RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
Limited Edition
(308 cards, and 13 past lives)  (96C, 106U, 106R, 13UR)

Long Card Info List
V1.3  3/6/96

Rage, Werewolf: The Apocalypse, and White Wolf are trademarks of White Wolf, 
Inc.  (c) 1995 White Wolf, Inc.  All rights reserved.  All card text (c) 1995 
White Wolf, Inc.

List compiled and organized by: Richard Uyeyama (ruyeyama@best.com)
Contributors: Richard Uyeyama
              Mark Knapp
              Albert S. Wang


CHARACTER_CARDS: (by Renown)  (81 characters, 13 Past Lives)  (39C, 26U, 16R)

Black Furies:
C     1   Amari Howls-From-Soul           Galliard   L: 1 1 1   C: 1 1 2
        Amari's packmates gain +1 Rage during pack attacks.
        (Drew Tucker)
C     3   Volcheka Ibarruri               Ahroun     L: 2 2 2   C: 4 2 3
        No Wendigo will voluntarily initiate or join an attack against 
        Volcheka.
        (Matt Haley & Tom Simmons)
C     4   Susan Anthony                   Philodox   H: 2 5 2   C: 5 5 4
        While Susan is in your pack, you may start the game with one Kinfolk 
        Ally in play.
        (James Daley [Daly])
U     6   Mari Cabrah                     Theurge    H: 1 6 3   C: 6 6 6
        Mari has +1 Rage when she is on the attacking side of a combat.
        (Joshua Gabriel Timbrook)
U     7   Sister Judith Paws-of-Light     Theurge    M: 3 8 6
        While Sister Judith is part of your pack, you may choose one member 
        of your pack to regenerate his highest damage card injury (instead of 
        his lowest) during the Regeneration Phase.
        (Jeff Miracloa [Miracola])
R     9   Julisha of the Thousand Masks   Ragabash   H: 2 8 3   C: 8 8 8
        Every kill Julisha makes after her first is worth +1 victory Renown.
        (Mike Dringenburg)
UR    *   Leukippes - Play Past Life on any Black Furiy [Fury].
        Abilities: Plays combat cards at +3 Rage against male characters and 
        Wyrm creatures.  Her pack's frenzies cannot be cancelled.  +3 Health.
        Weakness: Will not take any actions if a male character is in her 
        pack.
        (Dennis Calero)

Bone Gnawers:
C     1   Dharma Bum           Galliard   H: 1 2 1   C: 1 2 2
        Front: Dharma's rapping and howling cause all opponents fighting him 
        in combat to lose 2 Gnosis.
        Back: Dharma's rapping and howling cause all opponents to suffer -2 
        Gnosis while in combat with him..
        (Jason Felix & Lawrence Snelly)

C     2   Banana Split         Ahroun     M: 3 1 3
        Once per game after a round's combat cards have been played, Banana 
        Split can cancel both his card and one opponent's card by 
        interrupting with a bad joke.  "Two Garou walk into a bar..."
        (Joshua Gabriel Timbrook)
C     4   Crick Rumwrangler    Philodox   L: 1 6 2   C: 3 6 4
        Crick has gained notoriety for battling the Wyrm in the Amazon 
        jungle.
        (John Bridges)
U     5   Scratches-at-Fleas   Ahroun     L: 2 3 3   C: 7 3 5
        Part dingo, Scratches-at-Fleas is at home in the city or the Outback.
        (Larry MacDougall [MacDougal])
U     6   Buggerhead           Ragabash   L: 2 6 3   C: 5 6 5
        While in play, Buggerhead allows you to discard and redraw any 1 sept 
        card at the end of your normal Redraw Phase.
        (Stuart P. Beel)
R     8   Mother Larissa       Theurge    H: 2 9 3   C: 5 9 6
        Larissa is a resourceful old biddy.  You may draw 2 extra combat 
        cards whenever she is the target of an attack.  Discard or redraw to 
        your normal combat hand size after combat.
        (Brian LeBlanc)
UR    *   Jack Debiltongue - Play Past Life on any Bonegnawer [Bone Gnawer].
        Abilities: Can pack attack the highest-Renown target in play.  Up to 
        10 Renown of pack can join him.  Draw 1 additional card for every 
        member of the pack.  This attack can be done during Jack's alpha 
        action.
        Weakness: None.
        (John Van Fleet)

Children of Gaia:
C     1   Diem                 Ragabash   H: 1 2 1    C: 1 2 2
        Once per game, Diem can interrupt the vote on one moot and delay it 
        until next turn.  Voting begins next Moot Phase.
        (Lawrence Allen Williams)
C     3   Tim Rowantree        Ahroun     H: 1 2 3    C: 3 2 4
        If Tim's pack gets a caern, Tim gains +2 Rage and +1 Health.
        (Richard Kane Ferguson)
C     5   Questor Treetalker   Galliard   L: 1 6 2    C: 4 6 5
        When Questor declares an attack against an opponent in the Hunting 
        Grounds, his howls can call one other packmate to join the attack.
        (Alan Pollack)
U     6   Cernonous            Theurge    M: 5 7 7
        Cernonous is considered -1 Renown for moot voting due to his metis 
        disfigurement.
        (Stuart P. Beel)
U     7   True Silverheels     Ahroun     H: 2 5 4    C: 6 5 8
        True may begin the game armed with a Klaive equipment card.
        (William O'Connor)
R     9   Pearl River          Theurge    H: 2 10 2   C: 6 10 7
        Pearl is considered +2 Renown for moot voting.
        (John Matson)
UR    *   Kelly Still Waters - Play Past Life on any Children of Gaia.
        Abilities: Kelly can end any combat after the second round.  This can 
        be done once per turn.
        Weakness: Plays combat cards at -2 Rage.  Kelly cannot frenzy.
        (Scott Hamptom)


Fianna:
C     1   Wind-Across-the-Hills   Ragabash   H: 1 2 1   C: 1 2 2
        Wind-Across-the-Hills is considered Renown zero for purposes of 
        joining pack attacks or defenses.
        (Richard Kane Ferguson)
C     3   Morgan the Unworthy     Philodox   M: 4 6 3
        Born mad as a hatter, Morgan has embraced the half moon of his birth 
        sign.  Every time Morgan uses a Gift or Rite, decide randomly whether 
        it works or is discarded (equal chance for each).
        (John Cobb)
C     4   No'iri'n Ni' Dhonaill   Ahroun     H: 2 3 2   C: 5 3 4
        No'iri'n can use Lupus Gifts as well as Homid.
        (Ken Meyer Jr.)
U     5   Goll Mac Mourna         Galliard   H: 2 4 2   C: 6 4 5
        No spirits can declare an attack on Goll.
        (Richard Kane Ferguson)
U     7   Son-of-Moonlight        Theurge    L: 2 8 2   C: 7 8 6
        After any combat in which a Wolf-Spirit was slain, Son-of-Moonlight 
        may interrupt play and attack whoever killed the wolf.
        (Mike Danza)
R     10  Bron Mac Fionn          Galliard   H: 2 9 4   C: 8 9 10
        Once per game, Bron can stop any moot in progress.  The moot card is 
        immediately discarded.
        (Mike Drigenburg [Dringenburg])
UR    *   Oisin Mac Gaelach - Play Past Life on any Fianna.
        Abilities: Any Faerie Kin in play become Oisin's allies for the 
        remainder of the game.  Oisin can recruit any number of faerie kin.  
        Faerie kin gain +3 Rage while Oisin is in play.  Can use ANY Galliard 
        Gift of ANY Gnosis.
        Weakness: After 5 turns of being in play, Oisin and his host Garou 
        are discarded along with any faeries in play.
        (William O'Connor)

Get of Fenris:
C     1   Fang Jumper                Ragabash   H: 1 2 1   C: 1 2 2
        If Fang Jumper's pack alpha is Get of Fenris, Fang Jumper may join 
        the alpha in pack defense at any time.
        (Jeff Rebner & Lawrence Snelly)
C     4   Bladetooth                 Theurge    L: 1 6 2   C: 3 6 4
        Bladetooth is an outcast from the Get.  Bladetooth cannot participate 
        in any pack action with the Get.
        (Ron States)
C     4   Scar Throat Leech-Killer   Galliard   L: 2 4 2   C: 4 4 4
        Any vampires whom Scar Throat kills are worth 2 additional victory 
        points.
        (Brian LeBlanc)
U     7   Carla Grimsson             Philodox   H: 3 8 3   C: 6 8 8
        If a moot called by Carla's pack does not pass, she shifts to Crinos 
        and must be alpha for that turn's Combat Phase.
        (Mark Jackson)
U     7   Gere-Hunts-The-Hunters     Ahroun     H: 2 4 5   C: 8 4 10
        Gere's pelt has a scar fetish, which gives him strong health.  Any 
        Garou who kills Gere can wear his pelt and gain +2 Health, but will 
        suffer -4 Renown.
        (Ron Spencer)

R     10  Golgol Fangs-First         Ahroun     H: 3 7 5   C: 10 7 10
        Golgol draws 1 extra combat card for any attack or defense he 
        assists.
        (Matt Haley, Tom Simmons & Larry Snelly)
UR    *   Gunnar Draugrbane - Play Past Life on any Get of Fenris.
        Abilities: Can change into Crinos form whenever and as often as you 
        choose.  +4 Rage, +5 Health.
        Weakness: Gunnar cannot use any Gifts.
        (Chris Moeller)

Glass Walkers:
C     2   Syntax              Ragabash   H: 1 3 1   C: 1 3 3
        Syntax is an expert Monkeywrencher.  All Pentex enemies she or her 
        pack faces in combat are considered -2 Rage.
        (Lawrence Allen Williams)
C     4   Virus-to-Wyrm       Ahroun     H: 2 4 2   C: 5 4 3
        Virus is +2 Rage when combating Wyrm opponents, but is still 
        considered Rage 2 for changing to Crinos form.
        (Quinton Hoover)
C     6   Simon Gentle        Philodox   H: 2 8 2   C: 4 8 6
        Simon's suave and charming personality hides deep insecurities.
        (Lawrence Allen Williams)
U     6   Teeth-of-Titanium   Ahroun     L: 2 4 2   C: 7 4 8
        As much machine as animal, Teeth-of-Titanium rarely shows emotion and 
        cannot frenzy.
        (Lee M. Fields(f)/Brian Dugan(b))
U     7   Song-Chiang         Galliard   H: 2 8 3   C: 6 8 8
        Song Chiang lives by his word.  If his player reneges on a 
        deal-making promise, Song leaves the pack and is discarded.
        (Stuart P. Beel)
R     8   Roger Daly          Theurge    H: 1 9 2   C: 5 9 7
        Roger can destroy the guns and techno-equipment of any opponent 
        facing him.  Opponents must discard such equipment cards before 
        combat begins.
        (Lawrence Allen Williams)
UR    *   Lone Wolf Lupo - Play Past Life on any Glass Walker.
        Abilities: You can search through your deck and equip Lone Wolf with 
        any non-fetish equipment, which then cannot be disarmed or destroyed.  
        All Glass Walkers will vote in Lupo's favor during moots.
        Weakness: Lupus characters play combat cards at +2 Rage against Lone 
        Wolf Lupo.
        (Kevin Murphy)

Red Talons:
C     2   Eater-of-Bears         Ragabash   L: 1 2 1     C: 3 2 3
        Eater-of-Bears has +2 Rage whenever she fights a character in Homid 
        form or a human ally.
        (James Daley [Daly])
C     3   Stands-Like-Mountain   Philodox   L: 1 3 2     C: 4 3 4
        Stands-Like-Mountain tolerates humans more than her Red Talon 
        tribemates do.
        (Lawrence Allen Williams)
C     4   Spotlight              Ahroun     L: 3 2 3     C: 6 2 4
        Spotlight's hatred of humans has turned him into a ruthless killing 
        machine.
        (William O'Connor)

U     4   Growls-at-Moon         Galliard   L: 1 5 1     C: 3 5 4
        Territorial of her pack's grounds, Growls-at-Moon can automatically 
        pack defend when any nonalpha packmate is attacked.
        (John Bridges)
U     7   Old Storm-Chaser       Theurge    L: [2 9 3]   C: 5 9 7
        When in play, Old Storm-Chaser increases your sept hand size by 1.
        (E. Allen Smith)
R     10  Mamu                   Ahroun     L: 4 4 6     C: 10 4 10
        When Mamu is killed, he immediately frenzies, but draws only 3 
        additional combat cards for the death frenzy.  Combat continues as 
        Mamu tries to take his killers with him to the grave.
        (SCAR)
UR    *   Old Wolf of the Woods - Play Past Life on any Red Talon.
        Abilities: Can use ANY Lupus Gift of ANY Gnosis.  Play combat cards 
        at +3 Rage when fighting Homids or Kinfolk.
        Weakness: Cannot use any equipment.
        (John K. Schneider)

Shadow Lords:
C     2   Ivan Korda        Philodox   H: 1 3 1   C: 2 3 3
        Ivan is a master of blackmail.  For any moot that Ivan's pack calls, 
        Ivan can cause one other character in play to have -2 Renown for 
        voting.
        (Steve Casper)
C     3   Edgewalker        Theurge    H: 1 5 1   C: 2 5 2
        Edgewalker is ever wary of Grandfather Thunder's dark omens.
        (Drew Tucker [Ron States])
C     4   Carleson Ruah     Ragabash   H: 1 4 1   C: 4 4 4
        Carleson can interrupt another alpha's action to allow his pack's 
        alpha to act first, as long as Carleson's alpha attacks a Wyrm 
        creature.
        (Drew Tucker)
U     5   Roar of Storms    Galliard   L: 1 6 2   C: 5 6 5
        Roar of Storms can vote as any auspice for moots.
        (Richard Thomas)
U     6   Zachary Ellison   Philodox   H: 2 7 2   C: 6 7 6
        Zachary cannot be in any pack unless a Shadow Lord is the 
        highest-Renown character in the pack.  Discard Zachary if he is 
        forced into such a pack.
        (Stuart P. Beel)
R     9   Anna Kliminski    Ahroun     H: 3 8 4   C: 9 8 8
        Anna may begin the game armed with a Klaive equipment card.
        (Brian LeBlanc)
UR    *   Alexandru ThunderRage - Play Past Life on any Shadow Lord.
        Abilities: When Alpha, Alexandru has +4 Renown during the Combat 
        Phase (does not count towards victory points).  Alexandru can select 
        Alphas for other packs once per game, per pack.
        Weakness: None.
        (Mark Chiarello)

Silent Striders:
C     1   Passer                Theurge    M: 1 3 2
        Passer has just begun serving his tribe as a scout against the Wyrm.  
        He is worth zero Renown for victory points.
        (Anson Maddox)
C     4   Tanzut (K)            Philodox   L: 1 4 2     C: 3 4 5
        Kailindo.
        (John Bridges)

C     5   Natasha Moon Chaser   Ragabash   H: 1 7 2     C: 5 7 5
        Once per game, a player can speak the name /Baba Yaga/ and Natasha 
        will forfeit a declared attack in paranoid pursuit of the Hag.
        (Jason Felix & Lawrence Snelly)
U     6   Grek Twice-Tongue     Philodox   M: 3 6 7
        Despite his metis breed, Grek is considered +1 Renown for moot 
        voting.
        (SCAR)
U     7   Nephthys Mu'at        Galliard   H: 3 8 [3]   C: 6 8 6
        Nephthys knows Garou society.  She allows you to inspect either side 
        of any Garou character card in play.
        (D. Alexander Gregory)
R     9   Walks-with-Might      Ahroun     L: 5 7 5     C: 8 7 10
        Walks-with-Might may escape from any combat after the fourth round.
        (Steve Casper)
UR    *   Shu Horus - Play Past Life on any Silent Strider.
        Abilities: Can automatically step into the Unbra.  Once per game, Shu 
        Horus can bring his entire pack into the Umbra for 1 full turn.  +1 
        Health.
        Weakness: Vampires attack Shu Horus at +3 Rage.  Vampires attacking 
        Shu Horus automatically frenzy.
        (Paul Lee)

Silver Fangs:
C     2   Roshen One-Arm        Ragabash   H: 2 2 2    C: 3 2 3
        Roshen wields his lost Crinos arm like a club.  The fetish arm-club 
        is considered equipment.  If the arm is stolen, Roshen loses 1 Rage.
        (John Cobb)
C     3   Sings-for-the-Beast   Galliard   M: 2 4 4
        Fleeing her past in Russia, Sings-for-the-Beast is unfamiliar with 
        Garou of the West.
        (John Cobb)
C     4   Sofya Softkiller      Ahroun     H: 1 2 2    C: 4 2 5
        Purebred and proud, Sofya is known for her arrogance.
        (Richard Kane Ferguson)
U     6   Greyfist              Philodox   H: 2 7 2    C: 5 7 6
        Proud and strong, Greyfist is less affected by Harano than most.  If 
        a Harano Gloom card is played on Greyfist, he may discard it at the 
        beginning of his next turn.
        (Mike Danza)
U     7   Lord Albrecht         Ahroun     H: 3 6 4    C: 8 6 8
        Any Wyrm creatures of Renown value 4 or greater that are killed by 
        Albrecht or in pack combat involving Albrecht are worth +1 Renown for 
        victory points.
        (Joshua Gabriel Timbrook)
R     10  Grimfang              Theurge    H: 2 10 3   C: 7 10 7
        Grimfang is considered +3 Renown for moot voting.
        (Brian LeBlanc)
UR    *   Yuri Tvarivich - Play Past Life on any Silver Fangs.
        Abilities: +8 Renown for any moot votes.  +1 Health.
        Weakness: None.
        (Tony Harris)

Stargazers:
C     2   Howard Koar                 Galliard   H: 1 2 1   C: 2 2 3
        When Howard takes damage that turns him into Crinos but does not kill 
        him, he immediately frenzies.
        (Drew Tucker)

C     2   Rainpuddle                  Theurge    L: 1 4 1   C: 1 4 3
        Rainpuddle's attacks can affect anything in the Umbra.
        (Richard Kane Ferguson)
C     5   Gesar                       Ragabash   H: 2 8 2   C: 4 8 5
        If Gesar is your alpha, he is considered Renown 2 for the purposes of 
        taking his alpha action.
        (Jeff Miracola)
U     5   Thunder Tiger (K)           Ahroun     L: 3 3 3   C: 5 3 6
        Kailindo.
        (John Bridges)
U     8   Antonine Teardrop           Philodox   H: 2 9 3   C: 7 9 7
        If Antonine equips with a Klaive, it can never be stolen or discarded 
        - as long as he lives.
        (Mike Danza)
R     8   Morihei High-Mountain (K)   Galliard   H: 3 9 3   C: 7 9 8
        Kailindo.
        (Alex Sheikman & Lawrence Snelly)
UR    *   Klaital Stargazer - Play Past Life on any Stargazer.
        Abilities: Can use ANY Gifts of ANY Gnosis.  Once per turn, he can 
        make any 1 Garou forfeit any 1 action.
        Weakness: When imbued with Klaital Stargazer, the Garou cannot 
        participate in any pack actions.
        (Jamie Tokelsum)

Uktena:
C     2   Jacky Gecko                      Galliard   H: 1 2 1    C: 2 2 2
        Jacky can start the game equipped with either the .38 Special or the 
        9mm Semi-Auto pistol equipment cards.
        (John Bridges)
C     3   Jubati                           Ragabash   H: 1 3 1    C: 3 3 3
        When battling Pentex enemies, Jubati can draw 1 extra combat card.
        (Johm [John] Cobb)
C     3   Running Creek                    Ahroun     H: 2 1 2    C: 3 1 3
        Any aggravated damage Running Creek takes can be regenerated.
        (Alex Sheikman & Lawrence Snelly)
U     5   Anna "Eyes of the Sun" Pelfrey   Galliard   L: 1 7 2    C: 3 7 5
        Anna has +1 Renown for moot votes.
        (Jesper Myrfors)
U     9   Lamurun                          Philodox   L: 4 9 4    C: 8 9 10
        Lamurun can discard any card from his victory pile and draw any 1 
        card from his sept discard pile into his sept hand.
        (Quintin [Quinton] Hoover)
R     9   Guides-to-Truth                  Theurge    L: 3 10 5   C: 8 10 9
        Twice per game, Guides-to-Truth allows you to look at an opponent's 
        sept or combat hand.
        (Jeff Miracola)
UR    *   Old Red Eagle - Play Past Life on any Uktena.
        Abilities: Each pack member can regenerate an extra damage card 
        during the Regeneration Phase.  +4 Gnosis.
        Weakness: -3 Health (never less than 1).
        (Jeff Miracola)

Wendigo:
C     2   Eyes-of-Frost         Theurge    H: 1 3 2   C: 1 3 3
        Eyes-of-Frost can banish a Pack Totem card, but then cannot use Gifts 
        for the rest of the game.
        (John Bridges)

C     3   Evan Heals-the-Past   Philodox   H: 1 4 2   C: 3 4 3
        Evan has only recently joined the Garou, but has quickly 
        distinguished himself as an arbitrator and peacemaker.
        (Tony Diterlizzi)
C     4   Thomas Kachina        Ahroun     H: 1 1 2   C: 3 1 4
        Thomas can automatically pack attack or defend with his twin sister 
        Allison.  If Allison is in another player's pack, Allison joins at 
        that player's option.
        (E. Allen Smith)
U     4   Allison Kachina       Ahroun     H: 1 2 2   C: 4 2 3
        Allison can automatically pack attack or defend with her twin brother 
        Thomas.  If Thomas is in another player's pack, Thomas joins at that 
        player's option.
        (E. Allen Smith)
U     7   Charging Bull         Ragabash   H: 3 6 4   C: 8 6 7
        No character of higher Renown than Charging Bull can refuse his 
        challenges.
        (Richard Kane Ferguson)
R     9   Blood-on-the-Wind     Galliard   L: 3 9 4   C: 8 9 8
        All Wendigo in the same pack as Blood-on-the-Wind gain +1 Rage.
        (John Matson)
UR    *   Shogeka Hunter Moon - Play Past Life on any Wendigo.
        Abilities: Her frenzies cannot be cancelled.  During moots, all 
        Wendigo and Uktena in play will vote as she does.  +3 Health
        Weakness: Will never vote in favor of tribal alliances.  You must 
        select Shogeka as your alpha.
        (Brian LeBlanc)

Other:
R     4   Shakar (Bastet, Bagheera)           (none)     H: 1 5 1   C: 3 5 5
        Shakar is of the Bagheera (panther) tribe of the Bastet (werecats).  
        He can use Theurge and Philodox Gifts.
        (Lawrence Allen Williams)
R     6   Allamande (Ratkin, Knife Skulker)   (none)     M: 6 5 5
        Allamande is a Knife Skulker of the Ratkin (wererats) and is a master 
        of stealth.  When Allamande is alpha, his challenges cannot be 
        refused.
        (??? Anson [Anson Maddox?])
R     8   Aurgra (Gurahl)  (breed: Ursine)    Philodox   U: 3 6 6   C: 6 6 10
        Aurgra is a Gurahl (werebear).  She can use Gifts of any auspice 
        except Theurge.
        (Brian LeBlanc)


SEPT_CARDS:  (177 sept cards total)  (42C, 60U, 75R)

Allies: (by Renown)  (13 allies)  (3c, 1u, 9r)
R     0   Kinfolk - Environmental Activist   H: 0 0 1   Req: any Garou
        The Environmental Activist can remove 1 member of your pack from the 
        Hunting Grounds per turn.
        (Omaha Perez)
R     0   Kinfolk - Veterinarian             H: 0 0 1   Req: Lupus
        During your Regeneration Phase, the Veterinarian can cure 1 
        additional damage card (including an aggravated wound) from 1 
        character.
        (John Bridges)

R     1   Kinfolk - Small-Town Cop   H: 3 0 2   Req: Homid.
        Once per turn, just before alphas are selected, the Cop can select 
        any 1 character in Homid form to put in jail on false charges.  That 
        character is removed from play until the beginning of the next 
        Regeneration Phase.  The Cop is considered to be armed with a .38 
        pistol.  No equipment card is needed.
        (John Bridges)
R     1   Kinfolk - TV Reporter      H: 0 0 1   Req: Homid
        Your pack gains 2 votes during all moots while the TV Reporter is in 
        play, due to his ability to sway public opinion around events.
        (Lawrence Allen Williams)
C     2   Wolf Kinfolk   L: 2 2 2   Req: Lupus.
        The wolf Kinfolk is ferocious and loyal.
        (John Matson)
C     2   Wolf-Spirit    S: 2 3 2   Req: Gn 4; Philodox, Lupus, Red Talons
        The Garou can call to duty the spirit of a wolf.  The wolf may take 
        no action during the turn it is summoned.
        (James Daly [Mike Danza])
R     3   Faerie Kin   S: 1 6 3   Req: Gnosis 3; Fianna
        Summons a faerie spirit.  A pack can only have one faerie ally at a 
        time.  The faerie can use Gifts from any breed or auspice.
        (Lawrence Snelly)
R     4   Kinfolk - Soldier of Fortune   H: 7 0 2           Req: any Garou
        The Soldier of Fortune is considered to be armed with a shotgun.  No 
        equipment card is needed.  If the Soldier of Fortune is disarmed, his 
        Rage becomes 3.
        (Matt Haley & Tom Simmons)
R     4   "Wyrm Slayer", Ronin Garou     G: 5 2 4 (Regen)   Req: Ahr or Phil
        The Ronin Wyrm Slayer cannot vote in moots.  Only 1 Wyrm Slayer can 
        be played per game.  Wyrm Slayer cannot refuse a challenge.
        (William O'Connor)
C     5   Gaffling Pest   S: 2 3 3   Req: Theurge or Philodox
        The Gaffling is a minor spirit which is easily summoned and 
        controlled.  The Gaffling can use Gifts of any breed.
        (Erin Dixon)
U     6   Flame Spirit                 S: 1 5 3   Req: Theurge or Uktena
        The Flame Spirit can burn itself out in one damage 3 attack 
        (aggravated).  The spirit may only be affected by Umbral attacks and 
        Gifts.
        (William O'Connor)
R     6   Song of the Great Beast  Bison: 8 1 5   Req: Gn 7; Lupus or Wendigo
        Summons a legendary white bison.  The bison cannot take any actions 
        until next turn.
        (Richard Kane Ferguson)
R     7   Gangrel Ally   V: 6 2 6 (Regen)   Req: BGnawers, GWalkers
        The Gangrel is a vampire who, for whatever reason, has developed a 
        friendship with 1 particular Garou.  The Gangrel can only act every 
        other turn.  The Gangrel cannot act during the turn he is brought 
        into play.
        (Lawrence Snelly)

Enemies: (by Renown)  (15 enemies)  (4c, 3u, 8r)
R     0   Uktena Wyrmfoe   BaneS: 6 5 6
        A Bane enters the Hunting Grounds.  No Uktena can attack anything 
        except the Bane until the Bane is killed.
        (SCAR)

C     4   Fomori                 F: 2 0 4
        All fomori in [the] Hunting Grounds automatically combine for pack 
        defense.
        (Richard Thomas)
C     4   Fomori                 F: 3 0 3
        All fomori in [the] Hunting Grounds automatically combine for pack 
        defense.
        (Stuart P. Beel)
U     4   Pentex Forestry Team   P: 2 0 3
        The Pentex Forestry Team will automatically destroy 1 caern in play 
        each Regeneration Phase.  If there is more than 1 caern in play, 
        decide randomly which caern is destroyed.  The Forestry Team can play 
        2 combat cards per round.
        (SCAR)
C     5   Hogling      E: 5 4 5
        A Hogling (Smog Elemental) infests the area.  Hoglings can use any 
        metis Gifts and are unaffected by nonfetish equipment attacks.
        (SCAR)
R     5   Silhouette   P: 5 2 8
        Silhouette is a deadly assassin for Pentex.  Attacks from Silhouette 
        cannot be blocked, dodged or evaded.  Silhouette attacks the 
        character with the highest Renown for 2 combat rounds at the end of 
        each Combat Phase.  Only 1 Silhouette can be played per game.
        (Lawrence Allen Williams)
R     6   The Piper         H: 3 6 4
        When the Piper is in play, all Garou act at -1 Rage and -1 Gnosis.  
        Any Garou who has less than 1 Rage or Gnosis cannot act until the 
        Piper is removed from play.
        (Jason Felix & Lawrence Snelly)
R     6   Progenitor Mage   H: 7 9 5
        A mage has entered the area and will directly attack the character 
        with the highest Gnosis for 3 rounds at the end of each Combat Phase.  
        The mage can use any Gifts.  Furthermore, the mage is not affected by 
        anyone else's Gifts.
        (Lawrence Snelly)
U     6   Pumpkin Man       B: 5 5 5
        Characters attacking the Pumpkin Man can retreat only after all of 
        their combat action cards have been played.  The Pumpkin Man can use 
        any Theurge or Philodox Gifts.
        (John Matson)
U     7   Black Spiral Dancer   M: 6 6 6 (Regenerates)
        A lone Black Spiral Dancer has stumbled into the Hunting Grounds.  He 
        can use metis, Ragabash or Ahroun Gifts.
        (Ron Spencer)
C     7   Furmling              E: 3 2 3
        An elemental of balefire infests the area.  All damage from a 
        Furmling is aggravated.
        (SCAR)
R     8   Deranged Mokole'   Mokole': 7 2 8
        Deranged and corrupted, the Mokole' (Werecrocodile) now serves the 
        Wyrm.  Any Rage 1 damage cards from the Mokole' are aggravated 
        damage.
        (Brian LeBlanc)

R     9   Elder Vampire   V: 7 8 9
        This ancient creature exists upon the blood of the living and spreads 
        a network of deceit and destruction.  The Elder Vampire is not 
        affected by Rage 1 damage cards and can use any Philodox or Shadow 
        Lord Gifts.
        (John Matson)
R     9   Samuel Haight   H: 8 8 9 (Regenerates)
        Samuel Haight, the Skindancer, is in the area.  Only 1 Samuel Haight 
        can be played per game.  Samuel can use Gifts from any breed or 
        auspice.
        (Richard Thomas)
R     14  Pentex Refinery   P: 4 6 15
        A Pentex Refinery has set up shop in the area, infesting the region 
        with Wyrm taint.  Until razed, the refinery prevents any shapechanger 
        (Garou or otherwise) from regenerating, although Gifts like Mother's 
        Touch still function as normal.
        (Stuart P. Beel)

Equipment: (by Gnosis)  (25 equipment cards)  (2c, 4u, 19r)
C     -   .38 Special            (Req: Homid form to use)
        Only usable by characters in Homid form.  Allows the character to use 
        up to Rage 3 combat cards.
        (Ron States)
U     -   9mm Semi-Auto pistol   (Req: Homid form to use)
        Only usable by characters in Homid form.  Allows the character to use 
        up to Rage 5 combat cards.
        (Chris McDonough)
C     -   Flak Jacket            (Req: Homid form to use)
        The Flak Jacket stops any one attack of up to 4 damage.  The owner 
        chooses when the Flak Jacket is used.  Discard the Flak Jacket if it 
        is used or if the owner changes to Crinos form.  A character cannot 
        have more than 1 Flak Jacket at a time.
        (John Bridges)
R     -   Portable Computer      (Req: Glass Walkers)
        Can only be used by a Glass Walker.  A portable computer gives its 
        user +2 Gnosis.  The owner can discard the computer at any time to 
        look at an opponent's hand.
        (Alex Sheikman & Lawrence Snelly)
R     -   Shotgun                (Req: Homid form to use)
        Only usable by characters in Homid form.  Allows the character to use 
        up to Rage 7 combat cards.
        (Ron Spencer)
R     -   Silver Ammo            (Req: firearm, thus Homid form, to use)
        Play with any damage card from a firearm attack.  Damage is 
        aggravated.  The character does not have to equip with Silver Ammo in 
        order to use this card.
        (Jeff Miracola)
U     2   Bane Arrow     Fetish
        The Bane Arrow does 3 damage to any Wyrm creature (any enemy card) 
        you are in combat with.  This does not count as a combat action and 
        can be played in addition to any combat cards.  Once used, the Bane 
        Arrow becomes a damage card faced by the character.
        (Richard Thomas)
R     2   Luna's Links   Fetish
        This delicate necklace, forged from an unknown metal, allows the 
        Garou to use Gifts from any auspice.
        (Alex Sheikman & Lawrence Snelly)

R     2   Mokole' Hide   Fetish
        The owner of this fetish gains +2 Health.  A character cannot have 
        more than 1 Mokole' Hide at a time.
        (James Daly)
R     2   Moon Sign      Fetish
        A character equipped with this fetish can force any 1 Garou to revert 
        to his/her breed form.  The Moon Sign is played in place of a combat 
        card during a combat round.  Discard the Moon Sign after use.
        (Ron States)
U     2   Naturae Boon   Fetish
        Naturae Boon reduces the Gnosis cost of any Gifts the owner uses by 
        2.
        (Ron States)
U     3   Elder Stone               Fetish
        The owner of this stone gains an additional 3 votes during any moot.  
        The owner can discard this stone during a moot and gain an additional 
        10 votes.  A character cannot have more than 1 Elder Stone at a time.
        (John Matson)
R     3   Klaive                    Fetish
        [Damage cards played by a character equipped with a Klaive are 
        aggravated.]  A character equipped with a Klaive loses 1 point of 
        Gnosis for as long as he/she is so equipped.
        (Quinton Hoover)
R     3   Sands of Sleep            Fetish
        The owner can play this card on any opponent in combat, immediately 
        removing the character from combat.  A target affected by the Sands 
        of Sleep cannot take any actions for 2 full turns.  If attacked, the 
        target immediately wakes up.  Discard Sands of Sleep upon use.
        (Mike Danza)
R     3   War Paint of Wahya Ohni   Fetish
        When applied, the Garou heals twice as quickly.  Remove 1 additional 
        damage card from the owner of this fetish during the Regeneration 
        Phase.
        (Kathleen Ryan)
R     3   Wyrm Skin                 Fetish
        Enemies in the Hunting Grounds fight at -2 Rage when in combat 
        against the owner of this fetish.
        (Tony Diterlizzi)
R     4   Fang Necklace of Fenris   Fetish
        The Garou can freely change forms.  The owner gains 2 Rage.  Only 1 
        Fang Necklace of Fenris can be played per game.
        (Omaha Perez)
R     4   Feather of the Phoenix    Fetish
        Spirits cannot attack the owner of this fetish.
        (Kathleen Ryan)
R     4   Grand Klaive              Fetish
        All damage done by the Grand Klaive is aggravated.  When in Crinos 
        form, the owner acts at +1 Rage.  The owner of a Grand Klaive acts at 
        -1 Gnosis.
        (Kathleen Ryan)
R     5   Fang Dagger           Fetish
        The Fang Dagger allows its user to play 2 damage cards per round of 
        combat.
        (Brian LeBlanc)
R     5   Flower of Aphrodite   Fetish
        No one may challenge or attack the owner of this fetish.  The Flower 
        of Aphrodite is discarded the moment its owner attacks anything.
        (Lawrence Snelly)

R     5   Spear of Deceit       Fetish
        The Spear of Deceit allows its owner to end any fight in which he/she 
        is engaged, provided at least two rounds of combat have been fought.
        (Richard Thomas)
R     6   Bones of Shakir Hind      Fetish
        The owner can command any 1 enemy in the Hunting Grounds to fight in 
        his/her place.  However, the owner gains no Renown for any kills 
        made.  Any Garou can attack the owner as if he/she were in the 
        Hunting Grounds.  Only 1 Bones of Shakir Hind can be played per game.
        (Ken Meyer Jr.)
R     6   Bottlecap of Shakey Mac   Fetish
        Once per turn, the owner can select 1 spirit in play and use it as an 
        ally for the remainder of the turn.  Only 1 Bottlecap of Shakey Mac 
        can be played per game.
        (John Matson)
R     6   Incarna Sigil             Fetish
        The owner of this fetish can freely interact with anything in the 
        Umbra.  This includes using Gifts, attacking, or swapping equipment.
        (Jeff Miracola)

Gifts: (by Gnosis)  (58 gifts)  (13c, 30u, 15r)
U     1.  Aura of Confidence   Req: Shadow Lords
        The Shadow Lord gives himself a spiritual aura of prestige.  His 
        Renown is increased by 1.  This Renown increase does not affect the 
        character's victory point worth.  [A character cannot benefit from 
        more than 1 Aura of Confidence at any time.]
        (Mike Danza)
U     1.  Camouflage           Req: Wendigo
        The Wendigo can avoid combat with any Homid-form characters.
        (John Bridges)
U     1   Razor Claws          Req: Ahroun, GoFenris; Only in Crinos form
        The character's next claw attack that connects does +2 damage.  Place 
        the Razor Claws card with the combat card for the purpose of 
        recording damage.
        (Tony Diterlizzi)
C     2.  Persuasion   Req: Homid, Glass Walkers
        The Garou gains +1 Renown during any moots.  This Gift is permanent 
        until cancelled.  [A character cannot benefit from more than 1 
        Persuasion at any time.]
        (Mike Dringenburg)
U     2   Shroud       Req: Uktena
        The Uktena summons an all-encompassing darkness which enshrouds any 1 
        target.  This immediately ends any current combat involving the 
        target.  No other attacks can be initiated against the target until 
        after the next Regeneration Phase.
        (Drew Tucker)
U     3.  Awe                     Req: Silver Fangs
        The Silver Fang's regal manner increases his/her Renown by 1, except 
        during moots, where his/her Renown is considered to be 2 higher.  The 
        character's Renown for victory points is unchanged by this Gift.  [A 
        character cannot benefit from more than one Awe at any time.]
        (Alex Sheikman & Lawrence Snelly)
U     3   Beastmind               Req: Red Talons
        The target of this Gift is reduced to the mind of an animal for one 
        turn.  The victim cannot use any equipment during this time.
        (Mark Haley, Tom Simmons & Larry Snelly)

U     3   Command Spirit          Req: Theurge, Uktena
        The user may take control of any 1 summoned spirit in play for 1 full 
        turn.  The Gift user's Gnosis must exceed the spirit's.
        (Larry MacDougal)
R     3   Coup de Grace           Req: Black Furies
        During the first round of combat, the Black Fury can only play a 
        Block or Dodge.  Any round thereafter, Coup de Grace can add 4 damage 
        to any 1 attack card played by the Black Fury.
        (Brian LeBlanc)
U     3   Curse of Hatred         Req: Metis
        The Garou looks into his opponent's eyes and focuses his hatred - 
        disheartening his foe.  The target plays his/her next combat card at 
        -2 Rage.
        (James Daly)
C     3   Exorcism                Req: Theurge
        The Theurge may remove from play any spirit whose summoning Gnosis is 
        less than the Theurge's own Gnosis score.
        (Jason Felix & Lawrence Snelly)
R     3   Glib Tongue             Req: Fianna
        This Gift gives the user +5 Renown for the current moot.
        (Lawrence Allen Williams)
R     3   Knife Wind              Req: Wendigo
        The Wendigo can direct a harsh gust of arctic wind at any target.  
        The victim takes 1 damage (use this card as a damage card).  The 
        Wendigo gains victory points for any creature killed.
        (Mike Danza)
U     3   Messenger's Fortitude   Req: Silent Striders
        The Silent Strider may outrun any one opponent or pack before combat 
        begins.  The Strider loses 1 Renown until he engages in combat with 
        at least 1 of the attackers he escaped from.
        (Jeff Holt)
C     3   Mindspeak               Req: Galliard
        The user can communicate telepathically with 1 other member of 
        his/her pack.  The user and his/her fellow pack member can join in 
        pack tactics (attack or defense) for the current turn.  Draw 1 
        additional combat card if these Garou enter combat.
        (Michelle Prahler)
U     3.  Odor of Skunk           Req: Metis, Bone Gnawers
        No creature (except spirits and Wyrm creatures) will initiate an 
        attack on the Gift user until the Gift is cancelled.
        (John Cobb)
C     3   Serenity                Req: Children of Gaia, Philodox
        This Gift will cancel a frenzy.
        (E. Allen Smith)
R     3   Silver Claws            Req: Ahroun, Silver Fangs
        The target of this Gift gains claws of silver.  The character's next 
        claw strike that connects does aggravated damage.  Place the Silver 
        Claws card with the combat card for the purposes of recording damage.
        (Jesper Myrfors)
U     3   Spirit of the Fray      Req: Ahroun
        The Garou can use this Gift on himself right before combat begins.  
        For the duration of the battle, the Ahroun strikes first, playing and 
        resolving his combat card before any others involved in the combat.
        (Jeff Miracola)

C     3   Sticky Paws             Req: Ragabash
        The Gift user can steal any 1 piece of equipment from another 
        character.  The user must still meet the requirements of the stolen 
        item before it can be used.  If the original owner defeats the new 
        owner, he/she can recover his/her property.
        (Lawrence Allen Williams)
C     4   Battle Song             Req: Galliard
        The Galliard's pack can play combat cards at +2 Rage for the current 
        turn.
        (Richard Kane Ferguson)
C     4   Burrow                  Req: Metis
        The user can burrow into the ground to escape combat.  The metis 
        cannot be attacked or called out until he/she comes out.  [The] Metis 
        cannot take any actions during this time.  The metis comes out at the 
        beginning of your next Regeneration Phase.
        (Lee M. Fields)
U     4   Catfeet                 Req: Lupus, Ragabash
        The character can only use Catfeet on himself.  For the duration of 
        the current combat, he is agile enough to dodge all strikes except 
        those which specifically ignore dodges.  The character can only play 
        combat cards of Rage 1 while this Gift is in effect.
        (Aileen Miles)
C     4   Gift of the Porcupine   Req: Metis, Bone Gnawers
        The user's fur becomes sharp and bristled.  The next opponent who 
        hits the character will take 2 damage.  Transfer this card to the 
        opponent to record damage.
        (John Cobb)
U     4   Jam Technology          Req: Homid, Glass Walkers
        The character can disable any 1 item.  The chosen item is immediately 
        discarded.  Equipment cards which require Gnosis (fetishes) are 
        unaffected by this Gift.
        (Shaggy Dixon)
U     4.  Luna's Armor            Req: CoGaia, Shadow Lords, Silver Fangs
        The target of this Gift has +2 Health until this Gift is dispelled.  
        No character can be affected by more than 1 Luna's Armor at any one 
        time.
        (Matt Haley, Tom Simmons, & Larry Snelly)
C     4   Mother's Touch          Req: Theurge, Children of Gaia
        Heals the lowest damage card from the target of this Gift, up to a 
        damage 4 card.
        (Jeff Miracola)
C     4   Staredown               Req: Homid, Philodox, Silver Fangs
        The Garou using this Gift can intimidate any opponent he is facing, 
        immediately ending combat.
        (William O'Connor)
U     4   True Fear               Req: Ahroun, Red Talons, Shadow Lords
        The Garou can seize his/her opponent with gripping fear.  For the 
        next round of combat, the affected Garou cannot play any combat 
        cards.
        (Larry MacDougal)
R     5   Balor's Gaze         Req: Fianna
        The eyes of the user glow a horrifyingly baleful red.  For the 
        current combat, any opponents with less Rage than the user are 
        crippled with wracking pains and can take no actions.
        (Quinton Hoover)

C     5.  Blissful Ignorance   Req: Ragabash, Bone Gnawers, Uktena
        The user can make him/herself invisible as long as he/she takes no 
        actions.  The character cannot be attacked, participate in moots, or 
        have Gifts used upon him/her.  The character still regenerates as 
        normal.
        (Jeff Holt)
U     5   Distractions         Req: Galliard, Stargazers
        The Garou can interrupt any combat action with this Gift.  The victim 
        is distracted and cannot take his intended action.  The victim's card 
        is immediately discarded.  Only 1 Distraction can be played per 
        target, per combat.
        (Jeff Holt)
U     5   Geas                 Req: Philodox, Fianna
        The Garou can make any other Garou immediately enter combat with 
        anything in the Hunting Grounds.  The combat must last at least 3 
        rounds before the Geas victim can withdraw.  Geas will end any combat 
        in which the target is currently engaged.
        (Richard Kane Ferguson)
U     5.  Heart of Fury        Req: Ahroun, Children of Gaia
        The target of this Gift cannot frenzy.  If used on a Garou in frenzy, 
        that frenzy is immediately cancelled.
        (Richard Thomas)
C     5.  Insightful Eyes      Req: Philodox, Stargazers
        The character may only use this on himself.  Until this Gift is 
        cancelled, his attacks cannot be dodged.
        (E. Allen Smith)
C     5   Lesser Banishment    Req: Theurge, Uktena
        Cancels any Gift that requires Gnosis of 5 or less to use.  Remove 
        the target Gift from play.
        (Mark Jackson)
U     5   Merciful Blow        Req: Stargazers [& Rage not less than opp.]
        The user cuffs any 1 opponent he/she is in combat with.  This is 
        played as an attack.  It does no damage, but removes the victim from 
        the current combat.  This Gift will fail if the victim has a higher 
        Rage than the user.
        (Quinton Hoover)
U     5.  Might of Thor        Req: Get of Fenris
        The Garou gains +2 Rage in Crinos form.  No character can be affected 
        by more than 1 Might of Thor at any one time.
        (Brian LeBlanc)
U     5   Moon Bridge Escape   Req: Ragabash, Silent Striders
        The Gift user may give any one willing character or pack passage over 
        a Moon Bridge.  Characters are immediately removed from play until 
        your next Redraw Phase.
        (Brian LeBlanc)
U     5   Scream of Gaia       Req: Get of Fenris, Red Talons
        The Garou screams at his enemies, knocking them back with the force  
        of the shout.  No damage is done, but all opponents in combat with 
        the user who have less Gnosis than the user cannot play combat cards 
        during the next round of combat.
        (Omaha Perez)
U     5   Song of Rage         Req: Galliard [& higher Gn. than other]
        The user may send any Garou with a lower Gnosis than his/her own into 
        frenzy.
        (John Cobb)

R     5.  Survivor             Req: Bone Gnawers
        The Bone Gnawer using this Gift receives the aid of the Bear Totem to 
        withstand the call of death.  The character must suffer 1 additional 
        damage card beyond those normally required to kill him/her before 
        he/she will actually die.
        (D. Alexander Gregory)
U     5   Trackless Waste      Req: Red Talons
        The Garou can interrupt any declared attack to cause the target of 
        this Gift to become hopelessly lost.  Combat is aborted and 
        attacker(s) cannot declare any other attacks for the rest of the 
        turn.
        (SCAR)
U     6   Eye of the Cobra       Req: Galliard, Children of Gaia
        The Garou can pull 1 character from any pack into his own for 1 full 
        turn.  The charmed Garou and user function as a pack for the purposes 
        of attacking and defending, although no additional pack cards are 
        drawn.  This Gift can be played any time before alphas are chosen.
        (Jason Felix & Lawrence Snelly)
R     6   Fenris' Bite           Req: Get of Fenris [& non-Homid form]
        The Garou must be in Crinos or Lupus form.  The user's next nonweapon 
        attack will be a powerful bite which will maim his/her opponent.  In 
        addition to normal damage, the victim's Rage is decreased by 5 (but 
        never less than 1) until the damage from that attack is healed.
        (Drew Tucker)
U     6.  Icy Chill of Despair   Req: Shadow Lords
        The Garou appears to become larger, looming, shadowy and terrible.  
        No creature of lower Renown than the user will initiate an attack 
        against the user.
        (John Cobb)
R     7.  Alias                    Req: Glass Walkers
        The caster can use spirits to create a duplicate of himself.  This 
        duplicate can function and fight just as well as the original.  
        However, it can be affected by anything that would normally affect a 
        spirit.  A character may not have more than 1 alias of himself.
        (Anson Maddox)
R     7   Body Wrack               Req: Black Furies
        The victim of this Gift is enfeebled by wracking pains shooting 
        through his/her entire body.  The character may not take any actions 
        during the next combat round and takes 1 damage from the intense 
        pain.
        (John Cobb)
R     7   Master of the Pack       Req: Silver Fangs
        The user forms a temporary pack.  He can recruit 1 Garou in play for 
        each point of Renown that he has.  The pack can only act against 
        enemies in the Hunting Grounds.  The player draws +2 combat cards.  
        The Silver Fang leading the pack gains victory points.  A character 
        cannot play more than 1 Master of the Pack per game.
        (James Daly)
U     7   Remove Gaia's Blessing   Req: Theurge, Uktena, Children of Gaia
        Cancels any Gift that requires Gnosis of 7 or less to use.  Remove 
        the target Gift from play.
        (Richard Kane Ferguson)
U     7   Take the True Form       Req: Philodox, Children of Gaia
        The Garou can force any other shapechanger to revert to his breed 
        form.
        (James Daly)

U     7.  Whelp Body               Req: Ragabash
        Reduces your target's Rage by 3 for the rest of the game.  The 
        target's Rage can never be lower than 1 as a result of this Gift.
        (Brian LeBlanc)
R     8   Circular Attack      Req: Stargazers
        Any attacks directed at the user can either be redirected at any 
        other character involved in the same combat (though an attacker 
        cannot be made to damage him/herself) or simply dodged.  This card 
        can be played to interrupt and counter 1 round of attacks.
        (Brian Dugan)
U     8.  Roll Over            Req: Philodox, Silver Fangs
        The target of this Gift cannot attack you or your pack until one of 
        your pack members initiates an attack upon the target.
        (Richard Kane Ferguson)
R     8   Spirit Drain         Req: Theurge
        The Theurge drains all energy from any 1 spirit in play.  The Theurge 
        regains full Health and the spirit is discarded.  The Theurge's 
        Gnosis must exceed the spirit's Gnosis.
        (John Cobb)
R     8.  Wisdom of the Seer   Req: Stargazers
        The player may look at another player's sept hand once per turn until 
        this Gift is cancelled.
        (Drew Tucker)
R     9   Gaia's Vengeance   Req: Red Talons, Philodox, Lupus
        This gift is only usable by a character who is engaged in combat with 
        an opponent from the Hunting Grounds.  Gaia's Vengeance does 10 
        points of damage to any one target as Gaia Herself brings down rains 
        of stones, avalanches, creates earthquakes and animates vegetation to 
        attack the victim.
        (Brian LeBlanc)
R     10  Greater Banishment   Req: Theurge
        Cancels any Gift.  Remove the target Gift from play.
        (William O'Connor)

Rites: (by Renown)  (8 rites)  (4c, 3u, 1r)
R     -   Rite of Investiture
        Play at the end of a Moot Phase during which one of your Garou 
        successfully called a moot [called a successful moot].  You may 
        select any one ally and make him a full member of your pack.  As 
        such, that ally can now take any action (including voting for moots) 
        that any other pack member may take.
        (Richard Thomas)
C     1   Rite of Glory
        Play this card on 1 of your characters before alphas are chosen.  
        This character immediately enters the Hunting Grounds.  If that 
        character survives the current Combat Phase, then he returns and 
        gains +1 Rage and +1 Renown.
        (Andrew Kudelka)
C     1   Rite of Wisdom
        Play this card on any 1 of your characters at the beginning of the 
        current Moot Phase.  At least 1 issue must be voted on.  This 
        character must always vote first.  If the character is on the winning 
        side of all votes, he/she gains +1 Gnosis and +1 Renown.
        (John Bridges)

C     2   Gathering for the Departed
        This Rite is enacted to honor the recently deceased.  It must be 
        called immediately after the death of any Garou from your pack.  The 
        departed Garou's heroics are sung and howled in praise.  You gain 1 
        victory point.
        (Richard Kane Ferguson)
U     3   Satire Song   Req: Galliard (& higher Renown than victim)
        The Galliard invoking this Rite must have a higher Renown then [than] 
        his chosen victim.  The Galliard performs a song of shame, reducing 
        the target's Renown by 1.  Only 1 Satire Song can be placed on a 
        character.
        (Ken Meyer Jr.)
U     4   Stone of Scorn
        Play this card immediately on any character who declines a challenge.  
        That character loses all voting rights until he/she engages in 
        battle.
        (E. Allen Smith)
C     4   Victory Party   [no Requirements other than Renown 4]
        Play this Rite immediately after a pack defeats an enemy in the 
        Hunting Grounds of Renown 8 or more.  This card is worth +2 victory 
        points.
        (Brian LeBlanc)
U     6   Rite of Wounding
        Play this card immediately after any Garou declines a challenge.  
        That Garou cannot regenerate until he/she engages in battle.  The 
        Rite of Wounding can be removed as a result of a successful moot 
        vote.
        (Andrew Kudelka)

Events:  (37 events total)  (8c,14u,15r)

Events (generic):  (19 generic events)  (3c, 1u, 15r)
R     Alaskan Wolf Hunt
        Humans are exterminating native wolves.  [The] Red Talons are caught 
        in the hunt.  All Red Talon characters must go into the Hunting 
        Grounds until the next Regeneration Phase.  Only 1 Alaskan Wolf Hunt 
        may be played per game.
        (Drew Tucker)
R     Drunken Revelry
        All Fianna lose 1 Gnosis for the rest of the game.  No more than 3 
        Drunken Revelries can be in effect at any time.
        (Tony Diterlizzi)
U     Entrapment
        Play this card on any Garou.  That Garou can now attack 1 ally 
        directly.  This card is worth 2 victory points once the Garou has 
        slain an ally.
        (Alex Sheikman & Lawrence Snelly)
R     Garbage Food Poisoning
        All Bone Gnawers lose 1 Health for the rest of the game.  No more 
        than 3 Garbage Food Poisoning events may be in effect at any time.  
        Bone Gnawers killed when this card is played are worth no victory 
        points.
        (John Cobb)

R     Harano Gloom
        Choose 1 Silver Fang.  The character will not initiate combat or join 
        in pack attacks while suffering from Harano Gloom.  If the character 
        is attacked, Harano Gloom is discarded.  A character may not be 
        affected by more than 1 Harano Gloom per game.
        (Quinton Hoover)
R     Inbred Disorder
        Choose 1 Silver Fang.  The character suffers from a slight mental 
        abnormality.  He/she acts at -2 Gnosis for the rest of the game.  A 
        character may not be affected by more than 1 Inbred Disorder.
        (John Cobb)
R     Journey Onward
        Choose another player.  The player must select 1 Stargazer from 
        his/her pack to discard.  The discarded character is worth no victory 
        points.  Only 1 Journey Onward can be played on each pack.
        (Richard Kane Ferguson)
R     Journey to the East
        Play this card on any Garou you control.  The Garou goes East to 
        learn the art of Kailindo.  He/she is removed from play for 2 full 
        turns, but can still regenerate during this time.  When he/she 
        returns, he/she will know Kailindo.  Keep this card with the 
        character.
        (Jason Felix & Lawrence Snelly)
R     Leadership Challenge
        Any pack with 2 or more Shadow Lords must choose to discard 1 of 
        their 2 highest-Renown Shadow Lords.  The discarded character is 
        worth no victory points.  Only 1 Leadership Challenge can be played 
        per game.
        (John Bridges)
R     Lost Calling
        The Wendigo have lost their focus.  Wendigo cannot frenzy for the 
        remainder of the game.
        (Alex Sheikman & Lawrence Snelly)
R     Lunar Eclipse
        Remove any Lunar Phase from play.  No Lunar Phase may be played while 
        Lunar Eclipse is in play.  Remove all auspice Gifts in play.  No 
        auspice gifts may be played while Lunar Eclipse is in play.  Discard 
        Lunar Eclipse after the next Redraw Phase.
        (John Matson)
R     Matriarch Mourning
        The Black Furies have lost 1 of their elders.  All Black Furies can 
        take no actions for the next 2 turns.  Only 1 Matriarch Mourning can 
        be played per game.
        (Mark Jackson)
R     Peace of Nature
        All Children of Gaia play combat cards at -1 Rage for the rest of the 
        game.  If any Children of Gaia character goes into frenzy, that 
        player may select any 1 Peace of Nature card in play to be discarded.
        (Quinton Hoover)
R     Ragnarok
        The Get of Fenris believe that the Final Battle is upon them.  All 
        Get of Fenris go to the Hunting Grounds until the next Regeneration 
        Phase.  Only 1 Ragnarok can be played per game.
        (Richard Kane Ferguson)

C     Reclaiming the Stolen
        Play this card on any Garou who has had an item stolen from him/her.  
        If that Garou can defeat the new owner or otherwise reclaim his/her 
        stolen property, this card is worth 2 victory points.
        (Jeff Holt)
C     Scourging the Wyrm
        Select 1 Garou and 1 Wyrm creature in the Hunting Grounds (any enemy 
        card).  If that Garou can singlehandedly slay the enemy within 1 
        turn, then that enemy is worth +2 victory points.
        (Bryan [Brian] LeBlanc)
R     Scouting Mission
        Choose 1 pack containing a Silent Strider.  The player controlling 
        the pack must choose 1 Silent Strider to send into the Hunting 
        Grounds until the next Regeneration Phase.  If the character returns 
        alive, his pack gains 3 victory points.  Only 1 Scouting Mission can 
        be played per game.
        (Quinton Hoover)
C     Umbral Quest
        Play this card on any Garou you control.  The Garou will immediately 
        enter the Umbra, the spirit world.  That Garou is in the Umbra (and 
        the Hunting Grounds) for 2 turns.  If he/she returns without having 
        taken any damage, then this card is worth 3 victory points.
        (John Bridges)
R     Wyrm Taint
        Evidence surfaces implicating the Glass Walker tribe in dealings with 
        the Wyrm.  All Glass Walkers act at -1 Renown during moots.
        (James Daley [Daly])

Events (moons):  (5 moons)  (5c, 0u, 0r)
C     New Moon (Ragabash)
        Play at the beginning of any turn or to cancel and supersede any 
        Crescent Moon just played.  No one may frenzy and all Ragabash gain 1 
        Gnosis while New Moon is in effect.  Discard this card when a new 
        Lunar Phase is played.
        (Larry McDougal [MacDougal])
C     Crescent Moon (Theurge)
        Play at the beginning of any turn or to cancel and supersede any New 
        or Half Moon just played.  Al spirits gain 1 Rage and all Theurges 
        gain 1 Gnosis while Crescent Moon is in effect.  Discard this card 
        when a new Lunar Phase is played.
        (Ron States)
C     Half Moon (Philodox)
        Play at the beginning of any turn or to cancel and supersede any 
        Crescent or Gibbous Moon just played.  All Rites cost -1 Renown and 
        all Philodox gain 1 Gnosis while Half Moon is in effect.  Discard 
        this card when a new Lunar Phase is played.
        (Jeff Miracola)
C     Gibbous Moon (Galliard)
        Play at the beginning of any turn or to cancel and supersede any Half 
        or Full Moon just played.  All Garou play damage cards at +1 Rage 
        when fighting enemies in the Hunting Grounds and all Galliards gain 1 
        Gnosis while Gibbous Moon is in effect.  Discard this card when a new 
        Lunar Phase is played.
        (Jesper Myrfors)

C     Full Moon (Ahroun)
        Play at the beginning of any turn or to cancel and supersede any 
        Gibbous Moon just played.  Any Garou can freely enter Crinos form, 
        and all Ahroun gain 1 Gnosis while Full Moon is in effect.  Discard 
        this card when a new Lunar Phase is played.
        (Chris McDonough)

Events (pack totems):  (13 pack totems)  (0c, 13u, 0r)
U     Pegasus - Black Furies
        Each pack member gains 1 Gnosis.  A pack may not have more than 1 
        Pack Totem at any time.
        (Aileem [Aileen] E. Miles)
U     Rat - Bone Gnawers
        Each pack member gains 1 Health.  A pack may not have more than 1 
        Pack Totem at any time.
        (Richard Kane Ferguson)
U     Unicorn - Children of Gaia
        One pack member may regenerate 1 additional damage card during your 
        Regeneration Phase.  A pack may not have more than 1 Pack Totem at 
        any time.
        (Jeff Miracola)
U     Stag - Fianna
        No faerie spirits can attack any member of the pack.  You may draw 2 
        additional cards whenever you attack any enemy in the Hunting 
        Grounds.  A pack may not have more than 1 Pack Totem at any time.
        (Aileen E. Miles)
U     Fenris - Get of Fenris
        All pack members gain 1 Rage when in Crinos form.  A pack may not 
        have more than 1 Pack Totem at any time.
        (Mike Danza)
U     Cockroach - Glass Walkers
        Twice per game you may look at the top 5 cards of any player's sept 
        or combat deck.  You may then choose to reshuffle that deck.  A pack 
        may not have more than 1 Pack Totem at any time.
        (John Cobb)
U     Griffin - Red Talons
        Any pack member may freely shift into Crinos form.  All pack members 
        act at -1 Gnosis.  A pack may not have more than 1 Pack Totem at any 
        time.
        (Andrew Kudelka)
U     Grandfather Thunder - Shadow Lords
        All opponents play cards at -1 Rage when fighting any member of your 
        pack.  A pack may not have more than 1 Pack Totem at any time.
        (Ken Meyer Jr.)
U     Owl - Silent Striders
        You may look at 1 opponent's hand (combat or sept) once every other 
        turn.  A pack may not have more than 1 Pack Totem at any time.
        (Lawrence Snelly)
U     Falcon - Silver Fangs
        Each pack member gains 1 Renown during moots.  A pack may not have 
        more than 1 Pack Totem at any time.
        (Matt Milberger)
U     Chimera - Stargazers
        Increases your sept hand size by 1.  A pack may not have more than 1 
        Pack Totem at any time.
        (John Matson)

U     Uktena - Uktena
        No spirit may attack pack members.  A pack may not have more than 1 
        Pack Totem at any time.
        (John Cobb)
U     Wendigo - Wendigo
        Increase your combat hand by 1.  A pack may not have more than 1 Pack 
        Totem at any time.
        (John Matson)

Actions:  (3 actions)  (1c, 2u, 0r)
C     Shapeshift
        This card can be played at any time by a character in your pack.  The 
        character playing this card immediately changes from breed form to 
        Crinos form or from Crinos form to breed form.
        (Tony Harris)
U     Sneak Attack
        The character can circumvent the normal combat protocol and engage 
        any character, ally or enemy in play.  If played during the Combat 
        Phase of a turn, Sneak Attack can interrupt the normal alpha attack 
        cycle, but cannot interrupt a combat that has already begun.
        (Drew Tucker)
U     Taunt   (Req: Ragabash)
        A Ragabash can play this card on any Garou who has just refused a 
        challenge.  That Garou immediately accepts the challenge and enters 
        frenzy.
        (Richard Kane Ferguson)

Moots: (by Renown)  (18 moot cards)  (7c, 3u, 8r)
R     1.  Legendary Leadership
        Play immediately after a successful moot vote.  If a moot you played 
        passed, you gain a number of victory points equal to that moot's 
        Renown cost.
        (S.C.A.R. [SCAR])
U     1.  Quoting the Litany   (Req: Philodox)
        Play this card during any moot to give a Philodox you control double 
        his Renown for 1 vote only.
        (D. Alexander Gregory)
C     1   Rite of Passage
        For the next Combat Phase, only Garou of 1 or 2 Renown may be 
        selected as pack alphas.  If a pack does not have a character of that 
        Renown level, then it has no alpha this turn.
        (John Bridges)
C     1.  Saving Face
        Play on a Garou who called a moot that did not pass.  That Garou must 
        act as pack alpha during the upcoming Combat Phase.
        (Bryan [Brian] LeBlanc)
R     2.  Praise the Malformed   Req: Ragabash
        Play any time during the Moot Phase, but before the moots are voted 
        on.  All metis in play must vote as you choose.
        (Richard Thomas)
C     2   Ritual Challenge
        Name 2 Garou.  On a successful vote, these Garou immediately enter 
        combat for 3 rounds.  Combat proceeds as normal, except that pack 
        tactics and actions cannot be used.
        (James Daley [Daly])

C     2   Silver Record
        Select 1 pack in play.  A successful vote includes 1 of this pack's 
        exploits in the legendary Silver Record.  If the vote passes, this 
        card is worth 2 victory points to the chosen pack.  A pack may not 
        benefit from more than 1 Silver Record per turn.
        (John Bridges)
R     3   Calling a Champion   (Req: Ahroun)
        You may select a Garou, who must act as alpha for the upcoming combat 
        turn.  Only Ahroun can vote during this moot.
        (Richard Kane Ferguson)
R     3   Justice Under Gaia
        On a successful vote, no equipment can be used during the next Combat 
        Phase.
        (Bryan [Brian] LeBlanc)
C     4   Jackal's Curse   Req: Ragabash
        The Ragabash calling this vote selects any 1 kill from a pack's 
        victory pile.  On a successful vote, that kill is discarded and no 
        longer worth any victory points.  Only Ragabash may vote on this 
        issue.  A pack may only have 1 Jackal's Curse played against it per 
        game.
        (John Matson)
C     4   Tribal Alliance
        Name 2 tribes.  A successful vote indicates that these 2 tribes have 
        a temporary alliance.  This alliance lasts until it is voted out 
        during a Moot Phase.  During the alliance, these two tribes will not 
        attack one another.
        (Alex Sheikman & Lawrence Snelly)
R     5   Close the Bawn   Req: Homid
        A successful vote banishes all spirit allies.  Discard any spirit 
        allies in play.  Only Homids can vote on this moot.
        (Richard Thomas)
R     5   Impergium        Req: Lupus
        If this vote is successful, discard all human Kinfolk allies in play.  
        Only Lupus can vote on this moot.
        (Stuart P. Beel [John Matson])
U     6   Caern Building
        This Rite takes the form of a moot, because only through cooperation 
        can a caern be built.  Select a player to own the caern.  This player 
        gains 4 victory points if the moot passes.  For the remainder of the 
        game, any creatures in the Hunting Grounds will be at +2 Rage when 
        fighting members of the controlling player's pack.
        (Alex Sheikman & Lawrence Snelly)
R     6   Skindancer
        Choose 1 Garou.  Successful vote means that the Garou is revealed as 
        being a Skindancer (thus of the Wyrm and considered an enemy card) 
        and is removed from his pack and placed in the Hunting Grounds.  If 
        the vote fails, the character calling the vote loses his/her voting 
        ability for the remainder of the game.
        (Mike Danza)
U     6   The Stolen Wolf
        Select a Garou.  Only members of that Garou's auspice may vote.  If 
        passed, the victim reverts to his breed form.  He cannot change form 
        until he frenzies.  If the vote fails, the victim frenzies and 
        immediately attacks the character who called the vote.  Each player 
        draws combat cards and combat proceeds as normal.
        (Lawrence Allen Williams)

R     6   Tribal War
        Choose 2 tribes.  Characters from this tribe [these tribes] must 
        attack each other before any other opponents in the game can be 
        attacked.  If representatives of both tribes are in a player's pack, 
        then 1 must be discarded (no victory points are gained).
        (Stuart P. Beel)
C     6   Winter Wolf
        A successful vote removes any Garou of Renown 6 or higher from play.  
        This Garou is placed in its owner's victory points [pile] and is 
        worth its Renown in victory points.
        (E. Allen Smithl [Smith])


COMBAT_CARDS:  (50 combat cards total)  (15C, 20U, 15R)

Combat Events:  (9 combat events)  (1c, 6u, 2r)
C     Attacking the Wyrm
        Play when your alpha declares an attack on any Wyrm creature in the 
        Hunting Grounds (any enemy card).  Choose any or all of the members 
        of your pack to join the attack.  Draw 1 additional combat card per 
        pack member who joins your alpha in the attack.
        (Richard Thomas)
U     Bum Rush
        Play at the beginning of any combat round before combat action cards 
        are exchanged.  Each member of the character's pack comes forward to 
        join the combat for the upcoming round only.  At the end of the 
        combat round, the pack withdraws from combat, leaving only the 
        original character.
        (Stuart P. Beel)
U     Frenzy
        Play this card on a character you control, either before the first 
        round of a combat (including right after a challenge has been 
        accepted) or between rounds of a combat.  The Garou immediately 
        enters frenzy.
        (Alex Sheikman & Lawrence Snelly)
U     Hunting Party
        Play when your character is declaring an attack.  For attacks against 
        non-Alpha characters, Hunting Party must be played before the 
        challenge is accepted or declined.  Select members of your pack to 
        join the attack.  You can have a total of 15 Renown of characters in 
        the attack (including the original character).  Draw 1 additional 
        combat card per additional pack member.
        (Alex Sheikman & Lawrence Snelly)
U     No Escape
        Play when [the] attacker announces that he will not continue combat.  
        Your defending Garou has trapped him, and combat will continue until 
        you choose to end it.
        (Jason Felix & Lawrence Snelly)
U     Pack Defense
        Play before one of your defending characters begins combat.  You may 
        pull members from your pack into the combat, up to 15 Renown worth of 
        characters (including the original character).  You may draw 1 
        additional combat card per additional pack member.
        (Richard Kane Ferguson)

U     Shieldmate
        Play when one of your characters is attacked.  One packmate joins 
        your character in combat as a shieldmate.  You choose whether your 
        opponent's damage cards are played on the defender or his shieldmate.
        (Richard Thomas)
R     Surprise Ally
        Play before the first round of a combat (including right after a 
        challenge has been accepted) or between rounds of a combat.  You may 
        draw in one additional pack member for a pack attack.  Draw 1 
        additional combat card.  Surprise Ally can only be used during 
        combats in which your character is the attacker.
        (Lawrence Allen Williams)
R     Taking the Death Blow
        Play when one of your characters receives a mortal wound.  Select 
        another member of your pack to take the wound instead.  Combat can 
        continue, but with the new pack member in place of the old.
        (Jeff Miracola)

Combat Actions: (by Rage)  (41 combat actions)  (14c, 14u, 13r)

R     Gnosis 3   Umbral Escape
        Play this card as the character's manuever [maneuver] during a round 
        of combat.  The character immediately steps sideways into the Umbra 
        before damage is dealt.  The character remains in the Umbra until 
        your next Regeneration Phase.
        (Jeff Miracola)

C     1   Block
        Reduces the damage of any one attack by up to 4 points.
        (Stuart P. Beel)
C     1   Dodge
        Avoids one attack.  Choose one damage card played this round on the 
        character who has dodged and discard it.
        (John Cobb)
U     1   Run Like Hell
        When played on one of your pack, he/she immediately flees, exiting 
        combat.  Character cannot participate in moot voting until he/she has 
        engaged in combat with the foe (or foes) he/she ran from.  This 
        effect takes place after your opponent's combat card is resolved.
        (Stuart P. Beel)

C     1   Flesh Wound     Damage 1
        Sometimes a Flesh Wound is all it takes to finish off an opponent.
        (Omaha Perez)
C     1   Glancing Blow   Damage 1
        This indirect shot barely connects.
        (James Daly)
C     1   Grazing Wound   Damage 1
        This light swipe barely connects.
        (Ron States)
C     1   Off-balance Attack   Damage 2
        The character playing this card plays damage cards at -1 Rage for the 
        next round of combat.
        (Richard Kane Ferguson)
C     1   Stinging Wound       Damage 2
        If your opponent is damaged by this attack, he may play combat cards 
        during the next round at +1 Rage.
        (Ron States)


R     2   Evasion
        Avoids (dodges) all attacks during the current combat round.
        (Richard Thomas)

R     2   Surprise Attack   Damage 1
        If this card is played during the first round of combat, your 
        opponent will inflict no damage this round.
        (Alex Sheikman & Lawrence Snelly)
C     2   Solid Blow   Damage 2
        A well-placed blow to the opponent's chin.
        (Stuart P. Beel)
C     2   Swipe        Damage 2
        A tough, scraping blow that rarely fails to draw blood.
        (William O'Connor)
C     2   Bite         Damage 3   (Req: non-Homid form)
        Only playable by character in Crinos or Lupus form.
        (Mike Chaney)
R     2   Lucky Blow   Damage 3
        Your opponent takes a turn for the worse.
        (Bryan [Brian] LeBlanc)
C     2   Overextended Attack   Damage 4
        Your character may not play a combat card next round.  If your 
        character is the attacker, he/she may not withdraw before the next 
        round.
        (John Cobb)

U     3   Disarm   Damage 0
        Choose one piece of your opponent's equipment.  That piece of 
        equipment cannot be used for the remainder of the Combat Phase.
        (Alex Sheikman & Lawrence Snelly)

U     3   Careful Strike     Damage 1
        This attack cannot be dodged.
        (Jason Felix & Lawrence Snelly)
R     3   Evade and Strike   Damage 1   Req: Kailindo
        You can dodge all attacks this round, except those that normally 
        ignore dodges.
        (Bryan [Brian] LeBlanc)
U     3   Nerve Cluster      Damage 1   Req: Kailindo
        A vital nerve is struck.  For the rest of this combat, your opponent 
        is considered to have a Rage of 1 for the purpose of playing combat 
        cards.
        (Jeff Holt)
U     3   Telling Blow       Damage 1
        If the damage from this card immediately kills your opponent, place 
        Telling Blow in your victory pile for an additional 3 victory points.
        (John Cobb)
C     3   Kneecapper       Damage 2
        Your opponent acts at -1 Rage for the next round of combat.
        (Bryan [Brian] LeBlanc)
U     3   Organ Puncture   Damage 2
        A character damaged by the Organ Puncture cannot initiate combat 
        until this wound is healed.  He can, however, defend if attacked.
        (Bryan [Brian] LeBlanc)
C     3   Body Blow       Damage 3
        This well-placed blow will give all but the mightiest warriors pause 
        for thought.
        (Drew Tucker)

U     3   Rend and Tear   Damage 3
        Your character gives his victim a heapin' helpin' of visceral agony.
        (John Matson)

U     4   Block and Strike
        You can block up to 2 points of damage from any one attack.  You may 
        play any damage-dealing combat card simultaneously with Block and 
        Strike.
        (Stuart P. Beel)

U     4   Feint   Damage 0
        You can immediately play any combat card in response to your 
        opponent's card.  If you Feint is a bluff and your opponent's card is 
        not, you may not play another card.
        (Lawrence Allen Williams)
R     4   Critical Blow   Damage 2
        This attack cannot be blocked or healed until the end of the turn.
        (Omaha Perez)
U     4   Eyes Gouged     Damage 2
        A victim damaged by this attack is temporarily blinded.  The victim 
        must attack with a random draw from his combat hand during the next 
        combat round.
        (Ron Spencer)
R     4   Forceful Wind   Damage 2   Req: Kailindo
        Combat immediately ends after both sides have dealt damage.
        (Mike Danza)
U     4   Fur Gnarl       Damage 2
        If the victim is in Crinos form, this damage is aggravated.
        (John Cobb)

R     5   Fast Strike   Damage 2
        This card deals damage before your opponent's combat card takes 
        effect.  The special effect of Fast Strike is ignored if the 
        character cannot meet the Rage requirements of this card.
        (Ron States)
U     5   Head Wound    Damage 2
        A victim damaged by this attack cannot play any combat cards for the 
        next round of combat.
        (Jeff Miracola)
R     5   Disembowelment   Damage 3
        Your victim plays combat cards at -1 Rage until this wound is healed.
        (Stuart P. Beel)
U     5   Dry Gulch   Damage 4
        Your opponent is struck firmly in the throat.
        (S.C.A.R [SCAR])

C     6   Broken Limb   Damage 3
        If damaged by this attack, the victim plays all of his/her combat 
        cards at -2 Rage for the duration of the combat.
        (John Cobb)
U     6   Vital Blow   Damage 4
        You strike your opponent in the, er, um, sensitive area.  For the 
        next round of combat, your opponent is considered to have a Rage of 1 
        for the purpose of playing combat cards.
        (Ron Spencer)


R     7   Massive Wound   Damage 5
        Usually only one combatant walks away from a Massive Wound - the one 
        who dealt it.
        (William O'Connor)

R     8   Mangle   Damage 6   Req: Crinos form
        Opponent can take no actions (other than regenerate) until this wound 
        is healed.
        (Stuart P. Beel)

R     9   Spine Crushed   Damage 7   (Req: Crinos form)
        Only usable in Crinos form.
        (John Cobb)

R     10   Entrail Rend   Damage 8
        Almost nobody can receive an Entrail Rend and walk away from it.
        (Chris McDonough [Brian LeBlanc?])