Using Tribal War cards in Rage: Apocalypse Games
Five Rings Publishing released a totally new version of Rage,
which uses considerably different rules mechanics. The Classic Rage and
New Rage cards are not compatible under normal circumstances. However,
since some of the cards are playable, this page is designed to provide
rules to use a subset of the Rage Across Las Vegas cards(aka Rage:
Tribal War) in Classic Rage (aka Rage: Apocalypse) games.
I have avoided creating extensive errata or trying to make a
particular card work in Rage: Apocalyse games - if it doesn't work
easily, oh well... If a Rage2 card is below average, but still has
unique abilities, I have usually marked it as usable. This document
includes rules additions for some of the Rage: Tribal War cards for use
in Rage: Apocalypse, as well as interpretations of terminology used on
Tribal War cards.
Terminology
There are some terms used on Rage2 cards which need to have
guidelines as to their interpretation in Rage1. The following are
recommendations.
- Alpha Phase
- The Combat Phase
- Benefit (X)
- Only garou who match (X) get the additional effect.
- Character
- On cards from Rage: Tribal War, Character means Creature. It
includes allies, enemies and victims.
- Combat Event (In)
- These effects can be used as a Combat Event by a character
entering combat, at the beginning of combat or between rounds of
combat. Interpret this to mean "Use this ability as this character is
entering combat". The exact timing of the effect usually applies after
the combatants have been determined, though some redirection effects do
exist in Tribal War.
- Combat Event (Out)
- Effects used as a Combat Event by a character NOT currently
involved in the current combat. Again, the timing will usually be after
the combatants are determined.
- Damage Effect
- An effect (usually on a combat card) which only occurs if the
combat action actually damages a creature.
- Flex
- Flex Combat cards can be used either as an attack or a block.
You must state which option you are using before revealing
combat cards, but after they are selected.
- Frenzy: X
- The character draws X extra cards whenever it frenzies. Ignore
this trait on allies, enemies or victims.
- Hunter
- Attacker. Specifically, Alpha taking his Alpha action, or
character initiating some form of attack (such as a Sneak Attack).
- Insight: X
- A creature with Insight may draw X cards at the beginning of
any combat it is involved in, and then discard X cards. A prey with
Insight allows all players other than the attacker to use the ability.
- Iron Riders
- Should be considered identical to Glass Walkers for all
purposes. Any card with an Iron Riders requirement may be used by Glass
Walkers.
- Main Action
- Action performed in Resource phase, such as equipping, playing
a caern, etc. Actions provided on cards take place after all
resources are played during the Resource Phase.
- Main Phase
- The Resource Phase
- Mid-Combat
- A combat event that can only be used between combat rounds.
- Pre-Combat
- A combat event that can only be used at the beginning of a
combat.
- Prey
- Target of an attack.
- Sept Draw
- Sept hand size - normally 5 in Rage: Apocalypse.
- Set (a garou) to Regenerate
- For the most part, disregard anything which refers to setting
a garou to regenerate. If a card includes setting a garou to regenerate
for a particular effect (rather than regenerating), then assume instead
that the ability starts working at the beginning of the following turn.
- Sustained Rage
- Rage score may not be lowered below this value.
- Tribe-Friendly
- Loyalty to the listed tribe.
- Wound
- A damage card. Heal (or regenerate) one wound means
"Heal (or regenerate) the lowest damage card on this creature". Give
one wound (on your own character or ally) means "play a combat card as
damage this creature". You may not give a wound to a creature you do
not control, nor can you give a wound to a creature when you do not
have a combat hand (eg, in the first turn, before combat cards are
drawn).
In addition, the following terms have no equivalents in Rage:
Apocalypse, and any references to them should be ignored:
- Advancing Rites
- Cohort
- Derangement
- Initiative
- Tribal Fury
- Umbral Level
Keywords
Many allies, enemies and victims have Keywords, as do Combat
cards, Moots, and some Events. These define additional traits about the
creature or card. They are similar to the Keyword rules added to Rage:
Apocalypse, but have additional effects in some cases.
Any ally, enemy or victim can play a gift of a type specifically
matching its one of its Keywords. For instance, the Bane Host Mother
(Keywords: Umbra Bane Wyrm) can use Bane gifts, but not all Wyrm gifts.
The Bane of Doom (which does not have the keyword Bane) cannot use Bane
gifts.
For Combat cards, the keywords refer to how the attack is
performed, and have little effect on the actual combat.the following
conversions and rules apply:
- Fast: the card resolves at Fast speed
- Slow: Combat card resolves at Slow speed
- Speed: is NOT the same as Fast
- Umbra: may only be used by a combatant that can step sideways
(based on creature type).
For Moots, the keyword is basically mostly flavor. However, a few
Rage: Tribal War characters have abilities which modify certain moots.
The following sections are grouped by card type, and include
specific notes on playing each type of card (where appropriate). Only
cards that are usable in Rage: Apocalypse are included. All other cards
are either unbalanced, deal with game effects which do not exist, or
create various rules problems. This list will likely change over time,
as individual cards are tested more fully, and cards are found to be
unbalancing.
Characters
Because of the difference in scores between the different
versions, the following conversion applies: In breed form, if a
character has a higher printed Rage than its Health, the Rage score is
reduced to the health score. This only applies to the character's breed
form, and only to the base rage and health (printed on the card).
Note that some characters have different special abilities in
breed and crinos forms.
Black Furies
- Annie Quickhand
- Betty Crumbine
- Janus the Beast: Consider Janus the Beast to be an experienced
Janus (from Legacy of the Tribes).
- Lolita
Bone Gnawers
- Hunts-by-Neon
- Moe Stimple
Children of Gaia
- Hope Bidwell: needs playtesting
- Quick Jaw
Fianna
- Bandit Blackmane
- Cindermane
- Corcoran Smithy
- Hunts-Without-Lobes
Get of Fenris
- Hide of Iron
- Mutt
- Scent-of-Blood
- Stillwater Packmother: Since Soft Brain isn't playable, her
special ability shouldn't come into play
Red Talons
- Bonebreaker
- Hunts-for-Blood
- Trips-the-Cautious
- Words-of-Fury
Shadow Lords
- Dorik Kirdor
- Fishbone Walker
- Kaspiri
- Killian Quicktalker: Her breed-form special ability is
redundant in Rage: Apocalypse.
- Paints-Your-Nightmares
- Sipple the Unclean
- Vinny Vincent
Silent Striders
- Brackt
- Mother Blackfang
- Tamara Leeches-for-Pawns
Silver Fangs
Stargazers
- Justin Spirit-Friend
- Sees-by-Stars
- Taylor Spirit-Friend
- The Dean Michaels
Uktena
- Five Bears:
- Gray Coat:
- Morning Hawk:
- Old Oak:
Wendigo
- Kara Quick-to-Steal: testing is needed
- Marta Laughs-at-Fear: Her hindrance won't come into effect for
Rage: Apocalypse.
- Sings-with-Eagles
- Sprints-with-the-Wind
Other Shapechangers
- Minke (Qualmi Bastet): testing needed
Allies
- Bartender at the Ragnarok
- Cobra Spirit
- King of the Clurichan
- Knocker: Assume its armed with some sort of knocker-created
weapon, to justify its higher rage.
- Massive Mold Spirit
- Poltergeist
- Rat Spirit
- Sarah Parker
- Spirit of Chance: The 0 or X clause applies to Combat Events
- Spirit of the Lake
- Steven Altmeyer
- Verbena Druid
Battlefields
For Battlefields, the actual mechanics are different than Rage:
Apocalypse. Since the Battlefield rules are currently undergoing
revisions, the usable battlefields are still To Be Determined. Adapting
the Rage: Tribal War battlefields will require some elaboration.
- Boot Hill
- Four Corners:
- Navajo Burial Grounds:
Enemies
- Balefire Elemental
- Bane Host Mother: The affected spirit becomes an Enemy.
- Bane of Doom
- Bane of Pain
- Banshee
- Big Tony Casaldi: Assume he has a gun to justify his high
rage.
- Brian the Iceman: Again, assume he has a gun.
- Delilah Morden
- Hunts-the-Wounded
- Luigi Wise Guy Tuscano
- Steals-the-Wind
- Thunderwyrm
- Wakshaani: The effect is NOT cumulative.
- Wyrm Vitalizer
Equipment
Double the gnosis requirements for equipment. If a piece of
equipment has an auspice requirement, disregard all requirements. If it
has a tribe requirement only, then the equipment is tribe-specific.
- Bag of Tricks
- D'siah
- Disco Suit
- Eagle Headdress
- Gaia's Best
- Gaia's Ghost Shirt
- Knot of Protection
- Lash of the Furies
- Mace: Ignore the part about getting the initiative. The effect
triggers whenever the user is attacked.
- Mask of Imitation
- Pipes of Terror
- Rat's Dagger: use the dagger to mark the damage. This should
have the keyword Weapon
- Rings of Thimmel
- Rommel's Scepter
- Scrying Set
- Spirit Whistle
- Sword of William Wallace
- The Pelt of Peace
- War Paint
- War Whiskey
Events
Events from Rage: Tribal War are played like Action cards, and
should be considered as such when used in Apocalypse games. Any Event
with the Long Event keyword must be played during the Resource Phase,
and lasts until the end of the turn. Some Tribal War Events are only
usable by certain tribes or auspices.
- All-Out Assault
- Call for Power
- Close to the Surface
- Conflict of Interest
- Doing Gaia's Work: this is basically a Quest.
- Hail the Sun
- Hunger of the Kindred
- Hunt Blessing
- It's Too Late
- Painful Insult: Ignore the part about regenerating.
- Pounce
- Protect the Wild
- Protectors of the Weak: basically a Quest.
- Scour the Dregs: treat this like a quest, but for cards
instead of VP.
- Tribal Peace: treat as a quest
- Wanted Dead or Alive: treat as a Quest
Gifts
Double the gnosis for gifts. The auspice and tribe requirements
stay the same. Rather than attaching, most gifts are a single-shot
effect, played (and discarded) when any action listed on them could be
used. For instance, a gift with a Main action could only be used during
the Resource (aka Main) phase, while a Mid-Combat gift could only be
used between rounds of a combat. Those gifts without an action attach as
normal.
- Balance
- Binary Thinking
- Clap of Thunder
- Commanding Voice
- Cunning Koan
- Elemental Gift
- Feast Upon Snake's Wisdom
- Feline Pounce: Gift user must be in lupus form for this card
to be effective. It may also be played by Feline form Bastet.
- Flames of Hestia
- Gaia's Guidance: This is effective whenever fighting an Enemy
in the Umbra.
- Gremlins
- Halt the Coward's Flight
- Hero's Stand: if used when attacking Prey, a single player (of
your choice) may draw the extra combat card
- Luna's Avenger
- Midnight Raid
- Mold the Spirit
- Moon Daughter's Gift: the healing takes place at the end of
Combat Phase, and heals the lowest damage card.
- Odious Aroma
- Phantasm
- Rage from Spirit's Pain
- Sky Running
- Sleep of the Hero
- Song of the Seasons
- Spider's Song
- Spirit Vessel: This cannot be used on a spirit which cannot be
Bound. It basically gives the caster the special abilities of the
target spirit for the duration of the gift.
- Streetwise
- Strike of Lightning: The target of the combat card remains the
same.
- Totem Gift
- Touch of Death: If used when attacking Prey, the player of
this gift may choose which other player must discard.
- Touch of the Muse
- Trust of Gaia
- Umbral Song
- Voice of Passion
- Weak Arm: They must also tell the total Gnosis cost of Umbral
combat cards.
- Wendigo Scream
- Wisdom of the Ancient Ways
Moots
All moots from Rage: Tribal War lack a Renown requirement, but
instead have a tribe, auspice, or breed requirement. If the moot has an
auspice requirement only, then only characters of that auspice may call
or vote on that moot. If the moot has a tribe requirement, then any Gaia
character may call or vote on the moot. The minimum renown for calling a
moot is 2, or 4 if the moot has a tribe requirement. Unique moots have a
6 renown requirement.
- Call to Glory
- Calm Before the Storm
- Disarming Knowledge
- Gather Goods
- Laying the Guilt
- Leader of the Pack
- Persistent Howls
- Regroup
- Wyrm Hunt
Past Lives
The rules for playing Past Lives are being revised. The following
Past Lives should work once the new rules are finalized.
- Ashen Taylor
- Sergei the Executioner
Rites
Use double the Gnosis requirement (inside the Moon) as the Renown
requirement for all Rites from Tribal War. No rite should be restricted
by auspice - all rites with an auspice requirement listed should instead
be usable by all garou and fera. Those with only a Tribe listed are
tribe-specific rites.
Rites resolve immediately. If the rite grants an ability, keep
the rite attached to the character, and the rite lasts permanently.
- Learning the Trade
- Om
- Rite of the Fetish
- Rite of the Parted Veil
- Yuletide Rite
Totems
Totems from Rage: Tribal War are considered distinct from those
from Rage: Apocalypse, even if they have the same name.
Victims
Since there were no Wyrm characters in Rage: Tribal War, the
various victims could be targets of various Gaia packs. If the Victim's
special ability specifically mentions a Tribe, they are affected
by that Victim's special ability. For instance, Mist Man's special
ability gives all garou +1 Rage, but prevents them from playing
Fetishes. Silver Fangs, Glass Walkers, and Fianna gain renown for
killing him. So they are also affected by the +1 Rage and Fetish
prevention (in addition to all Wyrm packs). A Black Fury wouldn't be,
though she'd be affected by Bill Clanton. This does not apply to
auspices.
- Bill Clanton
- Bodyguard: Again, assume he has a gun.
- Bourbon Betty
- EAC Committee Chair: Note that this affects allies and
characters. If the pack member with the least life cannot regenerate
(either its fully healed, or not capable of regeneration), the ability
doesn't transfer to the next character.
- Hangin' Posse
- Kimmie the Blackjack Dealer
- Mist Man
- Mob Enforcer
- Monica McGivern
- One Mean Hombre: Ignore the Frenzy clause, since victims
cannot frenzy
- Ragnarok Employees
- Randy on the Run
- Sheriff Thompson
- Three Amigos
Combat Actions
The Rage requirements of combat actions is double the
listed Rage score (the number inside the blood splot). Defense cards
(and Flexes played as a defense card) do not have a damage score (and
thus will not cause Razor Claws to trigger). A player playing a Flex
must state whether its an attack card or a defense card, after all
combat cards are selected.
Whenever a card refers to your opponent, it refers to the
combatant that the card was aimed at (for attacks), or a single
combatant who attacked you (for defenses), not necessarily any combatant
on the opposing side. Whenever a card causes a combatant to spend rage
or lose rage, the rage is lost for the duration of the combat. In
combats against Prey (enemies and victims), a card which messes with an
opponent's hand will mess with the player playing on behalf of the prey
targeted with the combat action. A card which says it blocks all damage
(of a certain type, eg Fast Face Kick) instead Dodges the damage
card(s). Ignore any references to reacting to damage.
- A Little Bit of This
- An Eye for an Eye
- Big Honkin' Club
- Blazing Eyes
- Block and Roll
- Blood Lust
- Bonehead Maneuver
- Boots of Justice
- Box the Ears
- Cautious Defiance
- Cheap Kitchen Knife
- Cheap Shot
- Deceptive Strike
- Dishin' Up the Combo
- Eat This!
- Evan's Move
- Eyepoke
- Fast Face Kick
- Fight On!
- Fighting Dirty
- Focus Your Rage
- Follow Through
- Gut That Wyrm!
- Haymaker
- ...Knock 'Em Down
- Lunchtime!
- Pimp Slap
- Painful Block
- Proud Defense
- Quick Slash
- Rend
- Roundhouse: only really applies to Fetal Position
- Shall We Dance?
- Smooth Talkin'
- Speed
- Spinning Block
- Spirit Lash
- Spite and Malice
- Stalling for Time
- Steel Arm to the Chest
- Straight Punch
- Strength from Pain
- Strike and Fade
- Taste for Blood: The combatant playing this card gains the
rage, not the target.
- Throwin' Garbage
- Thumb Lock: Ignore the initiative clause of the benefit.
Assume it always applies for Wendigo
- Uncontrollable Fury
- Well-Planned Counter
- Whack Upside t'Head
Combat Events
- Blood of Kings
- Calm Foe's Rage: Used after combatants are determined.
- Reading the Soul:
- Speed of the Wild: Ignore initiative reference
- Trick Talk: Declared attack may be against any alpha (since
characters normally don't enter the Hunting Grounds)
- War Song: Pay 1 rage means act at -1 rage for the entire
combat.
Tribe Cards
Tribe cards start in play. You may use a tribe card only if over
half of the initial renown of your characters is the specified tribe or
auspice (e.g., 11 or more for a 20 renown game). Ignore cohorts and
tribe fury. Your sept draw is modified to the number on the card
(instead of 5).
- Black Furies
- Bone Gnawers
- Children of Gaia: Insight gain always applies.
- Fianna
- Red Talons
- Shadow Lords
- Theurge: Ignore the Main ability (no such thing as Umbral
Level)
- Wendigo