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