RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
The Umbra Expansion


THE UMBRA
Rules Additions
(card comes with each booster pack)

Stepping Sideways
     Any character can enter the Umbra; this is known as "stepping 
sideways."  A character enters the Umbra through a caern or by playing 
other special cards, and may step sideways - whether entering or leaving 
the Umbra - at the beginning of any Moot Phase.  Characters in the Umbra 
cannot vote in moots.

Attacking and taking actions
     Characters in the Umbra cannot interact with characters in the 
physical world, and vice versa.  With the addition of Umbra cards, a 
character can be an alpha in the Umbra and may attack other characters who 
are in the Umbra.

Caerns
     Caerns are mystical places of power for the Garou; they provide 
doorways between the physical and the spirit worlds.  Every caern has a 
prerequisite tribe; in order to bring the caern into play, you must have a 
member of that particular tribe among your pack.  Caerns come into play 
during the Equip/Ally Phase, and may at this time be discarded and 
replaced.  A pack can only have one caern in play at a time.

The Gauntlet
     Every caern has a Gauntlet which must be exceeded by a character's 
Gnosis in order for that character to be able to enter the Umbra.  If a 
character's Gnosis is equal to or greater than the Gauntlet, then the 
character can step sideways.  Place characters who cross the Gauntlet into 
the Umbral position of the playing field.

                            ----------------------- 
                           |                       |
                           |    Hunting Grounds    |
                ---------  |                       |
               |         |  ----------------------- 
               |         |                          
               |   The   |  ----------------------- 
               |  Umbra  | |                       |
               |         | |       Pack Area       |
               |         | |                       |
                ---------   ----------------------- 

Binding Spirits
     Normally, any spirit in the Hunting Grounds can be bound into 
service.  To Bind a spirit, you must first attack it from within the 
Umbra, declaring your intentions at the beginning of the fight.  Combat 
proceeds as normal.  If at the end of combat the damage you inflict is 
equal to or greater than the spirit's Health, the spirit will be bound, 
not destroyed.  Remove all damage cards played on it.  Bound spirits are 
worth half their Renown in victory points (round up) and are treated as 
allies for the rest of the game.  Bound spirits who are later killed are 
no longer worth any victory points to the pack that bound them.


Spirits and the Umbra
     A spirit "co-exists" in both the Umbra and the physical world.  
Unless stated otherwise, the spirit can either attack or be attacked by 
creatures in either world.

Cards from the Rage Basic Deck
     Certain Rage cards will function differently when played in the 
Umbra.  These cards are either expanded or altered slightly when played in 
this new setting.

     Rite [Moot] of Caern Building
          Every Rite [Moot] of Caern Building creates a private caern 
     which has a Gauntlet of 5.  Through use of this Rite [Moot], a pack 
     may build a caern through which its characters can step sideways.  
     However, a single pack may not have more than one caern in play at a 
     time.

     Umbral Escape
          This card cannot be played by an alpha already in the Umbra.  
     Furthermore, Gauntlet Fluxes can be played against the Gnosis 
     requirement of the Umbral Escape card, increasing or decreasing the 
     difficulty of escaping in this fashion.

     Enemies
          Certain Enemies from the basic deck are considered spirits.  
     They are: Hogling, Furmling, and Uktena Wyrmfoe.

     Allies
          There are also certain allies which are considered spirits.  
     These include: Gaffling Pest, Wolf Spirit, Flame Spirit and Faerie 
     Kin.

New Werecreatures
     Two new Werecreatures are featured in this supplement: [the] Corax - 
Wereravens, and [the] Nuwisha - Werecoyotes.  A Werecoyote's Manabozho 
form is the same as Crinos form.