RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
Rules Booklet (Limited Edition)


CREDITS

Concept: Mark Rein-Hagen
Game Design: Mike Tinney and Stephan Wieck
Game Design Contributions: Mark Rein-Hagen, Bill Bridges and
     Andrew Greenberg
Game Development: Mike Tinney
Editing: Cynthia Summers, Robert Hatch and Erin Kelly
Art Direction: Chris McDonough, Rich Thomas
Assistant Art Direction: Lawrence Snelly
Graphic Design: Chris McDonough, Michael Scott Cohen, Lawrence Snelly,
     John E. Park (J.P.), Shaggy Dixon, Aileen Miles, Kathleen Ryan,
     Matt Milberger
Playtesters: Jared Sorenson, Chris Boynton, Todd Estabrook, Larry Irish,
     Jan Wilkenson, Eric Reeder, Justin Achillie, Reade Achillie, Jene
     Hosey, Wendy Hosey, Bobby Hitt, Mitchell Olson, Derek Stutsman, Sean
     C. Lang, Jon Feibleman, Neil Strojny, Adam M. Coleman, Jason Liddic,
     Chris Cashell, Thom Hitzelberger, and Colleen Beinert
Based upon the World of Darkness created by Mark Rein-Hagen

     Rage, Werewolf: The Apocalypse, and White Wolf are trademarks of 
White Wolf, Inc.  (c) 1995 White Wolf, Inc.  All rights reserverd.  The 
card/hologram combination is a trademark of the Upper Deck Company.  All 
rights reserved.  Printed in the USA by the Upper Deck Company


INTRODUCTION

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


QUICK-START GUIDELINES

     If you want to begin playing Rage right away, follow these 
quick-start guidelines.  They provide all the information you need to get 
a simple game up and running.
     The rules of the game are very simple.  You design a customized deck 
(consisting of various combatants, items and special powers) and then 
battle your opponent(s).  By defeating opponents and accomplishing tasks, 
your pack earns "victory points."  The game is won when your victory point 
total equals or exceeds a predetermined level (called the Renown level).
     Important Note: These rules describe the general parameters of play.  
Rules presented on individual cards supersede these general rules.

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

    -----------    -----------         -----------    --       -- 
   |           |  |           |       |           |  |           |
   |           |  |           |       |           |               
   | Character |  | Character |       |   Sept    |      Sept     
   |           |  |           |       |   Deck    |    Discards   
   |           |  |           |       |           |               
   |           |  |           |       |           |  |           |
    -----------    -----------         -----------    --       -- 
    -----------                        -----------    --       -- 
   |           |                      |           |  |           |
   |           |                      |           |               
   | Character |                      |  Combat   |     Combat    
   |           |                      |   Deck    |    Discards   
   |           |                      |           |               
   |           |                      |           |  |           |
    -----------                        -----------    --       -- 

    ----------- 
   |           |
   |           |
   |  Victory  |
   |   Cards   |
   |           |
   |           |
    -----------

Choose the Renown Level
     The Renown level of the game determines its scope and length.  For a 
starter game, set the Renown level at 15.
     Characters also have Renown (denoted by the number in the top right 
corner of the character cards).  The total Renown of the characters in 
your pack cannoe exceed the Renown level of the game.  By defeating a 
rival character, a pack earns victory points equal to the defeated 
character's Renown.
     The Renown level also sets the victory condition of the game.  So, 
for a starter game, the first player to accumulate 15 victory points wins.

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

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

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

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

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

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

     Combat Phase - the Combat Phase is divided into many different 
subphases.
     - Combat hand redraw: Discard any unwanted combat cards in your 
     combat hand and redraw up to five cards from your combat deck (if 
     this is your first Combat Phase, simply draw five combat cards).  
     When you have used your entire combat deck, reshuffle the deck.
     - Select alpha: Each player selects one of his characters to be pack 
     alpha.  Players simultaneously move their alphas forward (see 
     diagram).  An alpha can be any character or ally in the player's 
     pack.


                                   ------- 
                                  | Alpha |
                                  | from  |
                                  |another|
                                  | pack  |
                                   -------   
   -------------------------------------------------------------------- 
  |                                                     -------        |
  |                                                    |       |       |
  |                        The Hunting Grounds         | Enemy |       |
  |                                                    |       |       |
  |                                                    |       |       |
  |                                                     -------        |
   -------------------------------------------------------------------- 
                                   ------- 
                                  |       |
                               _  | Alpha |
                               /| |       |
                             /    |       |
                           /       ------- 
                         /          _     
              -------   --   --     /|     -------   --   -- 
             |       | |       |  /       |       | |       |
             | Char. |   Char.  /         | Sept  |   Sept   
             |       |                    | Deck  |   Disc.  
             |       | |       |          |       | |       |
              -------   --   --            -------   --   -- 
              -------   -------            -------   --   -- 
   -------   |       | |       |          |       | |       |
  |       |  | Char. | | Ally  |          |Combat |  Combat  
  | Vict. |  |       | |       |          | Deck  |   Disc.  
  | Cards |  |       | |       |          |       | |       |
  |       |   -------   -------            -------   --   -- 
   ------- 

     - Alpha attacks: In order of Renown (highest to lowest), each alpha 
     can make one attack or pass and take no attack this phase.  An alpha 
     can automatically attack any other pack's alpha or anything in the 
     Hunting Grounds.  An alpha can also "call out," or challenge, any 
     character or ally in play who is not an alpha.  However, the 
     called-out character has the option to accept or decline this 
     challenge.  If the challenge is declined, the challenging alpha 
     forfeits his attack for this turn.
     - Combat rounds: As combat begins, players have the option of playing 
     any combat events or Gifts that affect combat.  Then players select 
     and simultaneously play one combat action card per character involved 
     in the combat (players select and present their cards at the same 
     time).  When characters exchange blows and damage each other, the 
     combat action cards played are placed on the injured character to 
     show the damage taken.
     - Changing Form: When a character takes damage equal to or greater 
     than his Rage, the player immediately flips over that character's 
     card, revealing the Crinos, or werewolf battle form.  The injured 
     character's Health score then equals the Health of the Crinos form 
     minus the damage the character has accumulated.  A character will 
     change to Crinos form before dying.
     - Dying: If the damage suffered by a character exceeds his/her Health 
     rating, the character dies.

     - Ending Combat: The attacker can retreat at the end of any combat 
     round.  Otherwise, combat ends when one of the following happens: 
     Every character on one side is dead, all characters on one side play 
     escape cards, or the attacker runs out of combat cards.  (If the 
     defender runs out of combat cards, his pack sits there and gets 
     pounded.)
     - Combat proceeds round by round, each player playing a combat action 
     card for each character in combat.
     - At the end of each combat, all players redraw up to five combat 
     cards.
     - Combat begins again; the alpha with the next-highest Renown 
     declares his/her attack or challenge.  The Combat Phase ends when all 
     alphas have taken their actions.
     - If you lose all of your characters, you are out of the game.

     Begin a New Turn - Go back to the redraw Phase and begin again.

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

     That's about it for the quick-start rules.  More specific rules can 
be looked up later in thie booklet.


THE CARDS

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

CHARACTER CARDS
     Character cards are double-sided.  One side depicts the character's 
breed form, while the other side shows his Crinos, or battle, form.  
(Cards depicting metis characters have the same picture on both sides.)  
Unless stated otherwise, characters begin the game in breed form.


 --------------------------- 
| ///       Syntax        2 |  <---- Name, Renown
|     -----------------     |
|    |                 |    |
|    |                 |    |
|    |                 |    |
|    |    character    |    |
|    |    portrait     |    |
|    |                 |    |
|    |                 |    |
|    |                 |    |
|    |                 |    |
|     -----------------     |
|Gl.Walkers  Ragabash  Homid|  <---- Tribe, Auspice, Breed
|                           |
| Rage   1    Syntax is an  |
| Gnosis 3    expert Monkey-|  <---- Statistics, Special Information
| Health 1    wrencher..... |
 --------------------------- 

Name
     The character's name is just that - his/her name.  The same character 
can be in more than one player's pack.  However, duplicates of a character 
may not begin the game in the same pack.

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

     Ragabash - New Moon: The Trickster.
     Theurge - Crescent Moon: The Seer.
     Philodox - Half Moon: The Judge.
     Galliard - Gibbous Moon: The Moon Dancer.
     Ahroun - Full Moon: The Warrior.

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

     Homid - The character was born to human parents.
     Lupus - The character was born to wolf parents.
     Metis - The character was born to a forbidden union of two Garou.
             Metis are deformed and shunned.

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


     Black Furies - Fierce and deadly, these warrior women defend the
                    wilderness.
     Bone Gnawers - City dwellers, often mistaken for bums.
     Children of Gaia - The most peaceful of all the tribes.
     Fianna - Of Celtic descent, the Fianna are fun-loving and
              rambunctious.
     Get of Fenris - These proud warrios are largely of Norse descent.
     Glass Walkers - These shrewd businessmen have made the city their new
                     territory.
     Red Talons - These brutal, bloodthirsty wolves hate humans and their
                  cities.
     Shadow Lords - Power-hungry and ominous, these Garou are intent on
                    gaining control of any situation.
     Silent Striders - Travelers and wanderers, originally from Egypt.
     Silver Fangs - Descended from kings, these Garou are the natural
                    leaders of the 13 tribes.
     Stargazers - Originally from the East, these Garou seek wisdom and
                  enlightenment.
     Uktena - These Garou dabble in many mysteries and know more about
              spirits than most other Garou do.
     Wendigo - Fiercely proud, the Wendigo are descended from Native
               Americans.

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

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

Special Information
     Many character cards contain special information.  This information 
usually describes some unusual weakness or advantage the character has 
(such as additional voting power).

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


SEPT CARDS
     Your sept deck comprises the bulk of your noncombat actions.  Many 
different types of cards compose the sept deck.  The card types are as 
follows: Actions, Equipment, Gifts, Allies, Enemies, Events, Moots, and 
Rites.  The rules written on these cards supersede any other rules of the 
game.

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

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

Gifts
     Gifts are special abilities that all Garou possess.  Most Gifts can 
only be used by certain breeds, tribes or auspices.  To use a Gift, a 
character must meet both the bree/tribe/auspice requiemtn and the Gnosis 
requiment.  If a card's requirements are (Lupus, Wendigo, Philodox), the 
character must be either a Lupus, Wendigo or Philodox to use the Gift.  He 
does not have to be all three.
     Unless otherwise stated, Gift cards can be played at any time.

Allies
     Allies can work with your pack and aid the pack members.  They can 
take actions and act as alphas (see "Combat").  However, allies are not 
truly members of your pack.  They have no voting privileges and cannot 
remain in the game if all werewolves in your pack are dead.  Allies are 
played during the Equip/Ally phase (see below).

Enemies
     Enemies are placed directly into the Hunting Grounds.  They represent 
the greater evil of the Wyrm.  Garou can gain Renown by slaying enemies.  
Some enemies have special abilities that affect the game until they are 
removed from play.  Enemies are played during the Equip/Ally Phase.

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

Moots
     Each moot has a Renown cost.  A player must have a Garou of that 
Renown or greater in order to call that moot.  Each Garou receives a 
number of votes equal to his/her Renown.  A moot must have a winning 
number of votes in order to pass.  Moot cards are played during the Moot 
Phase.  Moots that tie fail.

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


Past Lives
     These very rare cards can be played on a werewolf of the appropriate 
tribe.  That tribe member is then imbued with the spirit of his tribe's 
greatest hero.  Past Lives can be played before the game begins.  
Alternatively, a player can hold a Past Life in his sept hand.

LAYING OUT THE CHARACTER CARDS
     Rage cards are designed to lay out in a "T" formation around a 
character, making it easy to display all of the equipment a character 
possesses, all Gifts or Rites that affect him/her, and any damage cards 
that have injured him/her.  You'll notice the artwork on the cards is 
designed to be displayed best using the "T" formation shown in the diagram 
below.

        ---  ---  -------  ---  --- 
       |    |    |       |    |    |
       |Gift|Rite| Char. | Eq.| Eq.|
       |    |    |       |    |    |
       |    |    |       |    |    |
        ---  ---  -------  ---  --- 
                 | Combat|
                  ------- 
                 | Combat|
                  ------- 


RULES

STARTING A GAME
     The game begins when you decide the game's Renown level.  A player's 
deck cannot exceed the Renown level of the game.  A deck's Renown level 
equals the total Renown of all characters in the deck.  The standard game 
ranges from 15 to 25 Renown.

Renown of Game       Game Length
     10              30 minutes or less
     15              30-45 minutes
     20              30-60 minutes
     25              60-90 minutes
     30              90 minutes +

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

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

Separate Your Deck
     Your deck includes both combat and sept cards.  Separate these two 
types of cards into two separate decks.  You must play with a minimum of 
20 combat cards and 25 sept cards.


Actions
     Actions define the scope and pace of the game.  A character can take 
as many actions as he/she has cards to play.  There are two types of 
actions: automatic and card.
     Automatic actions are actions that any character can take, but 
usually only at specific times of the game.  Automatic actions include: 
regeneration, trading equipment (if you have something to trade), voting 
in a moot, defending in combat, and attacking in combat (if the character 
is alpha).
     Card actions include: using Gifts, calling a moot vote, invoking 
Rites, performing special actions, equipping, and recruiting allies.
     Certain actions can take place at any time during the turn sequence.  
Gift cards, event cards and Rite cards may be played by a character at any 
time (unless the card specifies otherwise).  Event cards are not 
considered to be actions, but rather circumstances that affect characters 
in the game.

Combat

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

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

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

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

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

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

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

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

     The Umbra
     The Umbra is the spiritual realm that all Garou have the ability to 
access.  Spirit allies and enemies can freely access the Umbra.  Any 
character in the Umbra can freely interact with a spirit or with another 
character already in the Umbra.  More information and intrigue will be 
presented in the upcoming supplement The Umbra.

Victory Points and Ending the Game
     Characters and enemies whom your pack and allies defeat are placed in 
your victory pile and added to your victory point total.  The basic game 
ends when, at the end of a turn, one player has reached the game's Renown 
level in accumulated victory points.  In case of a tie the game goes into 
"sudden death."  The game continues on a turn-by-turn basis until one 
player has accumulated more victory points than his/her opponent(s) at the 
end of a given turn.
     Other variations of the game can be played; these will be discussed 
further in Savage Attack: the Players Guide to Rage.



ANY COMMENTS?

     If you have further comments or questions, you can contact us via 
mail or e-mail.  We're looking forward to hearing from you.

     Rage Questions
     White Wolf Inc.
     Suite 100, 780 Park North Blvd.
     Clarkston, GA 30021

     If you write us, be certain to include a SASE (self-addressed stamped 
envelope).  E-mail correspondence can be sent to alt.games.whitewolf.rage 
[btw, this is actually a newsgroup, and not an e-mail address; I believe 
e-mail correspondence can be sent to ragecom@aol.com].


COMING ATTRACTIONS

     What's next from Rage?  You can look forward to seeing the following 
products throughout the year.

SAVAGE ATTACK: A PLAYERS GUIDE TO RAGE
     Coming in June from White Wolf, this pocket players guide includes 
new playing strategies and several play variants.

THE UMBRA
     The first card supplement for Rage, scheduled for release in August.  
The Umbra explores the mystical spirit realm of the werewolves.  Included 
are new victory conditions, new allies and enemies, and 13 new and 
powerful caerns.

THE WYRM
     Coming in December, this card supplement takes you to the other side 
of the battle.  Now you can add or create a deck of Wyrm creatures who 
fight to destroy Gaia and all that is natural.

RAGE NOVELS

Breathe Deeply, by Don Bassingthwaite
Coming in July 1995
     Smell the wind?  It carries the scent of glory.  In the rainforests 
of the Amazon, werewolves fight a holy war against the giant corporation 
Pentex.  But these Garou also fight each other.  Pack against pack.  Tribe 
against tribe.  Openly or covertly.  Competing for power and glory.  Into 
this conflict is thrown Peter Ward, a Glass Walker Garou from wintry 
Toronto.  Peter must navigate the rivalries, prejudices, and unthinking 
Rage that together drive the werewolves.  Because Peter has a secret.  
Somewhere in the jungle is a flower.  And unless Peter can find it, Garou 
will die, and the scent on the wind will be death.

The Silver Crown, by Bill Bridges
Coming in September 1995
     The King of the Silver Fangs is dead - long live the King!
     The tribe is town by inner strife as two werewolves battle for 
ascension to the throne.  Lord Albrecht, long exiled from the courts of 
his tribe, must return to claim the throne lest his corrupt cousin gain 
the leadership of the Fangs - and deliver the tribe into the hands of the 
Wyrm.



LEXICON

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

Apocalypse: The age of destruction, the final cycle, the birth of death,
     the everlasting corruption, the end of Gaia - a word used in Garou 
     mythology to denote the days of the final battle with the Wyrm, which 
     many consider to be the present.
Auspice: The phase of the moon under which a particular Garou was born.
     Commonly thought to determine personality and tendencies.
Blight: Any corrupted area in either the spirit world or physical reality.
Breed: The ancestry of a Garou, be it wolf, human or other Garou.
Caern: A sacred place where the Garou can come into close contact with the
     spirit world.
Celestine: The greatest spirits - the closest beings the Garou have to
     gods.
Crinos: The half-wolf, half-human form of the Garou.
Domain: The territory claimed and patrolled by a pack or sept.
Enemy: The natural foes of the Garou.  They are placed in the Hunting
     Grounds.  All enemies are considered to be "of the Wyrm."
Gaia: The earth and related realms, both in physical and spiritual form;
     the Mother Goddess.
Garou: The werewolves' term for themselves.
Gnosis: The spiritual power of a character or creature.
Health: The amount of damage someone or something can sustain before being
     killed or destroyed.
Homid: A Garou of human ancestry.
Incarna: Children of the Celestines, but still greater spirits by any
     measure; demigods.
Klaive: A fetish dagger, usually of great spiritual potency and nearly
     always made of silver.
Litany: The code of laws kept by the Garou.
Lupus: Garou of wolf origin.
Metis: The sterile offspring of two Garou.  Often deformed and generally
     reviled by Garou society.
Moon Bridge: A mystical gate between two caerns which appears during
     ceremonies held at such a place.
Moot: A conclave of werewolves.
Pack: A small group of Garou bound to each other by ties of friendship and
     mission as opposed to culture.
Renown: The status a character holds in werewolf society.  Renown also
     measures the general worth and power of allies and enemies.
Totem: The spirit taken by an individual or tribe to represent its inner
     nature.
Tribe: The larger community of Garou.  Tribe members are often bound by
     similar totems and lifestyles.
Umbra: The part of the spirit world that exists around the Earth.
Weaver, the: Manifestation and symbol of order and pattern.  Computers,
     science, logic and mathematics are examples of the influence of the 
     Weaver on the material plane.
Wyld, the: Manifestation and symbol of pure change.  The chaos of
     transmutation and elemental force.
Wyrm, the: Manifestation and symbol of evil, entropy and decay in Garou
     belief.  Vampires are of the Wyrm, as are toxic waste and pollution.



TURN SEQUENCE

o Redraw Phase
o Regeneration Phase
o Equip/Ally Phase
o Moot Phase
o Combat Phase
  - Draw Combat Cards
  - Select Alphas
  - Alpha Actions
o Begin new turn with Redraw Phase