Converting Rage: Tribal War cards for use with ApocalypseI present these in the order of ease of conversion. There's also a short list at the bottom of cards that I consider impossible to convert without massive errata. Questions? Comments? Leave a comment on the Rage forum thread about this conversion. EVENTSUse as written. "Long Events" stick around until the end of turn and are then discarded. If it's not a Long Event, its immediately played and discarded. Moot Events are played during Moot phase. PAST LIVESUse exactly like Apocalyspe Past Lives. TOTEMSUse exactly like Apocalyspe Totems, just remember that they'll also be Events. MOOTSUse as written. Consider them generic Juntas that will be either Moots or Boardmeetings, as appropriate. They all have Renown 0. Some have Keywords that work with other cards. EQUIPMENT & GIFTSDouble the Gnosis on these. All TW Gifts are played during Resource phase for later use. Treat them like Triggered Gifts like Razor Claws. TRIBE CARDSUse as with TW. These start in play and control what characters you can have in your pack. You must have the majority of the characters come from the tribe listed. You are also restricted to only using the cohorts listed on the back. Garou from the Cohorts listed count 1 more renown for deck construction. Tribe Friendly Garou to your tribe cost the same as normal tribe members to use. Things not listed as Cohorts can't be in your pack. The Sept Draw on the tribe card is your sept hand size instead of the usual 5. What's tribe Fury? For Apocalypse purposes, use it to break ties with card effects. Highest Fury wins. If playing against a player NOT using a tribe card, assume his Fury is 7. (if there's multiple players with same Fury, determine at start of game who's is higher by Rock-Paper-Scissors) RITESThese are weird because some have a delayed effect, some have an effect while in progress. It's easiest to just use the Tribal War rules for these. They require Gnosis to use rather than Renown. Play them during the Resource phase. Place them under the character using them and turn the pawprint so its at the top of the card. (most rites start upside down) At the start of the turn, turn the card 1/4 of a turn. When the Rite is right side up, detach it, and place it in your Pack Home Grounds if it has an effect that can be used once completed, or discard it if it only had an effect while in progress. BATTLEFIELDSAgain, we'll swipe the TW rules since the new Apocalypse Battlefield rules are largely a mod of these. When you attack a Battlefield, you fight the defender. It's a creature. It doesn't become a creature til you attack it. Text that says "neutral" applies while the Battlefield is in the Hunting Grounds. Text that says "controller" applies while its in your Pack Home Grounds. Once you defeat it, it becomes a Territory that is worth Victory Points. It can be attacked and destroyed as normal. NOW THINGS GET HARD!COMBAT CARDSDouble the Rage (or make Rage 0 cards Rage 1), but otherwise use as written. Cards that give a benefit or do something related to a Keyword work as written. Apocalypse cards generally don't have the keyword, but if they contain them in their name or text, and a TW cards refers to them, go ahead and use them. (for example, Bite would count as a BITE. Brutal Kick would count as a KICK, etc) Otherwise assume they have none. Attacks= any Apocalypse combat action with a damage stat. Defense= any apocalypse combat action with no damage stat. Pre-combat= Start of combat Mid-combat= Between combat rounds A few cards may refer to you having the initiative. This means you are the attacker. If you don't, if means defender. Damage Effects mean is does something when you do damage. All TW Defense cards are Blocks. Counterattacks are just plain ol' attacks. FLEX CARDS- these are confusing because they can be attacks or defense. When cards are revealed (during the Reveal card step of combat), Flexes will automatically become either a block or an attack. If there's ANY incoming damage from any creature that can be blocked, the Flex will resolve as a block. Ignore the damage stat. See below for additional info reqarding the Umbra level, In/Out, frenzy, insight, and Healing.
CREATURESIn general, low renown Tribal War creatures have too much Rage (and occasionally Gnosis) than they should for their renown. High renowns have too little health. At start of game, adjust any stats thus. If the base rage or Gnosis is more than one higher than the creatures's Renown, reduce the Rage/Gnosis to no more than Renown +1. If the health in Crinos form is less than Renown -1, increase it to Renown -1. (you may want a postit note...) A special note on Allies: TW Allies can use Gifts of the group that can summon them. For example, an ally that can be summoned by Black Furies and Theurges can use Black Fury and Theurge Gifts. GENERAL CONVERSIONSSUSTAINED RAGE - means this creatures Rage can never go below that, no matter what happens. It's like a gun that can't be disarmed. FRENZY: These creatures will automatically enter a limited frenzy when a condition is met. They will enter the limited frenzy when they take damage. If it takes damage equal or greater than 1/2 its health, it enters a limited Frenzy and draws the number of cards equal to the Frenzy number it has. Remember, you can't have both a Limited and Full Frenzy, and can't have multiple Limited Frenzies either. INSIGHT- at the start of combat, after pack actions are used, but before any other events are played, draw a number of additional combat cards equal to the Insight of all your characters involved in the combat. Then discard the same number of cards. (you pick which cards to discard) IN/OUT COMBAT - just what they say. In combat items used when the creature is IN combat, Out when it is OUT of combat. If it says In/Out, it can be used in either. BENEFITS- these can be attached or used by critters that don't meet the benefit text, they just won't get to use the text listed after "benefit" DISCARDS- many cards use a discard benefit. Unless it specifies elsewhere, the discard comes from your hand. If your hand is empty and you are forced to discard by an opponents effect, its automatically assumed to occur. If you need to discard (voluntarily) to do something, but your hand is empty, you can't. IRON RIDERS= They're Glass Walkers. treat the words Iron Rider as saying "Glass Walker" "CHARACTER"- on TW cards, 'character' always means "creature" PREY= Prey means something slightly different in TW parlance. Just convert directly to mean PREY in the Apocalypse sense. HEALING A WOUND= TW healed ina different manner. Anytime something says it "heals a wound" or "regenerates a wound" it will remove the lowest damage card attached to the creature. If it says to heal more than one wound (example: 3) assume it heals any number of cards that have damage totally up to that amount, not that many cards. Example: Healing Period says heal 3 wounds. You can heal any number of cards equal to 3 damage total. So you could heal the Bite on you or the 3 Flesh Wounds attached to you. CAUSES ONE WOUND= there's some cards which do direct damage. Unlike Apocalypse, TW used tokens to donate damage. Have some tokens handy to do these. Consider each token to be a damage 1 card for purposes of healing. UMBRA LEVEL- This totally doesn't exist in Apocalypse but is heavily referenced. Assume that for effects the Umbra Level equal the Gauntlet of the affected players Caern OR 6, whichever is lower. Anything that would directly move Umbra level up or down instead adjusts all Gauntlets on all caerns and effects INITIATIVE- refed on some TW cards. Assume this means "when you're attacker." If it says when you don't have initiative, assume it means "when you're defender". Stuff that lets you switch it means you flip these roles. MAIN- This is the Resource Phase EXCEPTION: there's a few effects in Apocalypse that occur in Main during TW but are in their own phase in Apocalypse. Stuff that says you use it during Main but it affects calling Moots should actually read Moot phase. Stuff that says it should be used when "set to regenerate" or similar wording is used in Regeneration phase. RESOLUTION PHASE: Moot phase CUBS- all renown 1 characters are Cubs for card effects DERANGEMENTS: just ignore them COHORTS: ignore this unless you use the Tribe Cards. SET TO REGEN - doesn't exist in Apocalpse. Ignore. ADVANCE RITES OR REGENNING CHARACTERS 1/4 TURN- If you're using TW Rites, it does exactly as stated and moves it 1/4 turn. If it says to turn a regenning character, they immediately regen their lowest damage card. PAY A RAGE/OPPONENT LOSES A RAGE: reduce the Rage score appropriately for the duration of the combat only. TRIBAL TATTOOS: unless you are using the Tribe Cards, don't use these CARDS WITH THE SAME NAME IN APOCALYPSE AND TRIBAL WAR: Assume they are the SAME card for purposes of deck limits and card effects. Or if they have close enough names that it's pretty obvious they're the same card (especially if they have the same art) Don't put Janus (A) and Janus the Beast (TW) or Rainpuddle (A) and Raindancer (TW) in the same pack! They're really the same character!
THESE NEED ERRATAThese cards are either screwy or useless. They need some sort of errata. somewhere. Either way, they're probably best to leave 'til last. Use some other cards first. I'd like to keep the actual card by card by errata to a minimum and would prefer to reserve it for card types that otherwise drop into Apocalypse with no tinkering (like Totems and Events, not things like Combat Cards and Characters which are a perfect storm of clashing rules sets so its likely the overall guides will change. so errata-ing them only to change rules later is a waste of time)
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