefield killed a character, remove the character from play
entirely. When a character is killed, put all attached cards in their owner's
discard pile.
Play Post-Combat Events
Play cards containing the word "Post-Combat"
one a time, going clockwise from the Hunter, until everyone passes
sequentially.
Both players then discard all Combat cards whether they played them or not
and return their characters to their Staging Areas after the combat (or Phase,
if it is the Alpha Phase). All Rage spent in combat replenishes at the end of
each combat.
Special Abilities
Some characters have the abilities explained here.
Derangements
Due to inbreeding, most Silver
Fang Garou have one of these Derangements-mental instabilities that impede
their normal activities:
Amnesiac: This Garou cannot vote on Moots.
Demophobic: This Garou cannot participate in pack attacks or defenses
(rules yet to come-in the meantime, ignore this Derangement).
Hysterical: Any time this Garou would frenzy, it must instead pass in
the next round of combat.
Melancholic: This Garou cannot frenzy.
Manic-Depressive: This Garou cannot act as its pack's alpha two turns in
a row.
Multiple-Persona: This Garou scores no Renown for kills it makes.
Obsessive: This Garou must declare what its alpha action will be when it
is selected as alpha. If it chooses to attack or challenge a target
character and the target is not alive when it is this Garou's turn to
declare its attack or challenge, it must pass.
Paranoid: Treat all opponents of this Garou as if they had the keyword
"Wyrm." This only applies in combat, and other Garou, for example, are
treated as Wyrm opponents, not Wyrm Enemies.
Perfectionist: This Garou cannot voluntarily shift to Crinos form.
Powermad: This Garou must use its alpha action to attack the
highest-Renown opponent it can.
Vengeful: If attacked before taking its alpha action, this Garou must
use its alpha action to attack a character that attacked it this turn.
Frenzy
A Garou with the Frenzy trait goes berserk
if badly wounded. The damage to trigger a frenzy depends on its base (printed)
Crinos or Metis Health:
Health 7+: 3+ damage
Health 4-6: 2+ damage
Health 1-3: 1+ damage
If a Garou takes or exceeds its Trigger Damage in wounds during a
single round of combat, it frenzies and draws Combat cards equal to its Frenzy
number. For example, Janus, with Health 5 and Frenzy 2, might take 3 points of
damage in one round. This exceeds his Trigger Damage of 2, so he frenzies and
his player draws two Combat cards.
Insight
Characters with Insight have a mental
advantage in combat. Before the first Combat Event, such a character's player
draws additional cards equal to the character's Insight, then discards that
many cards. Thus, a character with Insight: 2 lets you draw seven cards, then
discard back to five.
Kailindo
Kailindo is the Rage characters' martial
art, primarily practiced by Stargazers. Characters with the Kailindo ability
have this Combat event: Pre-Combat: For the rest of this combat, when this
character uses a Combat card with a lower Rage cost than its opponent's card,
this character's Rage is increased by the difference in Rage costs.
Regeneration
Wounds taken by a character remain
until it regenerates. To set a character to regenerate, discard all attached
Rites and turn the card so the paw icon faces up (this turns most cards
upside-down) during the Main Phase. A character must have a paw icon and at
least 1 wound at the start of the Main Phase to regenerate. Once a player
makes any play other than setting a character to regenerate during the Main
Phase, that player cannot set any character to regenerate for the rest of the
turn.
Regenerating character have several restrictions. While regenerating, a
character cannot:
Vote in a Moot.
Use Combat events or Main actions (even if on Gifts, etc.).
Attach cards.
Act as a pack alpha. (If there's no other legal choice, turn the
character right-side up and cancel the regeneration. Keep all wounds.)
Accept an alpha challenge. (If forced to accept, turn the character
right-side up and cancel the regeneration. Keep all wounds.)
A regenerating character can fight combats from Moots or other effects.
If it does, turn it upright and cancel the regeneration, keeping all wounds.
Regenerating characters rotate 90 degrees clockwise each Start of Turn
Phase. Once a regenerating character turns upright, remove all wounds and flip
it to its Breed side, if it has one.
Sustained Rage
A character with a Sustained Rage
number can always play cards with that Rage cost or less. For example, if a
character with Sustained Rage: 2 uses up its Rage in a combat (so it has 0
available Rage), it can still use cards with Rage costs of 2 or less. As long
as the character has available Rage, such cards still use up available Rage.
Special Places
The Umbra and Battlefields are two significant
locations in the Rage world.
The Umbra
The Umbra is a spiritual netherworld, a
reflection of this world in which the intangible becomes tangible. Garou and
spirits, seeing the world for what it is, can step sideways into the Umbra,
and, once there, travel to different places and times. As the Wyrm grows in
power and corrupts the world, the Umbra also becomes corrupt, and Garou have
trouble operating. The more the Wyrm wins, the more spirits flee the area.
The state of the Umbra is quantified in 5 levels of 5 points each. When you
start the game, put a marker on the "7" spot of the Umbra chart. During the
game, events and card effects cause the marker to move up and down the chart,
tracking the changing state of the Umbra. If the Umbra changes by "points,"
move the marker up or down the corresponding number of circles. If the Umbra
changes by a "level," move the marker up or down 5 points. The marker cannot
move off the chart. These events affect the Umbra level:
The Umbra moves up 1 point whenever:
A Wyrm Enemy is played.
A non-corrupt Spirit is killed.
A non-Wyrm Garou is killed.
The Umbra moves down 1 point whenever:
A Wyrm Enemy is killed.
The Umbra moves down 2 points whenever:
A Garou (not a Spirit) passes for its alpha action while in the Umbra.
Entering the Umbra
When you pick your alpha, you must decide if it
will enter the Umbra (or enter the real world, if it is already in the Umbra).
You must discard cards from your Sept deck to send your alpha from the real
world to the Umbra (or vice versa). The number of cards you must discard
depends on the Umbra level and that character's Gnosis:
Umbra Level Discard
Level 1: 0 cards
Level 2: 1 card
Level 3: 2 cards
Level 4 & 5: 3 cards
Gnosis Modifier
Gnosis 0-3: No modifier
Gnosis 4-6: -1 card
Gnosis 7+: -2 cards
For example, if the Umbra level is 4, the
base amount of cards you must discard to enter the Umbra is 3. But say your
alpha has 5 Gnosis. This means you only need to discard 2 cards (3 - 1) to
send him to the Umbra.
Put a marker on any character who goes to the Umbra; such a character
remains in the Umbra until the course of play causes it to leave.
Immediately before an alpha takes its action, you can move it to or from
the Umbra by discarding additional Sept cards from your Sept deck. This
last-minute cost is not reduced by the character's Gnosis. Alphas in the Umbra
can only attack targets in the Umbra; alphas not in the Umbra can only attack
targets that are not in the Umbra.
After Moot voting in the Resolution Phase, characters who ended the
previous Alpha Phase in the Umbra can return from it for free if they wish.
Garou in the Umbra cannot vote in Moots.
Humans can't go to the Umbra. You do not need to discard to send a Spirit
to the Umbra when it is your alpha, but you must discard to change its
location right before it takes its alpha action.
Battlefields
Battlefields are Sept cards and
are brought into play in the Hunting Grounds just like Enemies or Victims.
Paragraphs that begin with "Neutral:" on a Battlefield card take effect only
when the Battlefield is in the Hunting Grounds. Paragraphs starting with
"Controller:" have effects only for the player who controls the Battlefield.
An alpha can attack a Battlefield as its action, either to 'conquer' the
Battlefield, thereby taking control of it, or to 'liberate' it from another
player and return it to the Hunting Grounds.
When a player tries to liberate a Battlefield, any of the controlling
player's characters not in the Hunting Grounds can defend it. (Such characters
enter the Hunting Grounds but do not remain there after combat.) If the
defender is killed, or if the controlling player didn't try to defend it, move
the Battlefield to the Hunting Grounds if it is not already there.
When attempting to conquer a Battlefield in the Hunting Grounds, the alpha
fights a combat against the Battlefield's guardian. If it kills the guardian,
the attacking player gains control of the Battlefield and moves it to his
Staging Area and is now considered the contoller.
At the end of a turn, you can "reclaim lost lands" by putting a Battlefield
that you controlled for the entire turn into your Victory Pile and scoring its
Renown. Other players can no longer attack it. You can only reclaim one
Battlefield per turn.
Other Shapeshifters
Some shapeshifters are not Garou,
but other werecreatures. These cards are two-sided and have foil on one side.
Treat them as Garou for the purposes of everything except Moot voting: they
cannot vote on Moots.
Players can put these shapeshifters into any pack at the start of the game,
paying only the base Renown cost; however, you can never start a game with
more Renown of alternate shapeshifters in your pack than you have Renown of
Garou from your Tribe.
Definition of Terms
Auspice: The moon phase at a Garou's birth. This has a great
impact on the lives of shapeshifters and defines their role in Garou
society. A Garou can be any one of the following:
Ragabash (new moon): A Trickster who brings unwanted wisdom to
those who think they already have it. Untrusted, Ragabash are tolerated as
a necessary nuisance.
Theurge (crescent moon): An aloof Seer who prefers to commune
with Spirits rather than other Garou. The arcane knowledge of Theurges
helps them to guide their packs.
Philodox (half moon): A Judge who stands between dark and
light, wolf and man, rage and gnosis. Philodox are honorable and balanced
and act as leaders and mediators. On the flip side, they can also be
hide-bound, inflexable traditionalists.
Galliard (gibbous moon): A Moon Dancer, both entertainer and
lorekeeper, a singer of ancient songs and creator of new ones. Galliards
preserve the souls of their packs.
Ahroun (full moon): A Warrior, Luna's rage made manifest. War
is the feast of Ahrouns, blood their wine, the scream of terror their
music. They are famous for bad tempers.
Available X (Rage, Gnosis, etc.): The printed value plus
modifiers minus all costs.
Base X (Rage, Gnosis, Damage etc.): The value before
modifications, printed on the card.
Breed: A shapeshifter's parentage. A (non-Metis) shapeshifter has
two sides: a Breed side (such as Homid or Lupus) and a Crinos side (the
wolfman battle form). A Garou can be any of one of these Breeds:
Homid: A Garou with one human parent and one Garou parent. They
are the breed most adept at dealing with human society, politics,
speaking, fashion and all the other trappings of culture.
Lupus: A Garou with one wolf parent and one Garou parent. They
are most in touch with the primal side of the Garou and excel at hunting,
tracking, fighting, and other survival oriented activities.
Metis: A Garou born of a forbidden union between two Garou.
Metis are deformed and shunned. They are balanced between the world of the
wolf and the human and have skills in both directions.
Character: A Garou, Ally, Enemy, Victim, or alternate
shapeshifter.
Cohort: The political allies of a tribe as listed on their Tribe
card. Note: Later printings of Tribe cards may list more cohorts than older
ones.
Long: A keyword indicating that a Long Event or long effect
remains in effect for a defined period of time not to exceed one turn.
Sustained Rage: The ability to always play cards of Rage cost
equal to or less than the given number, regardless of available Rage.
Tribe: The group to which a Garou is affiliated.
Unblockable damage: Damage that cannot be prevented. No action
can stop wounds from unblockable damage.
Unique: A card of which only one copy may be in play at a time.
If a Unique card is killed or discarded, another copy can be played.