Rage Across Las Vegas Rules: Equinox Update
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Intro
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.
Find out more about Werewolf: the Apoclaypse at White
Wolf Publishing or at The
Idiot's Guide to Werewolf
What Is a Trading Card Game?
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
View the Umbra chart
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:
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.