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