White Wolf RAGE Unlimited Rules including all new rules from expansions

Note: the feminine pronoun is used as the neuter pronoun here as White Wolf tends to use "she" as the neutral gender.  

The rules cards for each expansion can be viewed seperately, though the rules changes are incorporated into the main text here.

Umbra Rules Wyrm Rules War of the Amazon Rules Legacy of the Tribes Rules

 And here's some handy dandy little hyperliks to jump to frequently referenced sections.  They're divided roughly into problems encountered during combat, playing types of sept cards, and into an "other" section.

Pester the webmaster to add more internal links if you can't find something.

Combat Sept Other rules
Attacking a battlefield  Realms Rivalries
Attacking a territory  Past Lives The Silver Pack
 Reversion to breed form  Board Meetings What counts as an "action"?
Bluffing  Gifts Removed from play
  Moots The Umbra & stepping sideways

INTRODUCTION

Welcome to Rage, the collectible trading-card game based on the storytelling game Werewolf: The Apocalypse. Each Rage player controls a pack of savage and heroic werewolves (called Garou). Garou packs often unite to combat the evil force known as the Wyrm, but equally often battle one another for the ultimate position of pack dominance. A pack achieves victory by conquering the Wyrm, by overpowering rival Garou, or by performing heroic tasks.

QUICK-START GUIDELINES

If you want to begin playing Rage right away, follow these quick-start guidelines. They provide all the information you need to get a simple game up and running.

The rules of the game are very simple. You design a customized deck (consisting of various combatants, items and special powers) and then battle your opponent(s). By defeating opponents and accomplishing tasks, your pack earns victory points. The game is won when your victory point total equals or exceeds a predetermined level (called the Renown level).

Important Note: These rules describe the general parameters of play. Rules presented on individual cards supersede these general rules.

Setup

Separate your cards into three stacks: characters, combat and sept. Your sept and combat cards are shuffled as two separate decks respectively. Position your characters so that each character's breed form (lupus, homid or metis) faces up. As you collect cards that give you victory points, place them in a separate stack of victory cards.

Choose the Renown Level

The Renown level of the game determines its scope and length. For a starter game, set the Renown level at 15.

Characters also have Renown (denoted by the number in the top right corner of the character cards). The total Renown of the characters in your pack can not exceed the Renown level of the game. By defeating a rival character, a pack earns victory points equal to the defeated character's Renown.

The Renown level also sets the victory condition of the game. So, for a starter game, the first player to accumulate 15 victory points wins.

TURN SEQUENCE

The turn sequence is divided into five phases. Certain action can only be taken during certain phases. However, some actions, like Gifts and events, can be played at any time. Complete descriptions of the cards and actions are provided below.

The Phases

A single turn of the game is divided into five phases. In order, these phases are: Redraw, Regeneration, Equip/Ally, Moot and Combat. All players act simultaneously during these phases (unless stated otherwise).

Redraw Phase

Discard as many cards as you want from your sept hand and redraw up to five cards from your sept deck to form your sept hand (if this is your first turn, simply draw five sept cards). If you run out of sept cards, you can continue playing, but cannot reshuffle or obtain new sept cards.

Regeneration Phase

Each injured character capable of regeneration may remove the damage card with the lowest damage value. Return the damage card to its owner. Normally, only shapechangers (Garou, Gurahl, Ratkin, Bastet, etc.) can regenerate. Allies, spirits and enemies can regenerate if specified on their card.
Aggravated damage cannot be regenerated.

Equip/Ally Phase

Equipment cards, ally cards and enemy cards are played at this time. Characters can also trade equipment to any other character during this phase. Allies cannot be traded. Allies become part of your pack; they can act as alpha, equip and (in some cases) use Gifts. However, they cannot vote in moots. Enemies are placed in the center of the playing area (called the Hunting Grounds) and are in no way related to your pack.

Moot Phase

Characters can play moot cards during this phase. Any number of moots may be called. Once all moot cards are played, they are voted on in descending order of each moot card's Renown requirement. Each character may cast a number of votes equal to his/her Renown. All successful moots then take effect simultaneously at the end of the current Moot Phase.

Combat Phase

The Combat Phase is divided into many different subphases.

Combat hand redraw

Discard any unwanted combat cards in your combat hand and redraw up to five cards from your combat deck (if this is your first Combat Phase, simply draw five combat cards). When you have used your entire combat deck, reshuffle the deck.

Select alpha

Each player selects one of his characters to be pack alpha. Players simultaneously move their alphas forward. An alpha can be any character or ally in the player's pack.

Alpha attacks

In order of Renown (highest to lowest), each alpha can make one attack or pass and take no attack this phase. An alpha can automatically attack any other pack's alpha or anything in the Hunting Grounds. An alpha can also challenge any character or ally in play who is not an alpha. However, the challenged character has the option to accept or decline this challenge. If the challenge is declined, the challenging alpha forfeits her attack for this turn.

Combat rounds

As combat begins, players have the option of playing any combat events or Gifts that affect combat. Then players select and simultaneously play one combat action card per character involved in the combat (players select and present their cards at the same time). When characters exchange blows and damage each other, the combat action cards played are placed on the injured character to show the damage taken.

Changing Form

When a character takes damage equal to or greater than her Rage, (or Breed form Health, whichever is lower)the player immediately flips over that character's card, revealing the Crinos, or werewolf battle form. The injured character's Health score then equals the Health of the Crinos form minus the damage the character has accumulated. A character will change to Crinos form before dying.

Dying

If the damage suffered by a character exceeds her Health rating, the character dies. If a chacter is forced back to Breed form and the damage exceeds her Breed form health, it kills the character. She does NOT automaticaly shift back to Crinos.

Ending Combat

The attacker can retreat at the end of any combat round, unless she is frenzied. Otherwise, combat ends when one of the following happens:

At the end of each combat, all players redraw up to five combat cards. They may discard any unwanted cards left in their hand before they redraw.

Combat begins again

The alpha with the next-highest Renown declares her attack or challenge. The Combat Phase ends when all alphas have taken their actions. If you lose all of your characters, you are out of the game. You can still win if all the other players are eliminated and you had the greatest number of Victory Points.

Ending/Begining a New Turn

All cards that say "last until end of turn" are discarded. Then return to the Redraw phase to start a new turn.

Victory

Every time a member or members of your pack defeat an enemy or another character in play, the defeated enemy is placed in your victory pile. Enemies and characters are worth their Renown in victory points. Other cards can provide additional victory points. The game ends when, at the end of a turn, one player's victory points equal or exceed the Renown level of the game. If all players are eliminated, the player with the highest VP wins.

THE CARDS

Packs are composed of three different types of cards: character cards, sept cards and combat cards.

CHARACTER CARDS

Character cards are double-sided. One side depicts the character's breed form, while the other side shows her Crinos, or battle, form. (Cards depicting metis characters have the same picture on both sides.) Unless stated otherwise, characters begin the game in breed form.  (with most cards this means the hologram in the lower righthand corner should be face up.  Unlimited ed and promo cards have no hologram)

Name

The character's name is just that - her name. The same character can be in more than one player's pack. However, duplicates of a character may not begin the game in the same pack.  Experienced versions of characters may not be in the same pack as their inexperienced version.  (example King Albrecht can't be in the same pack with Lord Albrecht)

Auspice

Auspice denotes the phase of the moon under which the character was born. Garou are closely tied to the moon. Their birth moon defines their role in Garou society.

Aspects

Wyrm characters have Aspects rather than Auspices (Black Spiral Dancers have both).

Breed

What were the circumstances of the Garou's birth? A Garou's breed is that werewolf's bloodline.

Tribe

There are 13 tribes of Garou. These tribes frequently ally (and even more frequently war) with one another. Tribal solidarity is not what it once was, and packs often include werewolves from many different tribes.

Bete- Non Garou shapechangers

The Garou aren't the only party in town, Gaia made many different skinchangers.  all of them can frenzy, step sideways, and regenerate unless noted otherwise on their cards.

Wyrm creatures

Renown

Each Garou has a Renown level, which ranges from 1 to 10. The higher a Garou's Renown, the more power that Garou has and the more respect he is given in Garou society. The Renown levels of all Garou in a pack are added together to determine the pack's total Renown. The total Renown determines the size and length of the game.

Statistics

Each character has three statistics on her card: Rage, Gnosis and Health. Rage determines the character's ferocity and battle fervor. Gnosis represents the character's inner tranquility and connection to Gaia (the Earth). Health is the character's ability to withstand physical damage.

Rivalries

Certain characters have Rivalries with other characters. A character will never be in the same pack as one with which he has a Rivalry. If two characters with Rivalry somehow end up in the same pack, randomly choose one and discard him. If a character is alpha, and his rival is also alpha, the rival must be the target of the character's alpha action attack.

The Silver Pack

The Silver Pack is elected at the grandest of Garou moots, and they are a representation of the first pack. Usually Silver Packs number between five and 10 members, but there is always at least one member of each auspice. Characters who are members of the Silver Pack will never attack another member of the Silver Pack. Silver Pack characters only appeared in the Legacy of the Tribes Expansion and are foil cards

Special Information

Many character cards contain special information. This information usually describes some unusual weakness or advantage the character has (such as additional voting power).  Some simply have flavor text.  If you are unsure of a characters gender, the card text should give you a hint.

COMBAT CARDS

Combat cards all have the word "combat" written on them. They are all shuffled into a combat deck, which is kept separate from the sept deck and the character cards. There are two basic types of combat cards: combat actions and combat events. Combat events are played before a combat begins or in between combat rounds. Combat actions usually involve individual Garou and are played by both players simultaneously during a combat round. Almost all combat actions have a minimum Rage requirement which a character must meet to use the action at full effect. Most also have a damage value (even if that value is zero). 

SEPT CARDS

Your sept deck comprises the bulk of your noncombat actions. Many different types of cards compose the sept deck.  The rules written on these cards supersede any other rules of the game.  Some card types were introduced in later expansions and are not present in earlier sets.  These card types list at the end what expansions they appear in.

Actions

Action cards can affect combat but do not have to be played during the normal combat phase. Action cards can be played at any time, unless otherwise stated on the card.

Allies

Allies can work with your pack and aid the pack members. They can take actions and act as alphas. However, allies are not truly members of your pack. They have no voting privileges and cannot remain in the game if all werewolves in your pack are dead. Allies are played during the Equip/Ally phase.  Unless the word "Regenerates" appears on the card, Allies cannot regenerate like Garou.

Battlefields

Battlefields represent the actual land upon which your Garou fight. Battlefields have Renown and list an Attacker and Defender.  During the Alpha phase, an alpha who meets the requirements for an Attacker, can attack a Battlefield and bring along as many Renown worth of characters are listed on the card. Any Alpha who meets the Defender requirements can act as Defender and bring along as much Renown is lsited on that side.

Both sides are effected by the card text listed next to the respective Attacker/Defender titles. Whichever sides wins gets to place the Battlefield in their Victory Pile. In addition, both sides can place any kills made on the Battlefield in their Victory Pile. If no Alpha wishes to defend, the Battlefield can be defended by Enemies or Victims, as appropriate.  Battelfields appear only in the War of the Amazon expansion.

Board Meetings

Board Meetings work exactly like Moots, but can only be voted on by Wyrm characters. Board meetings appear in Wyrm, War of the Amazon and Legacy of the Tribes.

Caerns

Caerns are mystical places of power for the Garou; they provide doorways between the physical and the spirit worlds. Every caern has prerequisite tribe; in order to bring the caern into play, you must have a member of that particular tribe among your pack. Caerns come into play during the Equip/Ally Phase, and may at this time be discarded and replaced. A pack can only have one caern in play at a time.  Caerns appear in every set except Limited/Unlimited.

Enemies

Enemies are placed directly into the Hunting Grounds. They represent the greater evil of the Wyrm. Garou can gain Renown by slaying enemies. Some enemies have special abilities that affect the game until they are removed from play. Enemies do not regenerate unless the word "Regenerates" appears on their card.  Enemies are played during the Equip/Ally Phase.

Equipment

Each equipment card grants a specific ability to its owner. Many equipment cards have special requirements that must be met before a character can use them. There are two types of equipment: fetishes and regular equipment. Fetishes are magical objects with specific Gnosis requirements. If the character does not have the minimum Gnosis, she cannot use that piece of equipment. Regular equipment is technological in nature. Equipment can be played during the Equip/Ally Phase.

Some equipment cards have the text "Bane Fetish".  these may only be used by Wyrm characters.  Wyrm characters may not use Fetish equipment, but can use non-fetish equipment.

Events

Events are usually global circumstances that affect (or could affect) more than one Garou. However, some events affect only a single character in play. Events can be played at any time, unless their text indicates otherwise.

Gifts

Gifts are special abilities that all Garou possess. Most Gifts can only be used by certain breeds, tribes or auspices. To use a Gift, a character must meet both the breed/tribe/auspice requirement and the Gnosis requirement. If a card's requirements are (Lupus, Wendigo, Philodox), the character must be either a Lupus, Wendigo or Philodox to use the Gift. She does not have to be all three.

Unless otherwise stated, Gift cards can be played at any time. Gifts are not "stacked" on a character for later use.  They are played out of hand as indicated by text and then usually discarded.  Some Gifts remain on the character indefinitely.  Read the card text to determine which.

Wyrm characters can not use Gaia gifts, and Gaia characters cannot use Wyrm Gifts.

Moots

Each moot has a Renown cost. A player must have a Garou of that Renown or greater in order to call that moot. A few have additional requirements, check the text.  Each Garou receives a number of votes equal to his/her Renown. A moot must have a winning number of votes in order to pass. Ties fail. Moot cards are played during the Moot Phase.  There must be at least two Gaia packs in play to call Moots.

Quests

Quests are special cards that can be played when the conditions listed on them are met.  They can be used to gain additional Victory Points.  Some Limited Edition Events are now considered Quests: Umbral Quest, Scourging the Wyrm and Reclaiming the Stolen.

Rites

A Rite is an effect that may be played at any time under certain conditions (which are specified on the card)

Territories

Territories are special places that packs control and benefit from. They are similar to Caerns, though they are not as spiritual in nature and not as well hidden.  Territories are played during the Equip/Ally Phase, and claiming a Territory is considered an action. Only one of a specific Territory may be in play at any time, although a player may have any number of Territories in play at any point. Using the special ability of a Territory is not considered an action, and may be done at any time unless otherwise specified.  Territories appear only in the Legacy of the Tribes expansion.

Victims

 These victims can be killed by the Wyrm Creatures for victory points. Gaia alphas have the option of fighting in the place of a victim, thus defending that victim. Wyrm alphas can likewise defend the enemies in the Hunting Grounds. Any alpha defending a target in the Hunting Grounds must declare this right after the inital attack is declared. In the case of multiple alphas declaring defense, the privilege of defending goes to the highest Renown alpha among them.  Victims appear in Wyrm, War of the Amazon, and Legacy of the Tribes.

Realms

Realms are special areas in the Umbra that can be controlled by a pack.  They are brought into play during the Equip/Ally phase.  All realms are foil chase cards. Five appear in Umbra and one in War of the Amazon.

Past Lives

These very rare cards can be played on a werewolf of the appropriate tribe. That tribe member is then imbued with the spirit of her tribe's greatest hero. Past Lives can be played before the game begins. Alternatively, a player can hold a Past Life in his sept hand. All Past Lives are foil chase cards and appear only in the Limited/Unlimited set.

LAYING OUT THE CHARACTER CARDS

Rage cards are designed to lay out in a T formation around a character, making it easy to display all of the equipment a character possesses, all Gifts or Rites that affect him/her, and any damage cards that have injured him/her. Gifts, Rites, Equpment to the side, combat cards below.

EXPANDED RULES

STARTING A GAME

The game begins when you decide the game's Renown level. A player's deck cannot exceed the Renown level of the game. A deck's Renown level equals the total Renown of all characters in the deck. The standard game ranges from 15 to 25 Renown. 
10 Renown 30 minutes
15 renown 30-45 minutes
20 renown 30-60 minutes
25 renown 60-90 minutes
30 renown 90 minutes +

 Note: These times are all approximate and can vary greatly depending on the aggressiveness of game play and the random draw of the cards.

"Tourney legal" is the standard play format used and is considered to be a twenty renown game banning Past Lives and Realms in which you are resticted to playing only one Dreamspeaker Mage, one Gaia's Vengeance, and one Master of the Pack per game, though you may have up to three copies of each in your deck.  Most players use this format, so unless some other Renown is agreed on well beforehand, assume "tourney legal" rules.

Place the Characters

Once the Renown level of the game has been chosen, players select characters for their packs. Characters' total Renown may not exceed the Renown level of the game.

Separate Your Deck

Your deck includes both combat and sept cards. Separate these two types of cards into two separate decks. You must play with a minimum of 20 combat cards and 25 sept cards.  You may not have more than two of any single combat card, or more than three of any single sept card in your deck.  Characters which allow you to start with a sept card inplay count against the number in your deck.

Actions

Actions define the scope and pace of the game. A character can take as many actions as she has cards to play. There are two types of actions: automatic and card.

Automatic actions are actions that any character can take, but usually only at specific times of the game. Automatic actions include: regeneration, trading equipment (if you have something to trade), voting in a moot, defending in combat, and attacking in combat (if the character is alpha).

Card actions include: using Gifts, calling a moot vote, invoking Rites, performing special actions, equipping, and recruiting allies.

Certain actions can take place at any time during the turn sequence. Gift cards, event cards and Rite cards may be played by a character at any time (unless the card specifies otherwise). Event cards are not considered to be actions, but rather circumstances that affect characters in the game.

Combat

Playing Cards

As mentioned in the quick-start rules, combat cards are selected and played simultaneously during each round of combat by all players involved in the combat. If more than one character is on a side, the controlling player must decide which character is playing each combat card and which opponent is receiving each combat card. During pack actions it is not necessary for every member of the pack to play a combat card each round.

The Bluff

A character can play any combat card of any Rage. However, when a character plays a combat card with a Rage requirement higher than her own Rage, the action might not succeed. A combat card higher than a character's Rage will take effect only if: a) your opponent also bluffs; or b) your opponent cannot or did not play a card. The bluff is a risky stunt, but allows a character to perform extraordinary combat actions.  Some cards cannot be bluffed and say so on the card.

Changing to Crinos Form

The character's Crinos form resembles the legendary man-wolf of horror films. The Crinos form stands around nine feet tall and weighs in at several hundred pounds - much of which consists of teeth, claws and muscle. A character switches into this form when her wounds exceed her breed form's Rage. If a character takes damage that exceeds both her Rage and his Health, she will still change into Crinos form before she dies. Once in Crinos form, she will die when her wounds exceed her Crinos Health. Wounds from a breed form transfer to Crinos form; it is possible for a character to be hit so hard that she immediately changes to Crinos form and dies.

Reversion to Breed Form

Certain cards may force a Crinos character to revert to breed form. If the character's breed form Health is less than the damage she has suffered, she dies.

Aggravated Damage

Due to the spiritual nature of some attacks such as fire, silver, and fetish weapons, Garou sometimes suffer damage which they cannot normally regenerate. Any card which causes aggravated damage may not be removed during the Regeneration Phase.

Frenzy

When a werewolf enters frenzy, she goes berserk. She immediately switches into her Crinos form (if she isn't already in it) and draws a number of additional combat cards equal to her Rage. These additional combat cards become the character's frenzy hand and are only usable by the character in frenzy. Combat then continues until either the frenzied character is out of playable cards, or one side or the other plays an escape card - an attacker cannot automatically withdraw from a combat in which a character is frenzied. When a combat involving one or more frenzied characters ends, all cards remaining in the characters' frenzy hands are discarded.

A character in frenzy will not die immediately if her wounds exceed her Health. She will continue to fight until either the combat or her frenzy ends. Only then will she die.

Binding a spirit

Normally, any spirit in the Hunting Grounds can be bound into service. To Bind a spirit, you must first attack it from within the Umbra, declaring your intentions at the beginning of the fight. Combat proceeds as normal. If at the end of combat the damage you inflict is equal to or greater than the spirit's Health, the spirit will be bound, not destroyed. Remove all damage cards played on it. Bound spirits are worth half their Renown in victory points (round up) and are treated as allies for the rest of the game. Bound spirits who are later killed are no longer worth any victory points to the pack that bound them.

Attacking an Enemy

An enemy is any creature in the Hunting Grounds. When a character or characters attack a creature in the Hunting Grounds, any other player in the game may play cards for that enemy. An enemy can never have more than one card played for it per combat turn (unless the enemy description specifically states otherwise). If two or more players both wish to play cards for an enemy, decide randomly who will play cards. (Rock, Paper, Scissors works well) If no one wants to play cards for the enemy, then the enemy is defenseless and the attacking player gets an easy kill. Under no circumstances can a player both attack an enemy and play cards in the enemy's defense. Characters killed by an enemy are discarded and worth no victory points. Wyrm alphas may step in to take the place of Wyrm Enemies.

Attacking a Battlefield

An alpha may engage a Battlefield as his alpha action; Battlefields may only be attacked during the Combat Phase of the game. In order to engage a Battlefield, the alpha must meet the requirements for the attacker listed on the card. An appropriate alpha may defend the Battlefield, provided that alpha meets the requirements listed for the 
defender. Defending a Battlefield does not count as an alpha action.

A Battlefield lists Renown requirements, additional cards drawn, and special circumstances for both the attacker and the defender. The Renown listed is the maximum total Renown worth of characters that may participate in the battle, including the alpha. Each player draws the number of additional combat cards listed on the Battlefield. Special circumstances may also apply to the Battlefield, and are listed on the card. Pack tactics may not be used to add participants to a Battlefield conflict.

When a Battlefield is engaged, the winner of the conflict gains the number of victory points listed on the card, in addition to the number won from any kills made. The loser only gains victory points for kills made, if any. At the end of any combat round either side may withdraw, which is considered losing the battle; this is known as yielding the Battlefield. The attacker always declares before the defender whether or not he will yield the Battlefield. If either side cannot withdraw or is prevented from withdrawing (due to a frenzy or other effect), a Battlefield may not be yielded.

If all participants in a Battlefield combat are killed, the Battlefield remains in play with no decisive winner, and may be attacked again as normal. Likewise, if combat ends without one side or the other winning or yielding, the Battlefield will remain in play as well. If no alpha can or will defend a Battlefield, victims will act as Gaia defenders and enemies will act as Wyrm defenders, provided their combined Renown is within 3 of the stipulated Battlefield Renown. If the Renown does not meet this number, the Battlefield may not be attacked this Combat Phase. Enemies and victims will never work together in this manner. One player must draw the additional cards and play for the creatures defending the Battlefield, though if the enemies or victims win the Battlefield it is simply discarded and no one gains the victory points for it.

Attacking a Territory

As an alpha action, a character may choose to attack another pack's Territory. This may only be done during the Combat Phase, and may not be done as a Sneak Attack or other non-alpha action. That pack's alpha may choose to defend the Territory, which does not count as his alpha action. Either side may use pack tactics. If the attacker kills the defender, or the defender escapes from combat, the Territory is destroyed and discarded. A Territory is likewise destroyed if the pack controlling it does not choose to defend it, or if they have no alpha.

Removed from Play

A character who has been removed from play may take no actions (unless otherwise stated) until she has returned to the game. She cannot use or be affected by any Gifts, Rites or actions.

The Umbra

The Umbra is the spiritual realm that all Garou have the ability to access. Spirit allies and enemies can freely access the Umbra. Any character in the Umbra can freely interact with a spirit or with another character already in the Umbra.  

Characters can only step in and out of the Umbra if they have a caern in play or if they have a card that allows them to step sideways.  To steps sideways, they must have a Gnosis higher than the Gauntlet, the value of which is listed on the caern.  When using a caern, they may only step back and forth at the begining of the moot phase.

Garou in the Umbra can't call or vote on moots, but cannot be affected by effects that do not cross the Gauntlet.  Spirits are considered to exist in both the physical world and the Umbra unless it states they exist only in the Umbra.

Victory Points and Ending the Game

Characters and enemies whom your pack and allies defeat are placed in your victory pile and added to your victory point total. The basic game ends when, at the end of a turn, one player has reached the game's Renown level in accumulated victory points. In case of a tie the game goes into sudden death. The game continues on a turn-by-turn basis until one player has accumulated more victory points than her opponent(s) at the end of a given turn.

LEXICON

Many terms used in this game are derived from Werewolf: The Apocalypse. The following is a definition of terms used in Rage.

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