RageRules2018Update PDF
RageRules2018Update PDF
RageRules2018Update PDF
OVERVIEW
Rage was first produced as a Collectible Card Game (CCG) in 1995, based on the first edition of the Werewolf: the Apocalypse
roleplaying game. This version of Rage is known as Rage: Apocalypse. Five sets of cards were printed by White Wolf. Since then, fan
sets have been produced with permission of White Wolf, available as printable PDFs and online.
Each player has a pack which is trying to prove that it is better than the other packs. The pack achieves this by earning Victory
Points (VP). The main method of acquiring VP is by killing prey or members of other packs, but packs can also gain VP from Quests,
calling and winning votes and by other means. As well as the Characters they start with, players have their combat deck (used to kill
creatures - or prevent death) and their sept deck (which contains resources, game altering cards and alternate methods of getting
VP). Packs can serve either Gaia or Wyrm. Both allegiances play using the same rules.
RULES VERSIONS
We have updated the rules at various points over the years. To help players focus on rules which may have changed, we have
highlighted newer sections according to when they were updated.
W20th Junta 2018 --- Call of the Sea 2014 --- Revised 2007 --- Ahadi 2006 ---New England 2001-5 --- Early rulings (pre 2000)
Characters temporarily in the Hunting Grounds are away from their pack but are still controlled by the same player - only that player
can use the Character and play cards for it. The Character may still equip, use Rites or Gifts and attempt Quests; they cannot play,
Allies, Pack Totems and pack resources; and they cannot be part of pack actions with the rest of their pack. Characters in the Hunting
Grounds can be attacked by Alphas as their Alpha action.
The barrier between the Umbra and the physical world is known as the Gauntlet and is difficult to breach. Most effects cannot work
across the Gauntlet (that is, between the physical world and the Umbra, and vice versa). See Rules for the Umbra
Any player may inspect the contents of a player’s Victory Pile at any time. Unique cards in a Victory Pile do not prevent a copy of that
card from being played. The contents of the Victory Pile can only be targetted or affected by cards that specifically target it.
While out of play, creatures cannot be targeted by any card or ability, cannot take any actions, cannot use their special abilities and
cannot enter combat. Such creatures can still regenerate, and Characters and Allies are still considered to be part of their pack. Any
cards attached to an out-of-play creature (e.g. equipment) are also out of play.
Any other card that is placed temporarily out of play is not affected by anything. The abilities on any out-of-play cards cannot affect
the game. Cards that are out of play are still checked for uniqueness and similar restrictions - you cannot play a copy of a Unique
Fetish that is currently out of play.
1.6 REMOVED FROM THE GAME
A card permanently removed from the game, including Characters that died outside combat, (see Death) has no effect on the game
again. It is not considered for Global Effects, Uniqueness (or similar restrictions). Such cards are face up.
Characters should be set out breed form up (their “normal” form - i.e. not crinos or battle form; some Characters only have one form
and are the same on both sides of the card). More than one player can have the same Character in their deck, but each player can
only have one copy of a Character. Exception: you may have up to 5 copies of the same Multiple character in your deck.
Non-Character cards that begin in play must come from your sept deck and, once they are put in play, your sept deck must still
contain the minimum number of cards. These cards are counted towards the maximum number of copies of a single card you can
have in your deck. EXAMPLE: If your character starts with a Klaive, once it is removed from your deck, the sept deck must still contain
the minimum AND it can only have 2 more Klaives.
Thus, all players redraw at the same time, go through the regeneration phase at the same time, etc. Effects which state they
automaticaly end at beginning of turn or end of turn occur outside the normal phases, so will happen even if a phase is skipped by a
card effect.
2.2 PHASES IN DETAIL
This section describes the contents of the turn phases. While it summarises how Sidebar: Older timings
cards are played within the phases, more detail on cards use can be found in Many early cards don’t fit these timing
the following chapters. Two terms, Closed play and Open play, are described in rules. Some have clarifications in the
Timing. In brief, during closed play you can mostly only take actions listed in this [errata]. Others fit standard patterns.
section. In open play, you can play anything else that makes sense.
● Any card that says “play at the
beginning of X phase” or “start of X
2.2.2. Redraw phase phase” are played during Closed Play of
Closed Play. In the first Redraw phase of the game, all players draw their first that phase, even if it would normally be
sept hand (equal to their sept hand size). They also draw their first combat hand considered an offensive action. These
(equal to their combat hand size). No actions can be taken until all players have cards are played during Closed Play but
drawn these cards. resolve after actions prescribed by the
rules in this section.
Closed Play. During each following Redraw phase, players may discard any cards
● Cards that say they are played at the
from their sept hand that they wish to (up to their whole hand). THEN draw
start of turn or beginning of turn are
enough cards to fill their hand to their sept hand size. If a player’s sept deck is
played during Redraw (Open Play).
empty, he does not draw any more cards but is otherwise unaffected.
● Cards which refer to the Equip/Ally
phase are played during Resource.
Open Play. The rest of the phase is Open Play.
Aggravated damage cannot be regenerated like this. See section on Healing Damage. If your lowest damage card is aggravated, you
would regenerate your next lowest damage card instead.
Allies, Enemies and Victims do not, as a rule, regenerate. Most that do are marked with the note (regenerates) at the bottom of their
statistics, but see Creature Classeses for further clarification.
All resources played during Closed Play are considered to be played simultaneously, and their effects do not take place until Closed
Play is finished. If any Unique card is played by more than one player during Closed Play, the person who may keep it is randomly
determined (all extra copies are returned to their player’s sept hand).
Open Play. The rest of the round is Open Play. Players can still play creatures and resources, but they are not considered to be
played simultaneously. Use Open Play timing instead. Equipment may also be traded to another Character or Ally that meets the
requirements during this phase, although only once per item (see Equipment)
A creature can step sideways using the Caern in its pack if:
● it is a Character
● its Creature Class can step sideways
● AND its gnosis is equal to or greater than the Gauntlet of the Caern.
All creatures stepping sideways this way enter or leave the Umbra simultaneously, and a Character cannot use the Caern twice in the
same Umbra phase to both enter and leave the Umbra. The Character can use other means of moving into or out of the Umbra.
Open Play. The rest of the phase is Open Play.
Characters may call (play) Moots or Board Meetings at the beginning of the Moot phase.
Characters have a number of votes equal to their Renown and can use those votes in every Junta they are eligible to vote in. Juntas
are voted on in order of Renown and, if they pass, resolve immediately. See Juntas for detailed timing.
A player that has lost all of their Characters is out of the game. All cards in their Pack Home Grounds, other than their combat
deck and discards, are immediately removed from play; any cards he has in play outside of his Pack Home Grounds remain in
play. The player may no longer play any sept cards. They may play combat cards for Prey in the Hunting Grounds. If the player
has gained enough points to win on the turn he is taken out, he still wins, as his pack’s heroic actions are still remembered in the
tales of the Garou. A player with no pack may not be targeted by cards that affect packs, Victory Piles, etc.
CHAPTER 3: TIMING AND RULES OVERVIEW
The game is divided into Closed Play (where only specific cards and abilities can be used) and Open Play. Because Open Play is
mostly simultaneous, it uses Offensive Effect rules to organise it.
It is bad etiquette, if another player asks if you are ready for him to play an Offensive Effect, to stay silent: if you are thinking, you
should say so. Nor should you disturb your opponent if they are clearly playing cards or using abilities at the time.
3.1.2 Oops...
If a situation occurs in which a past play condition would have abeen affected by something a player of Character has in play but
failed to take into consideration, TOO BAD. For example, another player plays a Gift on one of your characters and you both forgot
Dead Zone was out. If you realize next turn that you couldn’t have been affected by that Gift, too bad. If you didn’t catch it at the
time it happened, continue on with game and don’t try to back track to “fix” this misplay.
Each phase starts with a period of Closed Play. There is no Open Play in the phase before these periods of Closed Play. Steps 1-6 of
each combat round are Closed Play and the Declaration and Pre-Combat steps during combat declaration are also Closed Play.
Bringing into play a Unique item (or once per game item), or using an ability which might put it into play, counts as an Offensive Effect
if used in Open Play.
You can respond to cancellation by cancelling the cancellation. The order they were played in is not relevant,
the can’t/won’t effect takes priority.
3.3 PLAYING CARDS However, if two effects clash but do not fall
Rage does not use expendable resources. If you meet the requirements to play a under this rule (e.g. two creatures must
card (e.g. a Combat Action or Gift), it does not count against Rage or Gnosis later take the last alpha action), the effect which
in the turn. resolved last takes precedence. If neither rule
applies, decide randomly.
Some cards require prerequisites before they may be played. If you successfully
meet the requirements of a card and bring it into play, you do not have to keep
meeting the requirements for the card to remain in play. For example, if you See also: Umbral Combat & Forced Attacks
recruit an Ally that requires a Theurge in your pack and the Theurge later dies,
the Ally does not leave the pack. Likewise, if a creature’s Gnosis drops below the
Gnosis requirement of a Fetish/Bane Fetish, the Fetish/Bane Fetish continues to work.
Where cards list multiple possible prerequisities separated by commas you need only meet ONE of those requirements. If a Gift lists
users as “Theurge, Child of Gaia” you only need to be a Theurge OR a Chid of Gaia. You don’t need to be both.
Cards in Rage do not have “card memory”. Each card is independent of any other copies of that card, either in play or played
previously. A card which can only be played once per game can still only have one
Sidebar: “My Character copy of it played per game, but a card which has a one-use ability (e.g. Don Campisi)
may use its ability even if an earlier copy of the card has already done so. Similarly, if
plays…” you use an effect that copies the text of a card or clones a card with a one-use effect,
Rage was derived from a roleplaying the copy/clone may still use that ability even if the card it copied/cloned has already
game and it shows in terminology. used that ability.
Although clearly all cards are played
by players, when a card requires a
creature to meet its requirements Likewise, abilities that target one copy of a card only affect that copy - if you play
before it can be played, that a Nemesis on Golgol and Mamu, it only affects one distinct copy of each, not all
creature is deemed to play that card. Golgols and Mamus in play!
Specifically, all cards are considered
played by a member of your pack
except non-Totem events, Prey and 3.4 CARD SUPREMACY AND VERSIONS
cards played by Prey.
When the text on a card conflicts with these rules, the card takes precedence. These
Similarly, some cards say “you” do rules are a simple skeleton for the game’s mechanics; the cards are the special
something. Very often, especially circumstances that allow you to break the rules (temporarily).
on Combat Actions, it refers to the
creature playing the card (generally The most recently produced version of a particular Rage card (not including those
we don’t encourage our players to produced for Rage Across Las Vegas) is considered correct. Any errata is considered
“tear some fool in half”). to replace or supplement the most recent printing of the card.
CHAPTER 4: THE CARDS IN DEPTH
Rage is played with three different kinds of cards: Characters, sept, & combat cards.
Each player may only put one of a given Character in their deck, but the same
Character may appear in any number of packs. Multiple characters break this rule; a
player can have up to five copies of a Multiple character in their starting pack.
During the game, two (or more) characters with the same name can be forced into a
pack together by card effects.
4.1.1. Name
Like you don’t know what a name is.
4.1.3 Renown
Renown appears in the upper right corner. A Character’s Renown is a reflection of how well-esteemed and able-bodied the Character
is, and it dictates the amount of Victory Points that the Character is worth when killed. The Renown level of the game is also the limit
of the combined total renown of your starting Characters.
4.1.4 Stats
Each Character in Rage has three statistics which define her abilities:
All Characters regenerate. Some older Characters whose creature class does not regenerate, have “(Regenerates)” written beneath
their Stats.
4.1.5 Allegiance
All Characters cards released in PDF sets bear a glyph declaring their allegiance:
• Gaia Characters defend Gaia by cleansing the world of the Wyrm. They may only be put into Gaia packs.
• Wyrm Characters seek to destroy or corrupt the world around them. They may only be put into Wyrm packs.
• Some Rogue Characters are torn between their duty to Gaia and the lure of the Wyrm; other Rogues merely have an
agenda that crosses into both camps. Rogues may be put into either Gaia or Wyrm packs.
Rage is a game of Gaia’s servants against those of the Wyrm. When creating a deck, choose an Allegiance: Gaia or Wyrm. All
characters put in the deck must be of that Allegiance, the resulting pack will always have that Allegiance and any Allies in the pack
will also have that Allegiance.
Allegiance, like keywords, determines which cards creatures can play and benefit from.
● Gaia creatures can play Moots and Fetish equipment but not Bane Fetishes or Board Meetings.
● Wyrm creatures can play Board Meetings and Bane Fetish equipment but not Fetishes or Moots. Wyrm Characters cannot
use Auspice Gifts. They can use Breed gifts.
● Card abilities can override these restrictions.
Creatures which change pack, either temporarily or permanently, lose their old Allegiance and gain the Allegiance of their new pack
(if they change pack again-including returning to their original pack- their Allegiance may change again.
All Enemies are considered Wyrm creatures. All Victims are considered Gaia creatures.
Characters from older sets, who do not have an Allegiance Glyph, have to be identified by creature class and faction. All 7th Gen-
eration, Pentex, Black Spiral Dancer and Bane Chararacters are Wyrm affiliated, as is any Character with a Wyrm Aspect listed (e.g.
Morgan, Count Vladimir Rustovich). All other Characters, with the exception of Conrad, are Gaia Characters.
4.1.5.A Rogues
Rogues were introduced in Ahadi, although Conrad Walks-the-Line from Legacy of the Tribes counts as a Rogue. Rogues may be used
as either Gaia or Wyrm Characters during deck construction, although a pack must have at least one non-Rogue. There are no Rogue
affiliated packs - packs can only be Gaia or Wyrm.
Once a game begins, Rogues gain the allegiance of their pack. They do not change creature class or tribe, and retain use of all their
keywords, but follow the restrictions of their pack’s allegiance (as above). So a Rogue Wendigo in a Wyrm pack becomes a Wyrm
Character and could use Bane Fetishes and Wendigo Gifts but not the War Lodge (a Fetish); it does not become a Black Spiral Dancer.
Rogue Characters do not have Aspects, although they may gain them through card abilities.
4.1.6 Keywords
Definition: Multiple- You can start with up to five copies of a Multiple Character in your pack.
Each Character has keywords which define its creature class, faction, breed and spiritual role. These keywords are mostly found on
the coloured strip above the Stats and Text Box, but additional keywords can be found at the beginning of the Text Box, a word or
expression followed by a full stop (e.g. “Eater-of-Souls.” or “Kailindo.”). All keywords dictate which cards the Character can play or
benefit from (for instance Kiss of Helios requires an Ahroun, while Ahrouns get an extra benefit when a Full Moon is in play). Addi-
tionally, the creature class determines whether the Character can frenzy or Step Sideways. Where a creature has more than one
creature class, it has the abilities of both (e.g. an Abomination - Garou/Vampire - can step sideways because a Garou can step side-
ways, although a Vampire cannot). Garou can step sideways, although a Vampire cannot). See Appendix 1: keywords
When creatures with multiple Keywords or classes have conflicting abilities where one class can do something, and one class can not
do the same thing, CAN takes precedence. So the Garou Vampire can step sideways. This breaks the general Can’t vs must effect rule.
See a chart of creature classes and their abilities
● Keywords: These cannot be blanked or changed unless a card refers to keywords explicitly.
● Special Ability: Characters have unique benefits or flaws explained here.
● Flavor: Text which is neither a keyword nor a rules effect is flavor, and has no affect on the game other than to
enhance its mood.
Most creatures carry an indication of their gender in their flavor text and special ability, and sometimes their creature class.
4.1.8 Forms
The breed form is the natural form of the Character (normally Homid or an animal form), indicates the Breed of the Character (see
keywords) and is the form that the Character starts the game in. In most cases, breedform stats are lower than crinos-form stats.
Most Characters are able to transform into a battle form, which is represented by having two-sided Character cards. One side is the
crinos (for Shapeshifters) or battle form (some Wyrm Characters). To all extents and purposes these two forms are the same and the
terms are synonymous. The other side of the card is the breed form, which varies from creature to creature.
Changing between forms is represented by flipping the Character card. Some Character cards are the same on both sides. In this case
they only have one form and cannot change forms. Creatures who started as Allies or Prey cannot change forms.
A card ability (for instance, a firearm) that says “May play Rage X cards” does not give a creature a Rage of X. For instance, if a
Character with a natural rage of 2 has a Shotgun (giving her the ability to play Rage 7 combat actions) is influenced by a Battle Song
(+2 Rage), she does not gain the ability to play Rage 9 combat actions. Instead, she is now a Rage 4 Character with a Shotgun. Also,
any card that lets you play Rage X combat actions also allows you to play combat actions of less Rage (so you can play a Rage 6 card
with a Shotgun).
Other rules:
• No statistics have upper limits.
• Rage and Gnosis may never be below zero after all modifications.
• Any creature with a Health modified to zero is dead.
• You may only have one multiply effect (example: Quoting the Litany doubles your renown) applied to a stat at a time, but
you may have multiple add or subtract effects applied.
• Renown modifiers on a creature never change the amount of VP that they are worth unless expicitly stated they do so.
Other abilities may do so (e.g., Scar Throat’s +2 VP for Vampires).
Creatures may never have more than one copy of any sept card attached to them, unless it is a damage card.
Definition: Restricted
Each player can only play one of these per game. If the card is cancelled it still counts as played.
Some cards have other restrictions on how many times they can be played. If one of these is cancelled it still counts as played.
Definition: Unique
Only one copy of each Unique card may be in play at the same time. A player may not play a Unique card if a copy of it is already in
play. If more than one player tries to play the same Unique card at the same time, randomly determine which player plays the card
(return other copies to their owner’s hand). A second copy of a Unique card may be played once the first one leaves play. Cards in
Victory Piles do not count when testing for Uniqueness, but cards temporarily removed from play do.
4.3.2 EQUIPMENT
Equipment grants additional abilities to the bearer. When played, equipment is attached to the creature that played it. The
requirements of equipment are only checked when first played or when transferred (form restrictions on use do not count as a
requirement). Only the creature carrying the equipment can use its benefits and abilities (although some equipment has effects
beyond the creature using it). Creatures can choose not to use equipment attached to them. A creature may normally only have one
piece of Armor and one Weapon at a time.
Equipment types
Equipment is divided into (Gaia) Fetishes, Bane Fetishes and mundane (“Non-Fetish”) equipment.
● The mystical items known as Fetishes can only be played by Gaia Characters and Allies. Fetishes list a minimum
Gnosis score for a creature to play them, as an additional requirement.
● Bane Fetishes are the Wyrm’s equivalent, empowered by Banes rather than Gaian or Wyld spirits. They can only
be played by Wyrm Characters and Wyrm Allies and are not considered Fetishes. Bane Fetishes list a minimum
Gnosis score for a creature to play them, as an additional requirement.
● Non-fetish equipment (also known as mundane or Techno equipment) includes more normal items such as
guns and can be identified by the fact that they do not have a Gnosis requirement. Many non-Fetish items have
restrictions on their use.
● Certain Fetishes are also Bane Fetishes - they may be used by any Character or Ally, Gaia or Wyrm, and are affected
by cards which affect either Fetishes or Bane Fetishes.
Trading
Characters and Allies may also trade or give Equipment (items) to another member of their own pack, or to a member of another
pack if they agree. Equipment can only be traded during the Resource phase and only if the creature giving up the equipment had
it at the beginning of turn. This is an action for the creature receiving the equipment, but not for the one giving it up. The creature
receiving the equipment must also meet its requirements or it is discarded.
Weapons
A creature equipped with a weapon is assumed to be using that weapon.
4.3.3 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. Territory cards are instantly recognisable as they are laid out landscape rather than portrait. Packs
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
exist on both sides of the Gauntlet and can be played by a creature either side of the Gauntlet. See rules for attacking Territories
4.3.3.a Realms
Realms are a subset of Territories which represent connections to a pocket of the Umbra with different laws of reality.
They follow all rules for Territories except:
4.3.4 Battlefields
A Battlefield represents a skirmish with opposing groups that are not individually notable enough to warrant a character’s notice.
After all, a Garou can cut down a large number of Wyrm tainted humans with little to no difficulty. They are individually no threat. As a
group however…
Renown: The Renown of a Battlefield is simply how many points you will acquire for defeating the Battlefield
Engaging Renown is how many renown worth of creatures you can use to attack or defend the Battlefield. This is an automatic pack
attack or defense (depending on which side you are on)
Battlefields can only be engaged as an Alpha action. See Battlefield Combat for more.
● Prey cannot use Combat Events. They can use Gifts (see below).
● For combat involving prey, see Playing for Prey
● Enemies killed by Wyrm packs are worth 0 VP. Except during combat, their special abilities do not affect Wyrm creatures.
● Victims killed by Gaia packs are worth 0 VP. Except during combat, their special abilities do not affect Gaia creatures.
4.5.1 Actions
Action cards are special effects that a Character physically undertakes. Only Characters may use Action cards.
4.5.2 Events
Events are circumstances that occur in the world at large and affect the game to some degree.
● Playing an Event is not an action.
● Events affect both sides of the Gauntlet.
● Duration: Variable
● Can be discarded voluntarily from play: never
4.5.5 Rites
Special rituals used by the profoundly spiritual.
Voting for Moots and Boardmeetings occurs in the same sequence. If an ability allows a creature to cast votes in a Junta of the wrong
allegiance, it must do so at the appropriate time in the voting order, or it is assumed to have abstained. For example, the Pentex Ex-
ecutive and Limousine can cast votes in either Moots or Boardmeetings. It is 8 Renown, thus must cast its votes when other renown
8 creatures do, unless the controller opted to abstain.
● Combat Actions can only be played in the combat sequence without a card ability.
● Playable by: any creature in combat
● Duration: special
● Can be voluntarily discarded from play: never
If a Combat Action is played and not dodged, blocked or otherwise prevented from doing damage, it becomes a damage card on its
target (damage cards are placed under their target so the bottom of the damage card is showing). A Combat Action played but that
does not deal damage is discarded. See Combat for more details
● Any time a creature crosses from the physical world to the Umbra (or back), they are Stepping Sideways.
● Creatures can only cross into or out of the Umbra using a card ability or, for Characters, a Caern. Some Characters cannot
step sideways (see Creature class) which prevents all Caern or other means of doing so.
● Actions, Gifts, Past Lives, Quests, Rites, Combat Actions and the special abilities on Equipment and Creatures may not
target creatures on the other side of the Gauntlet, and have no effect on creatures the other side of the Gauntlet.
● Events, including totems, affect both sides of the Gauntlet. Caerns and Territories are considered to be on both sides of the
Gauntlet.
● Creatures only in the Umbra may not be targeted by Juntas, nor call or vote in them. Creatures in both worlds can call, vote
in and be targeted by Juntas as normal. Juntas which do not target a specific creature work across the Gauntlet.
● Alpha actions are determined across the Gauntlet, and abilities which interrupt the order of Alpha actions work across the
Gauntlet.
Cards played by creatures are considered to be on the same side of the Gauntlet as their target, unless they have no target (or
the target exists on both sides of the Gauntlet) in which case such cards exist on whichever side(s) of the Gauntlet the creature
that played the card was.
5.1 SPIRITS
Spirits are considered to be both in the physical world and the Umbra. If an ability makes a Spirit step sideways, typically because
of Umbral Escape, or it is forced out of one world or other, it moves fully into the Umbra (or physical world if appropriate); at the
beginning of the next turn it returns to both worlds.
Pack Actions, however, can cross the Gauntlet although this has its limitations (see below). Only the attacking creature and the target
of the attack must be valid targets.
At times, creatures involved in a combat will end up on different sides of the Gauntlet, for instance from the use of pack actions or
because a creature played an Umbral Escape. In these cases, several rules apply:
● A creature may only play a Combat Action during a round of combat if it has a valid target, or it plays a non-damaging
combat action. The target of a Combat Action must be valid both when targets are declared and when the Combat Action
is due to land, otherwise it is discarded for no effect. A valid target is one in the same world or one that the creature is
able to attack across the Gauntlet.
● If a creature had no valid targets this round and does not have any valid targets during the Withdrawal step, remove it from
the combat.
Targets attacked in the Umbra from the physical world (for instance, by someone using an Incarna Sigil) may fight back as normal:
their Combat Actions can target the attacking creature, and Gifts played by the targeted creature affect and can target the attacking
creature. Note that both sides can use pack actions normally, although this does not grant any ability to play cards across the
Gauntlet to creatures joining the pack combat.
CHAPTER 6: COMBAT
Definition: Opponent
A creature one (or more) of your pack are in combat against. An ability which only targets or affects “opponents” can normally only
be used in combat.
Definition: Attack
1. The instigation of combat between the attacking creature and its target (e.g. King Albrecht attacks Zhyzhak).
2. A Combat Action which has a damage value (e.g. Dis-Arm, Dry Gulch).
Definition: Challenge
A request to enter combat with a member of another pack not eligible to be attacked (i.e. not an Alpha). May be refused. If accepted,
it becomes an attack. You may only challenge creatures. You can not challenge Territories or Battlefields.
Definition: Attacker
In a combat, the creature who made the attack or a creature in pack combat with another attacker.
Definition: Defender
In a combat, any creatures fighting against the attacker(s).
Definition: Escape
Leave combat (it doesn’t return without a card effect). If a creature escapes, only that creature leaves combat - it has no effect on
other participants. If a creature leaves combat but will return (e.g. Nerve Agent), it does not imply that it escaped.
2.. Pre-Combat step Closed Play. Each player may play cards which change the participants in the combat.
• This includes announcing Pack actions, defense of Territories, redirecting the attack, stepping in for Prey, defending a
Battlefield, combat cancelling, etc. This step continues until no players wish to use any more cards or abilities at this step.
• Changing the target of the attack has no affect on pack attacks already in effect.
• Changing the target of the attack does not cancel pack defences already played. If the target is changed to a creature not
participating in the pack defence, all members of the pack defence are removed from combat; however cards drawn for the
pack defence remain in the player’s combat hand until played or discarded normally (e.g. at the end of combat).
• Cards and abilities which create pack attacks or defences can be used later, in the beginning- of-combat step or between-
rounds step, except where restricted on the card.
After every combat, all players refill their combat hand back up to their combat hand size (but cannot voluntarily discard
any cards before doing so). If a player runs out of combat cards in his combat deck, he immediately reshuffles his discarded
combat cards and may continue drawing from the deck.
6.3.1 Withdrawing
An attacker in combat may break off the attack (end combat) during the Withdrawal step of any combat round (including during
the first round of combat). Withdrawing is not an action. Withdrawing ends the whole combat, and abilities which force or
prevent withdrawal affect all attackers (e.g. Maim will prevent any attacker withdrawing, no matter how many attackers there
are). It is not possible to withdraw in this fashion while any creature is in full frenzy. A defender cannot withdraw.
* Characters in breed form do not die at this point if they have a crinos form they can flip to. If a Character in Breed form takes
damage and its total damage is equal to or greater than its printed Rage or its printed Health, it flips to its crinos/battle form
(unless prevented from doing so). It only dies if its damage equal or exceeds its crinos-form Health.
If a Character is forced into breed form, and has suffered more damage than his breed form health, he is dead. If a Character is
forced to change forms, he can use a card that allows him to change back in order to cancel the change (e.g. Shapeshift, Fang
Necklace of Fenris): this acts as a cancellation of the effect. This does not include abilities which do not explicitly state on the card
that you may change forms.
Most Characters regenerate their damage card with the lowest damage during the Regeneration phase, but other cards can heal
or remove damage. When a damage card is healed, all ongoing effects caused by the damage end (e.g. Head Wound, Maim).
However, effects which have already taken place are not reversed (e.g. destroyed equipment), nor are effects cancelled if they are
not caused by the damage (e.g. Hamstringed, Body Wrack). Once a card resolves and becomes a damage card, it no longer counts
as its original card type and cannot be cancelled.
6.4.2 Death
Whenever a creature dies and is not in Full Frenzy:
• Discard all cards except Past Lives that are attached to dead creatures
• Take Past Lives and put them in the dead character’s owner’s Victory Pile
• Discard any Gifts or Rites with ongoing effects that only affect the deceased. Other ongoing and permanent effects played
by the deceased remain in play.
• Creatures killed in combat are placed in the Victory Pile of the player that killed them. If they were killed by Prey, treat
them as if they were died outside combat
6.4.3 VP complications
Normally you earn VP equal to the renown of the creatures you kill. However, Wyrm Sidebar: marking VP modification
creatures normally gain 0 VP for killing Enemies. Gaia creatures normally gain 0 VP for Face up cards are always assumed
killing Victims. They WILL earn full VP if the Prey initiated the attack against them. Effects to be unmodified. Face down cards
which grant bonus VP to a kill (or reduce its VP) occur AFTER you determine whether you are always 1 VP. Face up cards,
received VP equal to the renown of the creature or not. turned sideways in your pile are
worth 0 VP.
If you killed a creature but it was worth no Victory Points for some reason, it is still placed
in your Victory Pile. Some effects can also modify the value of kills in your Victory Pile. If If you need to mark a modification
a separate card is not placed in the card to show you how the value is modified, mark the other than 1VP or 0VP, you may
modified card in some way to remind you how it was modified. See sidebar on suggestions use whatever method works for you
of how to mark this. to remember it. Use tokens, write
down the modifications, flip the ori-
When determining who killed an creature, there can not be more than one killer. Who- entation, etc. Just be consistent and
ever dealt the damage that killed it is the killer. (see Resolution Step) You can also have be prepared to answer questions
circumstances where a creature died in combat but no creature directly killed it. from your opponent as to what your
current Victory Point total is.
If a creature dies while fighting against your pack, gain VP as if your pack killed it. However
only if one creature kills another by dealing it damage (as opposed to reducing its health
or other means) does it count as a kill for that creature. Example: If Scar Throat Leech-Killer is fighting a vampire and something is
played that reduces the vampires health so it is now dead, Scar Throat does NOT gain bonus victory points for the vampire because
he did not kill it.
6.5.2 Challenging
An alpha may challenge a member of another pack who is not their alpha. This is counted as an attack except that creature can
normally decline the challenge (in the defender section of the Declaration step). If the challenge is declined there is no combat and
the challenger’s alpha action is over.
Defense by an alpha. Any Alpha that matches the Defender conditions may defend. This is considered a type of stepping in. It may
defend with a total renown of pack members, including the Alpha, up to the Defender Renown. This counts as a pack defense.
Self-defending. If no alpha defends the Battlefield, a single player will play for the Battlefield.
● The Battlefield will have Rage, Gnosis and Health equal to its Renown.
● The Battlefield automatically has the Keywords listed for the Defending Alpha (choose one if there are options).
● The defending player may also choose ONE additional creature Keyword to give the Battlefield. Examples of
Keywords: Black Fury, Ahroun, Spirit, Kailindo (but not Fast or Slow Striking).
● Selecting the Spirit keyword allows the Battlefield to exist on both sides of the Gauntlet.
• Combat Events can be used as normal, but they will not add creatures or draw additional cards unless they specify they
work on the Battlefield. Their other effects will still take place. Example: if you play Frenzy, the frenzied creature still
fights until “hacked apart” but draws no cards for the frenzy.
• Any cards that refer to “yielding a Battlefield” means the attacker is withdrawing, as per normal Withdrawal rules..
If an alpha chooses to attack another pack’s Territory, that pack’s alpha may choose to defend the Territory. Defending a Territory
is an action. Either side may use pack tactics.
If the attacker kills the defender, or all defenders leave combat before the attackers, the Territory is destroyed and discarded. A
Territory is likewise destroyed if the pack controlling it does not choose to defend it or cannot do so (e.g. they have no alpha). If
the combat is ended prematurely, or the attacker withdraws, the Territory is not destroyed.
Territories exist in both worlds. If your alpha is in the Umbra and attacks a territory whose alpha is in the physical world, the
opposing alpha cannot defend the territory, and the territory is destroyed. (and vice versa) See Umbral combat.
Binding a spirit does not actually kill the spirit and no effect that is triggered by killing a creature will be triggered by binding a spirit.
If you attempted to bind a spirit and did not do enough damage to “kill” it, the damage remains on it after combat ends.
Wyrm creatures can get VP for binding Spirit Enemies. Gaia creatures can get VP for binding Spirit Victims.
If an ability prevents an otherwise forced attack (e.g. that alpha you have a rivalry with has a Flower of Aphrodite), the creature is no
longer forced to attack that target as it is not a valid target. (see attacking a creature)
It has no effect on playing Combat Actions or choosing targets for Combat Actions.
Challenging is a type of attack. You can not challenge things you can not attack.
Some creatures can automatically join pack combat or draw others into combat. An ability which says this creature can pack attack
or defend with that creature means that, as per the circumstances on the card, this creature can join in pack attack or defence (e.g.
Dreams-of-Wonder can join in pack attack or defence in any combat in which one of her Spirit Allies is already fighting). These abili-
ties can be used even if that creature was brought into pack combat by some other means. E.g. if Blood-on-the-Wind pack attacks
with Allison Kachina and Dreams-of-Wonder, Allison can bring her brother, and Dreams can bring in her Spirit buddies.
Creatures pack defending in the Hunting Ground works the same way.
You cannot bring creatures from outside your pack into pack combat nor pack defend with creatures in the Hunting Ground unless
specifically stated on a card. Similarly, if a card does let you bring in creatures from outside your pack, you cannot bring in creatures
such that a creature is in a pack with the target of its Rivalry. See also Pack Actions in Play-Cards Step Options
6.5.9 Stepping in
A Gaia Alpha may, at his option, step in place of a Victim when an attack has been declared against that Victim. Likewise, a Wyrm
Alpha may step in and defend for an Enemy when an attack is declared against that Enemy. It is not considered the creature’s Alpha
action to “step in” in this manner but it is an action.
If two alphas want to step in and defend, the creature with the highest Renown gets to do so (decide ties randomly). See Umbral
Combat for how that affects stepping in.
When one side has multiple combat cards played at the same time, the controlling player may determine the order that the blows
land when they damage their targets. This is particularly important when the damage would kill a creature (due to death blow
abilities such as Taking the Death Blow or the VP bonus of Scar Throat Leech-Killer). A creature is considered killed by the creature
who played the fatal damage card.
In pack combat, each creature in combat may play a combat action, although they do not need to do so (unless compelled to do so by
forced play). The player must select which card is being played by whom (while they are face down).
6.6.3 Playing for prey
Whenever a prey creature needs to play a Combat Action, a player not in combat against it plays for it from their combat hand. Only
one player can play for prey each round, but which player that is can change between rounds. If the available players cannot agree
between themselves, decide randomly between those that want to play for prey.
When an Enemy or Victim can play multiple Combat Actions (e.g, Pentex Forestry Team, Zmei), all combat actions it plays during a
single combat round must come from the same player’s hand. If prey is in a pack action, all the cards for creatures in the pack action
must come from the same player.
Restricted Play does NOT require you play a card in a given round. It does mean if you play anything, it must meet the restriction (else
be considered illegal).
If you have no cards you can play legally due to the requirements of Restricted Play, this does NOT count as being prevented from
playing a combat action for abilities like Gloom-at-Midnight or for playing Instinctive Combat Actions.
● You cannot play Alternate Combat Actions while affected by Forced Play effects.
● If you are part of a pack action, you may select cards for creatures unaffected by Forced Play effects first, then for all
creatures affected by forced play. If multiple creatures are affected by forced play, you may have them play their forced
cards in any order.
● You can be affected by multiple Forced Play and Restricted Play effects. If the revealed card does not meet ALL the
conditions of the Forced Play and Restricted Play effects, it is illegal.
If creatures can play multiple Combat Actions due to another effect, those additional actions may be played via Feinting or as
Instinctive Combat Actions when allowed.
Forced and Restricted play effects still apply to card selection for Feints and Instinctive cards.
1. Any creature which can and chooses to use feinting plays a combat card
2. Any creature which can and chooses to use an Alternative Combat Action plays it now
3. Any creature which is prevented from playing Combat Actions (either specifically or prevented from taking any action)
may play an Instinctive Combat Action if one is available to it.
4. Targets are chosen for cards played during this mini-step
6.8.1 Feinting
An ability which allows a creature to play a Combat Action after other creatures have revealed their Combat Actions. E.g. Feint, Dr.
Spencer. After you have seen your opponents cards, you do NOT have to play a card unless another effect requires you to do so.
If you choose to play a card, you may play as many Combat Cards as you may do so. Normally that is one. See Playing Multiple
Combat Actions.
All cards are played face up during Reveal step, so playing another Feint during Reveal will not allow you Feint a second time.
You may only play an Instinctive Action if you are the target of a card. Reminder: blocks/dodges have no target at this step, so do not
count as targetting you.
If you choose to play a card, you may play as many Instinctive Combat Cards as abilities let you. Normally that is one. See Playing
Multiple Combat Actions.
Cards that they are Instinctive Combat Actions may be played as normal combat cards following the regular combat card timing. You
are not required to use them ONLY as Instinctive cards.
Special abilities of Combat Actions do not resolve if they were discarded in this step unless they specifically state they occur at a
different time.
Otherwise the bluff fails and it is discarded. Nothing after this point can change whether a card is bluffed or not.
Combat Actions cannot be given more than one of each of these keywords. Combat Actions with both Fast Striking and Slow Striking
act at normal speed.
Dodges and blocks that do no damage have no target. You decare one during targeting (so it is not obvious you are playing a block
or dodge), but they are not actually targeting those creatures. You do not choose what card you will Dodge or Block until you would
resolve your card.
Some cards both attack AND block/dodge at same time (example: Evade and Strike). When you declare targets for these types of
cards, they DO have a target who will be affected by the damage when the card resolves. You do not have to dodge/block the target
of the attack portion of the card, you may still choose what card you block/dodge when it resolves.
6.10.3 Redirecting attacks
Some abilities allow you to redirect an damage card from one creature to another as it resolves . Redirect abilities will specify when
they are used and who the damage is redirected to.
● Redirection effects are not considered attacks by the creature using them. The attack is still considered to come from
the creature that initially played it, even if the damage is redirected back onto the creature that played it. Effects on the
damage card which are not reliant on damaging its target take effect normally.
● Redirection takes place after dodges, blocks. It takes place before other cards which affect Damage Cards.
● The same damage can be redirected more than once in a combat.
● Redirected damage cards do not damage their original target. Ignore all damage effects on cards until the damage will
not be redirected again.
● Some redirection abilities substitute the new creature for old. This has no effect if both creatures are in combat. If the
new creature was not originally in combat, the original target is removed from combat: if this removal is prevented, the
new creature still joins combat and the damage is still redirected.
6.11 FRENZY
Frenzy is when a character loses rational control of his combat instinct. There are several types of frenzy in Rage:
• Frenzy (aka, a full frenzy): a creature is totally consumed by bloodlust and the desire to kill.
• Limited frenzy (e.g., a Battle Fervor): the creature has at least a little control over his actions.
• Fox frenzy: the creature instinctively flees the combat.
Cards that just say they send a creature into frenzy mean “full frenzy” unless otherwise specified in the text or errata of the card.
For purposes of ending a Frenzy, one of your pack is deemed out of playable Combat Actions if:
1. the creature did not play a combat action this round AND
2. you do not have a Combat Action in your combat hand that the creature can play next round.
This is checked at the end of each round, just before the attacker decides if they will withdraw or not; if this effect will end a frenzy,
reveal your hand to all opponents for confirmation.
APPENDIX 1: KEYWORDS
Definition: Creature= A Character, Ally, Enemy or Victim
● Regenerate: all Characters can regenerate; Ally and Prey regenerate if their creature class regenerates
● Frenzy, step sideways and use Rites: only Characters can frenzy, step sideways and use Rites; and only if their
creature class can
A1.1.1 SHAPESHIFTERS
Definition: Shapeshifter, Shapechanger = Any creature with a different form on each side.
Definition: Fera Any were-creature that is not a Garou. Includes Bastet and all those listed under “Other Fera”.
A1.1.1a Garou
Garou (werewolves) consist of 13 Gaian tribes and the Black Spiral Dancer (BSD) tribe (affiliated to the Wyrm), as well as Ronin
(tribeless) Garou. Garou Characters do not have their creature class on their card, but a Character of any of the 13 tribes, the BSDs or
ronin (including skindancers) is a Garou.
A Garou’s tribe is a direct reflection of his lineage. The 13 tribes of Gaia Garou have both allied and warred throughout the course of
history. Packs often include members of multiple tribes during these days of the nearing Apocalypse.
• Black Furies -Fierce and deadly warrior women who defend the wilderness
• Bone Gnawers -City dwellers, often mistaken for bums.
• Children of Gaia - They seek to bring peace between the other tribes and remind them they are all Gaia’s children.
• Fianna - Of Celtic descent, the Fianna are fun-loving and rambunctious.
• Get of Fenris - These proud warriors are largely of Norse descent.
• Glass Walkers - Shrewd businessmen, this tribe has made the city their new territory.
• Red Talons - These brutal, bloodthirsty wolves hate humans and their cities.
• Shadow Lords - Power-hungry and ominous, these Garou are intent on gaining control of any situation.
• Silent Striders - Travelers and wanderers, this tribe is originally from Egypt.
• Silver Fangs -Descended from kings, these Garou are the natural leaders of the 13 tribes.
• Stargazers - Originally from the East, these Garou seek wisdom and enlightenment.
• Uktena - These Garou dabble in many mysteries and know more about spirits than most other Garou.
• Wendigo - Fiercely proud, these Garou are descendants of Native Americans.
Chulorviah- Deep beneath the waves, Qyrl grew giant, warped cephalopod-like-creatures to dominate. Smaller Chulorviah are
cephalopod-human hybrid creatures.
Fomori- Possesed humans (or occasionally animals) with supernatural - and often disturbing - powers. These creatures often have
vile deformities, although the more powerful Fomori can hide them. There are many types of Fomori, including the following (any
Fomori without one of these types listed is considered not to have a type):
• Iliad “Project Iliad” specializes in manufacturing foot soldiers with potent and disgusting physical powers to work for Pen-
tex. These physically distorted fomori are humanlooking at first. Their battle forms are truly horrible.
• Odyssey “Project Odyssey” focuses on research and the development of mental and psychic powers. Careful use of these
powers can be devastating. Odyssey Fomori tend not to have a battle form.
Vampires Vampires have existed for millenia and are largely unwitting servants of the Wyrm, sometimes very powerful ones.
Abominations -Abominations are rare Garou who have become vampires, driven mad by Rage and bloodlust. They are both Vam-
pires and Garou.
A1.1.2A Humans
Characters of the following factions are Human unless they have another creature class given.
Executives -Executives call the shots of their organisation, usually from behind the scenes. Most Executive cards are also members
of Pentex.
Cults-Cults are human groups dedicated solely to serving some face of the Wyrm. They are often manipulated by supernatural be-
ings, such as Vampires, Demons or powerful Banes. The Cults faction is divided into smaller cult subfactions.
• 7th Generation -The 7th Generation is composed of occult conspirators dedicated to transmitting corruption between
generations as a way of accumulating personal power and extending their lifespans. In Ahadi, 7th Generation became the
first subfaction of Cults, and all 7th Generation Characters are considered to have the Cult keyword.
• Chulorviah (see above)
• Infernalist- servants of literal demons granted great powers by their masters
• Walid Set- A society of decadent corruption created by a group of Followers of Set, a clan of vampires.
Human- Humans include Pentex Allies/Prey which do not have another creature class, Cultists, and many Kinfolk. They also include
A Bus Full of People, Beat Cop, Bob Goldstein, Brazilian Bureaucrat, Candomble Witch Doctor, Corporate Security, Detective Jourgens-
en, El Guapo, Enticer, Environmental Action Group, Family of Five, FBI Agent, Granola Pete, Greenpeace Assault Team, Hapless Villag-
ers, Happy Tourists, High School Athlete, Honest Senator, Joseph Herlech, Liberal Pop Singer, Mad Scientist, Mail Man, Man in Black,
Moon Sisters Cult, Movie Star, Neighborhood Watch Group, Newspaper Vendor, Play-
ground Full of Kids, Priest, Psychotic Stalker, Red-headed Stepchild, Renegade Werewolf Is it in Crinos form?
Hunter, Street Bum, Suburban High School Kid, Survival Nut, Swat Officer, The Cleaner, The For single sided creature cards here
Piper, Tourist Litterbug Lout, Twilight Operative, Tribal Warriors, Unwitting Ghoul, Vigilante is a quick rundown of which crea-
and Zlogar the Unrepentant. tures are in what form.
Monsters- some creatures defy normal classification and these are classed as Monsters. Homid
Monster Allies/Prey are all Unbound. Monsters include Ewaipanoma, Griffin Avatar, Meat • Faerie
Puppet, Pumpkin Man, Pup Pid, Scarecrow, Skull Pig and Zmei • Humans
• Vampires
Spirits-Natives of the Umbra which normally can interact with the physical world as • Wraiths
well. Unless stated otherwise, a spirit is treated as being in both the physical world and
the Umbra, and can affect and be affected by creatures in either. Spirits are considered to Crinos/ Battleform
be in crinos form, except Faerie Spirits and Wraiths (which are in homid form). • Bastet
• Fera
Spirits include Wraiths, Jagglings, Gafflings, Celestines and Incarna. All Wyrm spirits are • Fomori
also Banes. • Garou
• Monsters
Wraiths the ghosts of the dead are a type of spirit but are in homid form. • Spirits other than Wraiths
Vampire- Vampire Allies/Prey are considered to be in homid form. Vampires include Animal form
Tremere Warlock • Animals
Kinfolk- Relatives of Garou or Fera that are not shapeshifters. Kinfolk are either Human or Animal.
Mage -A worker of true magic. Mages are always considered to be Human. Mages include El Dorado.
Pentex- A huge multinational holding company, Pentex works to despoil the earth and befoul all that is pure. Pentex has both
Executives and Fomori within its ranks. First Teams are elite shock troops for Pentex. Pentex creatures who are not also another
creature are considered to be human.
Unbound- Long before Pentex existed, the Wyrm had powerful servants who served their masters in their own special ways. Such
creatures still exist, free of the Pentex hierarchy. They are the Unbound. Note that Unbound is not a creature class. Any Unbound
creatures which don’t have a Creature Class printed on the card (e.g. Fara’un Shark is a Fomori) are Monsters (e.g. Zmei).
A1.3.2 Aspect
Most Wyrm Characters have an Aspect, a tie to one of the three heads of the Wyrm.
• Beast-of-War the face of calamity.
• Defiler the face of corruption.
• Eater-of-Souls the face of consumption.
A1.3.3 Caste
Human Cultists each belong to a Caste which designates their role in the organisation.
• Business Caste The financiers of the cultists, often skilled at obtaining resources.
• Government Caste The leaders of the cults who normally have infiltrated local government.
• Medical Caste Skilled in not only healing but also developing “medical solutions” to problems.
• Snatcher Caste Different cults have different rituals but they all need victims, and this caste obtains them.
• Warrior Caste Skilled in fighting and military tactics. Treat the Military Caste (on The General) as Warrior Caste.
A1.4 BREED
A Character’s breed indicates which form she considers to be her most natural; it also identifies Sidebar: Animal Breeds
whether she was born into the world of humans or some other creature. Note that Characters Bear- Ursine
with a crinos/battle form do not have their Breed listed on the crinos/battle form side of the Cat- Feline
card, but they are always considered to have their Breed keyword present.. Coyote- Latrani
• Homid- Most Characters are Homid, born of human parents. Their breedform is Crocodile/Lizard -Suchid
Homid. Crow - Corvid
• Metis- Some Shapeshifters are Metis, flawed, cursed offspring of two werecrea- Fox - Kyubi
tures. The breed form of Metis is crinos, and so they only have one form - both Hyena - Hyaena
sides of their Character card are the same (they cannot flip). Rat - Rodens
• Lupus and other animal breed Shapeshifters and other Characters born of animal Shark - Squamus
parents. Each animal breed and breed form has its own name (see right). When Snake- Vasuki
cards refer to “animal Breed” any of the animal forms listed in sidebar count as Spider Arachnid
“animal Breed” Squid/octopus- Cephalopod
Wolf- Lupus
There are other Characters with only one form. These are not considered Metis, and their only
form is considered their breedform.
If they have both a Rivalry and a Loyalty that apply to a single creature, they cancel out and they may act normally. See forced attacks.
A1.6.1 Rivalry
Certain creatures have Rivalries with other creatures (or creatures with specific keywords). A creature will never be in the same pack
as another creature with which it has a Rivalry; they cannot even join the same pack temporarily due to another card effect (like Mas-
ter of the Pack or Eye of the Cobra). If two creatures with Rivalry do somehow end up in the same pack, choose one and discard him.
If a creature with Rivalry declares an attack, and a creature that he has Rivalry with is among the valid targets, the character MUST
declare an attack on the Rival. This includes Alpha attacks as well as attacks outside of the normal alpha sequence (eg, Sneak Attack).
It does not include challenges.
A1.6.2 Loyalty
Loyalty is the opposite of Rivalry. A creature loyal to another creature may not attack that creature, though he may defend himself if
attacked.