RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
The War of the Amazon Expansion
(135 cards, and 5 foil cards)  (45C, 60U, 30R, 5UR)
(50 gaia (16c,24u,10r), 41 gaia/wyrm (14c,18u,9r), 44 wyrm (15c,18u,11r))

Long Card Info List
V1.21  11/20/96

Rage, The War of the Amazon, 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
              Albert S. Wang


CHARACTER_CARDS: (by Renown)  (18 characters total)  (8C, 6U, 4R)

GAIA CHARACTERS: (9 gaia characters) (4c, 3u ,2r)

Bastet: (Fe = Feline)
C     1   Frenar       Fe: 1 1 1   C: 2 1 2
        Eager to prove himself, Frenar can switch places with his pack alpha 
        if that alpha is attacked.
        (Richard Case)
C     5   Svajda        H: 2 4 2   C: 5 4 5
        Svajda possesses a distracting beauty.  Once per game she may end any 
        attack against her before any Combat Actions are played.  This action 
        will revert her to Homid form.
        (LA Williams)
U     7   Markhat      Fe: 3 5 4   C: 8 5 9
        Markhat will not under any circumstances join a pack with Get of 
        Fenris, Shadow Lords, or Silver Fangs.
        (Ron Spencer)
R    10   Black Claw   Fe: 5 4 5   C: 9 4 10
        Black Claw is practiced in many mystical Rites.  As his alpha action 
        he may double his Gnosis for the purposes of using Gifts or 
        Equipment.  This doubling lasts until the beginning of the next 
        Combat Phase.
        (LA Williams)

Mokole': (Su = Surchid; Ar = Archid)
C     2   Juki, "Sun Halo"           H: 1 3 1   Ar: 1 3 2
        Wyrm creatures in combat against Juki act at -1 Rage.
        (William O'Connor)
C     5   Rytti, "Horned Thunder"   Su: 2 2 3   Ar: 5 2 5
        On the combat round following Rytti's transformation into Archid 
        form, he may play 2 Combat Actions instead of 1.
        (Brian LeBlanc)
U     6   Roars Like Thunder         H: 2 5 3   Ar: 5 5 5
        When in Archid form, Roars Like Thunder's challenges cannot be 
        refused.  She may escape any combat after the 4th round.
        (Rebecca Guay)

R     9   Breath of Fire            Su: 4 7 5   Ar: 7 7 8
        At the beginning of each combat, Breath of Fire has the option of 
        doing aggravated damage.  If he chooses to do so, he must randomly 
        discard 2 Combat cards.
        (Ron Spencer)

Other (Black Furies):
U     5   Alestro   Ahroun   H: 3 4 3   C: 7 4 7
        One of the few remaining native Black Fury Amazons, Alestro will not 
        join a pack unless a Black Fury, Uktena, Mokole' or Bastet is also 
        present.
        (Rebecca Guay)

WYRM CHARACTERS: (9 wyrm characters) (4c, 3u, 2r)

7th Generation: (regen: N,  frenzy: N,  step sideways: N)
C     4   Tamara Lovegrove   Med   Eater-of-Souls   H: 2 2 2
        While in play, Tamara can choose any 1 Garou character and 'lock' 
        them into whichever form they're in (Homid, Crinos or Lupus).  This 
        cannot be done until the second turn of play, but will last for as 
        long as Tamara does.
        (Steve Casper)

Bane: (regen: Y,  frenzy: Y,  step sideways: Y)
C     5   Dr. Pearvos Smythe, the Hunter   Defiler   H: 2 2 3   B: 5 5 5
        Dr. Smythe may begin the game armed with a Shotgun and a Flak Jacket.
        (Jamie Tolagson)

Black Spiral Dancer: (regen: Y,  frenzy: Y,  step sideways: Y)
C     3   Fangs-Through-Eye    Ahro   Beast-of-War   M: 4 2 4
        Whacked-out and prejudiced, Fangs-Through-Eye will never act to 
        defend a Fomori in the Hunting Grounds.
        (Jamie Tolagson)
U     6   Rends-the-Innocent   Gall   Defiler        H: 2 5 3   C: 6 5 7
        Rends-the-Innocent can use Galliard Gifts in addition to his normal 
        ones.
        (Ash Arnett)

Pentex: (fomori   -   regen: N,  frenzy: Y,  step sideways: N)
        (executives - regen: N,  frenzy: N,  step sideways: N)
C     1   Juicy Johnes       Fom,Ili   (none)         H: 1 1 1   B: 1 1 1
        Juicy subtracts 2 Gnosis from whoever kills him.  This Gnosis penalty 
        lasts until the end of the game.
        (Ron Spencer)
U     4   Prentice Turner    Exec      Beast-of-War   H: 2 4 4
        A morale officer, Prentice gives each member of his pack +1 Rage 
        while he is in play.
        (John Matson)
U     7   Athena             Fom,Ili   Beast-of-War   H: 4 3 4   B: 8 3 8
        Operating under a code name, this former government agent has been 
        "recruited" by Pentex for their guerilla warfare in the Amazon.
        (Brian LeBlanc)
R     9   Barnaby Shadrack   Exec      Defiler        H: 3 4 5
        Barnaby can begin the game equipped with a Submachine Gun.  A 
        Submachine gun will always do aggravated damage in Barnaby's hands.  
        He can choose to ignore the effects of any Gifts used upon him and 
        adds 2 cards to your sept hand.
        (Drew Tucker)


Other (Corrupt Bastet): (regen: Y, frenzy: Y, step sideways: Y)
R     6   Atahualpa "Blood of the Incas"   Defiler   Fe: 3 6 4   B: 9 4 6
        Atahualpa cannot withdraw from combat or play escape cards until 
        after the 4th round of combat.  She can still use Bastet Gifts.
        (Richard Case)


SEPT_CARDS:  (111 sept cards total)  (36C, 51U, 24R)

Allies: (by Renown)  (12 allies)  (5c, 5u, 2r)

Gaia Allies: (4 gaia allies) (1c, 2u, 1r)
C     4   Ewaipanoma   ?: 3 1 5   Req: Uk, BF, Mokole', Bastet or El Dorado
        (no text)
        (Mark Jackson)
R     5   Orville   F: 7 6 8   Req: Any Gaia Character
        A defector fomori, Orville knows things about things.  When he is 
        engaging a Battlefield, the engaging Renown of the opposing side is 
        reduced by 3.  Orville can only reduce the opposing side of a 
        Battlefield if it is of the Wyrm.  Packs with Orville as an ally 
        cannot vote in moots.  Orville is considered to be in Battle form.
        (Shea Anton Pensa)
U     6   Amazon Warriors   H: 6 4 5   Req: Black Fury, Uktena
        Amazons are the native Black Fury Kinfolk.  They can use Black Fury 
        Gifts.
        (Dennis Calero)
U     6   Spirit Tiger      S: 7 2 5   Req: Gnosis 7; Bastet or Uktena
        This ferocious jungle spirit may not take any actions (other than 
        defense) during the turn it is brought into play.
        (Ash Arnett)

Gaia/Wyrm Allies: (3 gaia/wyrm allies) (2c, 1u, 0r)
U     2   Brazilian Bureaucrat   H: 1 0 1   Req: Pentex or Glass Walker
        The Bureaucrat may remove any 1 Battlefield from play once per game.  
        The Bureaucrat cannot affect a Battlefield that is already engaged.
        (Steve Casper)
C     3   Tribal Warriors   H: 2 1 3   Req: Anyone who will listen to their
                                            tragic story.
        Often misguided, the Tribal Warriors will lend their support to any 
        who pretend to care about their plight.  They are considered to be 
        Renown 1 for the purposes of joining a Battlefield conflict.
        (Barb Armata)
C     6   Avahuasca   WyldS: 1 5 1   Req: Theurge, Uktena or Lupus
        The Avahusca [Avahuasca] is a Wyld spirit of prescient visions.  Any 
        pack with this ally may treat all of their characters as 1 Renown 
        less for the purposes of pack actions.
        (Andrew Kudelka)

Wyrm Allies: (5 wyrm allies) (2c, 2u, 1r)
C     2   Misfit Fomori   F: 4 1 2   Req: Bane
        Experiments gone horribly wrong, most of these things are destined 
        for the gas chambers.  However, some still get appropriated by 
        executives when they have to reinforce the Amazon front during a 
        budget crunch.
        (Brian Horton)

U     6   The Cleaner       H: 5 2 5           Req: Pentex or 7th Generation
        A specialist in charge of 'taking care' of trouble spots.  The 
        Cleaner may attack the highest Renown Gaia character or ally at the 
        beginning of each Combat Phase, before alphas are chosen.  He is 
        considered armed with a 9mm semi-auto pistol.  If disarmed, his Rage 
        becomes 4.
        (Ash Arnett)
R     6   Tremere Warlock   H: 4 7 5 (Regen)   Req: 7th Generation
        The Tremere Warlock can use Defiler, 7th Generation, and Wendigo 
        Gifts.
        (Lawrence Snelly)
C     6   Unbound Bane      B: 1 5 2           Req: Bane
        You may discard the Unbound Bane during any Redraw Phase and bring 1 
        victim of equal or less Gnosis into your pack as an ally.
        (Steve Casper)
U     7   Unseelie Troll   Req: Pentex Executive
        Having sworn an oath of fealty to Pentex, the Unseelie Troll is a 
        formidable ally indeed.  He can use Beast-of-War and Eater-of-Souls 
        Gifts.  The Troll is considered to be in Crinos/Battle form.
        (Richard Thomas)


Enemies: (by Renown)  (8 enemies)  (4c, 2u, 2r)
C     1   Tourist Litterbug Lout   H: 1 0 2
        Teach this clown a lesson.
        (Brian Horton)
C     3   Anaconda Gafflings    S: 3 4 2
        The Anaconda Gafflings can use Defiler and Bane Gifts.
        (Matt Milberger)
C     3   Pentex Patrol         H: 2 0 2
        No Wyrm-defended Battlefield may be engaged while a Pentex Patrol is 
        in play.
        (Mike Chaney & Matt Milberger)
U     3   Pentex Supply Lines   P: 1 0 2
        While in play, Pentex characters and allies can regenerate during the 
        Regeneration Phase.
        (Jeff Holt)
C     4   Pentex Strip Miners   H?: 2 0 2
        All Gaia characters are at -1 Gnosis while the Pentex Strip Miners 
        are in play.
        (SCAR)
R     5   El Guapo                 H: 3 2 5
        El Guapo, infamous leader of a South American paramilitary group, may 
        play 2 Combat Actions per round, but may never play a Dodge, Evasion 
        or Fancy Footwork.  Only 1 El Guapo can be played per game.
        (Richard Thomas)
U     5   Excitable Good Ol' Boy   H: 4 1 3
        The Good Ol' Boy will run amok and attack the lowest Renown alpha 
        before any alphas can act at the beginning of each Combat Phase.  If 
        alphas are tied, the Good Ol' Boy will attack a Gaia alpha before 
        attacking a Wyrm alpha.  If a Wyrm alpha kills the Good Ol' Boy in 
        this fashion, the alpha's pack will get victory points for the kill.
        (Erin Dixon)

R     6   Suicide Fomori Team   F: 4 3 6
        Attackers may not freely break off combat with the Suicide Fomori 
        Team.  If combat with this team lasts past 3 rounds, these fomori 
        explode, doing 2 aggravated damage to the highest Renown opponent in 
        combat against them.  These fomori are worth no victory points if 
        they explode.
        (Richard Thomas)


Victims: (by Renown)  (8 victims)  (3c, 2u, 3r)
C     1   Granola Pete   H: 1 1 1
        Get a haircut, hippie!
        (Lawrence Snelly)
C     2   Cityboy Kinfolk   H: 3 1 3
        Invigorated by the war in the jungle, this fool has traveled down to 
        join the cause.  Unfortunately he's more of a burden than an asset.
        (Sto)
C     3   Hapless Villagers   H: 2 1 2
        Although the Garou fight valiantly, it is villagers like these who 
        pay the ultimate price for Pentex's greed.
        (Mike Chaney and Matt Milberger)
R     4   Candomble Witch Doctor   H: 1 7 3
        Ancient and wise, the Witch Doctor has learned many of Gaia's 
        secrets.  He may use breed Gifts.
        (Brian Horton)
R     4   Liberal Pop Singer       H: 2 0 2
        The Liberal Pop Singer counteracts the effects of 1 Mass Pollution 
        card while he is in play.
        (Michael Scott Cohen)
U     5   Environmental Action Group   H: 4 0 3
        The E.A.G. removes 1 Mass Pollution card from play at the end of each 
        Combat Phase.  Any pack with a Kinfolk Environmental Activist as an 
        ally may take the E.A.G. as an ally as well, once the Group has 
        survived one Combat Phase in the Hunting Grounds.  If there is more 
        than 1 Environmental Activist in play this victim will remain in the 
        Hunting Grounds.
        (Scott Fischer)
U     5   Wild Animals              Anim: 6 3 4
        Guided by Gaia herself, this pack of jungle creatures will attack the 
        highest Rage Wyrm character at the end of each Combat Phase.
        (Mark Jackson)
R     6   Outcast Bastet   BastetH?: 4 4 5
        Outcast from her tribe, this Bastet now lives on the run.  After 
        three turns in the Hunting Grounds, she will join a Gaia pack, 
        selected at random, as an ally.  If the pack she intends to join has 
        Bastet characters in it, remove this victim from play.  The Outcast 
        can use Bastet and Ragabash Gifts.
        (Dennis Calero)


Battlefields: (by Renown)  (20 battlefields) (6c, 11u, 3r)

Gaia Battlefields: (9 gaia battlefields) (2c, 5u, 2r)
C     3   Forestry Outpost Raid   (Gaia, 12)
        Att: Gaia Pack   Ren 12   Draw 2 additional combat cards.
        Def: Wyrm Pack   Ren 10   Draw 3 additional combat cards.
        (Dennis Calero)

C     3   Temple Ruins Ambush     (Gaia, 10)
        Att: Gaia Pack   Ren 10   Draw 2 additional combat cards.
        Def: Wyrm, Mok or Bast   Ren 10   Draw 3 additional combat cards.
        (Mark Jackson)
U     3   Warehouse Brawl         (Gaia, 10)
        Att: Draw 1 additional combat card.  No weapons may be used.
        Def: Draw 1 additional combat card.  No weapons may be used.
        (Mike Chaney & Matt Milberger)
U     4   Surveillance Foray   (Bast/Mok, 12)
        Att: Bast or Mok Alpha   Ren 12   Draw 1 combat card.  You may look 
        at the defender's sept hand after attack and defense are declared, 
        but before the first round of combat.
        Def: Gaia or Wyrm   Ren 20   Draw 1 additional combat card.
        (Adam Rex)
U     4   Urban Clash          (Gaia, 14)
        Att: Gaia Pack   Ren 14   Draw 2 additional combat cards.
        Def: Wyrm Pack   Ren 15   Draw 2 additional combat cards.
        (Brian Horton)
U     5   Hellhole Assault      (Umbral Gaia, 10)
        Att: Gaia Pack   Ren 10  Must be Umbral   Draw 4 additional combat 
        cards.  Only 1 Hellhole Assault may be played per game.
        Def: Wyrm Pack   Ren 20  Must be Umbral   Draw 4 additional combat 
        cards.
        (Ron Spencer)
U     5   Supply Station Raid   (Gaia, 20)
        Att: Gaia Pack   Ren 20   Draw 3 additional combat cards.
        Def: Wyrm Pack   Ren 15   Draw 4 additional combat cards.  Pentex 
        characters and allies are at -2 Renown for the purpose of totaling 
        Pack Defense.
        (William O'Connor)
R     8   Pentex Headquarters   (Gaia, 20)
        Att: Gaia Pack   Ren 20   Draw 8 additional combat cards.  Only 1 
        Pentex Headquarters may be played per game.
        Def: Wyrm Pack   Ren 25   Draw 10 additional combat cards, 1 
        additional sept card.
        (Brian LeBlanc)
R    10   Battle of Screaming Mud   (BFury, 10)
        Att: Black Fury Alpha   Ren 10   Draw 4 additional combat cards.  
        Attackers are at 1/2 Rage (round up).  Attackers cannot withdraw, 
        hoever Umbral Escapes cannot be prevented.  Only 1 Battle of 
        Screaming Mud may be played per game.
        Def: Black Spiral Dancer Alpha   Ren 20   Draw 3 additional combat 
        cards.
        (Scott Fischer)

Gaia/Wyrm Battlefields: (3 gaia/wyrm battlefields) (1c, 2u, 0r)
C     1   Border Territory Skirmish   (Gaia/Wyrm, 8)
        Att: Gaia or Wyrm   Ren 8   Draw no additional combat cards.
        Def: Attacker's Enemy (Wyrm if Gaia, etc.)   Ren 8   Draw no 
        additional combat cards.
        (Brian Horton)
U     5   Den of Rorth, Son of Bast   (Wyrm (Garou), 20 (15))
        Att: Wyrm (or Garou)   Ren 20 (15)   Wyrm draw 4 additional combat 
        cards.  Garou draw 3 additional combat cards.  Only 1 Den of Rorth 
        may be played per game.
        Def: Bastet Alpha (or other)   Ren 25 (10)   Bastet draw 4 additional 
        combat cards.  Any other Gaia[] alpha draw 2 combat cards.
        (Brian LeBlanc)

U     6   War of Attrition   (Any, 20)
        Att: Any   Ren 20   Draw 4 additional combat cards.
        Def: Any   Ren 20   Draw 4 additional combat cards.  If this combat 
        does not last 5 rounds, this Battlefield remains in the Hunting 
        Grounds and is worth no victory points.
        (Adam Rex)

Wyrm Battlefields: (8 wyrm battlefields) (3c, 4u, 1r)
C     2   Routing Deforestation   (Wyrm, 10)
        Att: Draw 1 additional combat card.
        Def: Draw 1 additional combat card.
        (Jeff Holt)
C     3   Village Annexation   (Wyrm, 15)
        Att: Wyrm Pack   Ren 15   Draw 2 additional combat cards.
        Def: Gaia Pack   Ren 10   Draw 2 additional combat cards.  Act at +2 
        Rage.
        (Drew Tucker)
U     4   Battle of Vista Cataract   (Wyrm, 15)
        Att: Wyrm Pack   Ren 15   Draw 1 additional combat card.  Attackers 
        may not yield this battlefield.
        Def: Gaia Pack   Ren 15   Draw 1 additional combat card.  No Combat 
        Actions of Rage 7 or higher may be played.
        (Andrew Kudelka)
U     4   Feathermound Skirmish      (Wyrm, 10)
        Att: Wyrm Pack   Ren 10   Draw 2 additional combat cards.
        Def: Gaia Pack   Ren 10   Draw 1 additional card +1 per spirit ally.  
        Only spirit allies may pack defend with the alpha.
        (Brian LeBlanc)
C     4   Ring of Fire               (Pentex, 15)
        Att: Pentex Alpha   Ren 15   Draw 1 additional combat card per 
        participant.
        Def: Gaia Pack   Ren 10   Draw 3 additional combat cards.  No damage 
        cards may be played during the first round of combat.
        (Shea Anton Pensa)
U     6   Grrash tak'hyrrr     (Wyrm, 15)
        Att: Wyrm Pack   Ren 15   Draw 3 additional combat cards.  Only 1 
        Grrash tak'hyrrr can be played per game.
        Def: Mokole['] Alpha (or other)   Ren 25 (10)   Mokole' draw 6 
        additional combat cards.  Any other Gaia alphas draw 2 combat cards.
        (SCAR)
U     6   Riverbank Enfilade   (Wyrm, 15)
        Att: Wyrm Pack   Ren 15   Draw 3 additional combat cards.  Attacker 
        cannot use Gifts, Equipment, or Combat Events to bring additional 
        characters into the attack.
        Def: Gaia Pack   Ren 20   Draw 3 additional combat cards.
        (Brian LeBlanc)
R     7   Ranch Apocalypse   (Wyrm, 20)
        Att: Wyrm Pack   Ren 20   Draw 8 additional combat cards.  Only 1 
        Ranch Apocalypse may be played per game.
        Def: Gaia Pack   Ren 25   Draw 9 additional combat cards.
        (Brian LeBlanc)


Equipment: (by Gnosis)  (11 equipment cards)  (3c, 6u, 2r)

Gaia Equipment: (none)


Gaia/Wyrm Equipment: (10 gaia/wyrm equipment) (3c, 5u, 2r)
C     -   Bivouac
        The equipped character may heal 1 additional damage card per 
        Regeneration Phase.
        (Sto)
U     -   Experimental Cybernetics   [Req: Wyrm creature or GWalker]
        Only equippable by Wyrm creatures and Glass Walkers.  The equipped 
        character gains 2 Rage and 1 Health, but loses 2 Gnosis.
        (Robert Dixon)
U     -   Fool's Gold
        During the Equip/Ally Phase,[(remove comma)] after a character equips 
        or receives Fool's Gold, he can trade it to any other character in 
        play in exchange for any 1 piece of equipment.  The character must 
        still meet any requirements before he can use that piece of 
        equipment.
        (Andrew Bates)
U     -   Heavy Machine Gun   Weapon   Req: Crinos form
        Play up to 2 damage-dealing Combat Actions of Rage 5 or lower each 
        round of combat.  However, if the Rage of either of your Combat 
        Actions equals your opponent's Combat Action(s), the gun jams and 
        cannot be used for the duration of the combat.
        (Mike Chaney & Matt Milberger)
U     -   Lost Map
        The character can act as defending alpha for ANY Battlefield in play.
        (Mark Jackson)
C     -   Machete             Weapon   Req: Homid form
        The equipped character plays Combat Actions at +1 Rage.
        (Jeff Holt)
U     -   Nerve Agent         Weapon
        Play on 1 target in combat with the equipped character.  That target 
        is removed from combat for 1 round.  Discard Nerver Agent upon use.
        (William O'Connor)
R     -   Rocket Launcher     Weapon   Req: Homid form
        The equipped character may play 1 Combat Action, up to Rage 12.  
        Discard the Rocket Launcher upon use.
        (Mike Chaney & Matt Milberger)
C     -   Tracer Rounds
        A character equipped with Tracer Rounds is considered -1 Renown for 
        the purposes of engaging a Battlefield.
        (Matt Haley)
R     4   Mantle of El Dorado   Fetish, Bane Fetish
        When equipped by a character, [the Mantle allows] his/her pack 
        may[to] draw 3 additional sept cards during the Equip/Ally Phase.  
        The Mantle may not be used on the turn it is brought into play.  Only 
        1 Mantle of El Dorado can be in play at a time.
        (Richard Thomas)

Wyrm Equipment: (1 wyrm equipment) (0c, 1u, 0r)
U     3   Spiral Boomerang   Bane Fetish
        Select 1 character you're in combat with.  That character is forced 
        into the Umbra and the Hunting Grounds for 2 turns, after which 
        he/she returns to the physical world and his/her pack.  Discard the 
        Spiral Boomerang upon use.
        (SCAR)



Gifts: (by Gnosis)  (22 gifts)  (7c, 11u, 4r)

Gaia Gifts: (15 gaia gifts) (5c, 7u, 3r)
C     2   Leap of the Kangaroo   Req: Lupus
        The Gift user can join his/her pack in any Battlefield conflict.  
        This character does not count toward the total Battlefield Renown.  
        Also, no additional cards are drawn for this character.  Discard this 
        Gift after its effects take place.
        (Brian LeBlanc)
C     2   Shriek                 Req: Bastet, Corax  [& Gn. > opp.]
        The Gift user emits a loud Shriek.  Any opponents in combat who have 
        less Gnosis than the Gift user act at 1 Rage for the next round of 
        combat.  Discard this Gift upon use.
        (Drew Tucker)
C     4   Bellow                Req: Mokole'
        The Gift user forces all opponents in combat against him to flee, 
        ending combat.  The targeted opponents act at -2 Rage until their 
        next Regeneration Phase.  Discard this Gift upon use.
        (Chris McDonough)
C     4   Feline Grace          Req: Bastet, Lupus
        For the duration of the current combat, the Gift user dodges any of 
        his/her opponent's Combat Actions whose Rage equals his/her Combat 
        Action's Rage.
        (Brian Horton)
U     4   Lord of the Jungle    Req: Bastet, Uktena, Black Fury
        The Gift user can attack any character or ally in play immediately 
        but will not interrupt a combat that has already taken place (like a 
        Sneak Attack).  This does not count as an alpha action.  Discard this 
        Gift upon use.
        (Rebecca Guay)
C     4   Spirit of the Tiger   Req: Ahroun, Bastet, Stargazers
        The Gift user can draw 1 additional combat card for any Battlefield 
        conflict he/she is involved in.  This Gift is permanent until 
        canceled.
        (Ron Spencer)
U     5   Night Terror             Req: Bastet
        The Gift user may force any 1 pack to skip its next Redraw Phase.  
        Discard this Gift once its effects have taken place.
        (Dennis Calero)
R     5   Swift Reconnaissance     Req: Ragabash, Silent Strider
        The Gift user may see his/her opponent[']s Combat Action before it is 
        played and select his/her own Combat Action once his/her opponent[']s 
        has been seen.  The Gift user must play a Combat Action during each 
        round of combat.  Discard this Gift after 3 rounds of combat have 
        passed, or the current combat ends.
        (Barb Armata)
U     5   Tribal Wisdom            Req: Philodox, Silver Fang, Silent Strider
        The Gift user may search through his/her sept deck and bring any 1 
        Battlefield into play immediately.  Discard this Gift after its 
        effects take place.  Reshuffle the sept deck when used.
        (Omaha Perez)
U     5   Walking Between Worlds   Req: Mokole', Nuwisha
        The Gift user can step sideways, into or out of the Umbra, regardless 
        of the Gauntlet.  Discard this Gift upon use.
        (Sto)

U     6   Dragon's Breath      Req: Mokole[']
        The Gift user can do 2 points of aggravated damage to any opponent 
        he/she's in combat against.  Once used, this card becomes a damage 
        card.
        (Dennis Calero)
U     6   Mists of Vengeance   Req: Get of Fenris, Shadow Lords, Wendigo
        The Gift user may immediately enter combat with any character(s) who 
        has killed a packmate during the current turn.  Mists of Vengeance 
        will not interrupt a combat in progress.  Discard this Gift after its 
        effects take place.
        (Matt Haley)
R     7   Fortuna                Req: Bastet
        The Gift user grants 1 target incredible luck.  For 1 complete turn 
        the target can choose to cancel and replay any 1 exchange of Combat 
        Actions.  The Combat Actions are discarded and new ones must be 
        played in their place.  Discard this Gift after its effect takes 
        place.
        (Andrew Kudelka)
U     7   Kiss of Life           Req: Children of Gaia, Theurge, Mokole'
        The Gift user can remove any 1 damage card from a target.  Up to a 
        damage 6 card can be healed.  Discard this Gift once its effect takes 
        place.
        (Omaha Perez)
R     7   Shroud of the Jungle   Req: Ragabash, Wendigo
        The Gift user can hide any 1 Battlefield for 1 full turn.  The 
        affected Battlefield cannot be engaged for any reason.  This Gift 
        will not affect a Battlefield that a character has already engaged.
        (Drew Tucker)

Wyrm Gifts: (7 wyrm gifts) (2c, 4u, 1r)
U     4   Eyes of Hate              Req: Eater-of-Souls, Bane
        The Gift user can force any 1 opponent he/she is in combat with to 
        become terribly frightened.  For the duration of the combat the 
        affected character must always play his/her lowest Rage, lowest 
        damage Combat Action during each round of combat.  Discard this Gift 
        after its effects take place.
        (Lawrence Snelly)
C     4   Lord of the Battlefield   Req: Beast-of-War, Black Spiral Dancer
        The Gift user can reduce the number of combat cards drawn by an 
        opposing player in a Battlefield by 1.  This Gift is permanent until 
        canceled.
        (Brian Horton)
C     5   Bane Infestation        Req: Bane  [& Gn. > or = equip.]
        The character can corrupt and take any 1 piece of fetish equipment 
        from any target in the game.  The Bane must still meet the Gnosis 
        requirements of the targeted equipment, otherwise this Gift will have 
        no effect.
        (Roger Smith)
U     5   Ectoplasmic Extrusion   Req: Iliad Fomori  [& Rage > (oppRage - 3)]
        The Gift user can lash out and hold any 1 opponent in combat.  For 
        the next round of combat neither the Gift user nor the opponent can 
        play a Combat Action.  This Gift will not affect a target character 
        whose Rage exceeds the Gift user's by 3 or more.  Discard this Gift 
        once its effects take place.
        (Chris McDonough)

U     5   Fetish Sundering        Req: Bane  [& Gn. > equip.]
        The Gift user may destroy any single piece of Fetish or Bane Fetish 
        equipment with a Gnosis lower than his/her own.  Discard this Gift 
        upon use.
        (SCAR)
U     5   Guidance From Below     Req: Beast-of-War
        The Gift user may supersede any alpha action and take his/her own 
        alpha action to immediately attack a Battlefield.  This Gift is 
        permanent until canceled.
        (Andrew Bates)
R     7   Gaia's Will Corrupted   Req: Black Spiral Dancer
        The ground cracks open, seeping noxious vapors and spewing foul 
        toxins.  Any 1 victim card in combat with the Gift user takes 5 
        damage as a result of this Gift.  Transfer this Gift as a damage card 
        when used.
        (Richard Thomas)


Quests:  (2 quests)  (1c, 1u, 0r)

Gaia Quests: (1 gaia quest) (0c, 1u, 0r)
U     Rescue Mission
        Choose 1 dead Gaia character in a Wyrm pack's victory pile.  As an 
        alpha action you may play the Rescue Mission.  The Wyrm pack's alpha 
        has the option of defending.  If the Wyrm alpha declines or is killed 
        the selected Gaia character is removed from the victory pile and the 
        game.  If the Wyrm pack has no alpha, another character or ally in 
        the pack may defend.  Only Gaia alphas may undertake this Quest.
        (Barb Armata)

Wyrm Quests: (1 wyrm quest) (1c, 0u, 0r)
C     Forestry Development
        Select 1 Gaia caern.  As an alpha action you may play the Forestry 
        Development Quest.  The Gaia pack's alpha can defend.  If the 
        defending alpha declines or is killed, the selected caern is 
        corrupted and removed from play.  If the Gaia pack has no alpha, 
        another character or ally in the pack may defend.  Bane characters 
        may now attack any member of the Gaia pack as their alpha action.  
        The defender may not refuse the challenge.  Only Wyrm alphas may 
        undertake this quest.
        (Jeff Holt)


Events:  (16 events total)  (6c, 7u, 3r)

Events (generic):  (13 generic events)  (5c, 5u, 3r)
R     Cataclysm
        Discard all other Events in play.  Cataclysm remains in play for 1 
        full turn, during which time no other Events may be played.  
        Cataclysm cannot be played until there is a collective total of 30 
        Gnosis (or highter) worth of fetish and Bane fetish equipment in 
        play.  Only 1 Cataclysm can be played per game.
        (Scott Fischer)
C     Distracting Spirits
        Reduce the engaging Renown of all Battlefields in play by 2.  
        Distracting Spirits lasts for 1 full turn.  No more than 1 
        Distracting Spirits event may be in play at a time.
        (Scott Fischer)

U     Gaia's Breath
        All Gaia characters in the Umbra can regenerate 2 additional damage 
        cards during the next Regeneration Phase.  Discard Gaia's Breath 
        during the Equip/Ally Phase following its effects.
        (Adam Rex)
C     Ghost Raptor Attack
        This event interrupts and cancels any 1 combat on a Battlefield.  
        That combat ends with no decided victor and the Battlefield remains 
        in play.  This event will not cancel a combat in which Thunder Tiger 
        is involved.
        (Steve Casper)
U     Ghost Raptor Membership
        Play on any [Wyrm or Gaia] Garou you control of Renown 4 or higher.  
        This Garou has undergone initiation into the Ghost Raptors.  His 
        challenges cannot be refused and he is at -2 Renown for the purposes 
        of joining a Battlefield.  Members of the War Council or the Board of 
        Directors act at +3 Rage when fighting a Ghost Raptor.
        (Steve Casper)
C     Hidden Supplies
        When [Hidden Supplies is] in play, you may play equipment from your 
        sept hand face down, under the Hidden Supplies card.  You may then 
        equip any character in your pack with one or all of these supplies at 
        the beginning of ANY phase of the game.  Equipment can also be 
        deposited here by characters during the Equip/Ally Phase of the game.
        (Steve Casper)
U     Iron Will
        Iron Will affects a single character.  It allows that character to 
        overcome the effects of any Combat Action or Gift that would normally 
        force him/her to lose his/her next Combat Action.  The affected 
        character cannot be made to forfeit his/her intended action during 
        the round of combat in question.  Only 1 Iron Will can be played per 
        character per combat.
        (Omaha Perez)
R     Lost in the Jungle
        Play after alphas are chosen, but before any alpha actions occur.  
        Select 1 alpha - that alpha may not take his alpha action this turn.
        (Sto)
C     Monsoon
        For the current turn, every character in play is considered +2 Renown 
        for the purposes of joining Battlefields and pack actions.
        (Ash Arnett)
U     Nuclear Sauna
        Play just after alphas are chosen.  All regenerating Wyrm creatures 
        in play immediately take an additional regeneration, healing their 
        lowest non-aggravated damage card.  Discard this Event once its 
        effects take place.
        (Andrew Bates)
C     Retaking the Field
        Select one Battlefield in a victory pile.  That Battlefield can now 
        be attacked as though it were in the Hunting Grounds.  Only the pack 
        it belonged to may defend it.  If that defense is defeated, the 
        Battlefield moves to the new victor's victory pile.
        (Richard Thomas)

R     Spirit Backlash
        Spirits bound into fetishes and Bane fetishes revolt and break free.  
        All fetish and Bane fetish equipment requiring Gnosis 5 or greater to 
        equip are immediately discarded.  Only 1 Spirit Backlash can be 
        played per game.  Discard the event after its effect takes place.
        (Andrew Kudelka)
U     Visit from White Father
        Very few are privileged to get a visit from White Father.  The 
        visited pack draws 2 additional sept cards when this event is played.
        (John K. Snyder)

Events (pack totems):  (3 pack totems)  (1c, 2u, 0r)

Gaia Events (pack totems): (2 gaia pack totems) (0c, 2u, 0r)
U     Jaguar - Bastet
        Any pack with the Jaguar as its totem may discard the Jaguar to 
        remove any Battlefield from any victory pile and return it to the 
        Hunting Grounds.  A pack may not have more than 1 Pack Totem at a 
        time.
        (Lawrence Snelly)
U     Dragon - Mokole'
        If there are more Wyrm characters in play than Gaia characters, the 
        Dragon allows packs which take him as their totem to take 1 
        additional alpha action at the end of the Combat Phase.  A pack may 
        not have more than 1 Pack Totem in play at any time.
        (Andrew Kudelka)

Gaia/Wyrm Events (pack totems): (1 gaia/wyrm pack totem) (1c, 0u, 0r)
C     Panthesilea - Ghost Raptor
        Once per turn, you can search through your deck and bring Tribal 
        Warriors into play.  Shuffle your deck when done.  These Tribal 
        Warriors can now pack attack or defend with any Ghost Raptor.
        (Scott Fischer)

Wyrm Events (pack totems): (none)


Caerns: (by Gauntlet)  (4 caerns)  (0c, 2u, 2r)

Gaia Caerns: (1 gaia caern) (0c, 1u, 0r)
U     4   Hollow Heart Caern - A Garou on the War Council
        Pack members can never be forced to lose Gnosis.  Only one Hollow 
        Heart Caern can be in play at any time.
        (Mark Jackson)

Gaia/Wyrm Caerns: (1 gaia/wyrm caern) (0c, 0u, 1r)
R     3   Sky River Caern - any Garou
        Non-alpha members of your pack cannot be challenged or sneak 
        attacked.  Only one Sky River Caern can be in play at any time.
        (Sto)


Wyrm Caerns: (2 wyrm caerns) (0c, 1u, 1r)
U     4   Operation Blight - Defiler
        Pack members who cannot step sideways,[] can now step sideways.  Only 
        one Operation Blight can be in play at any time.
        (Omaha Perez)
R     2   Hell's Hand Hive - Eater-of-Souls
        All Black Spiral Dancers can automatically pack defend (no additional 
        cards are drawn).  Only one Hell's Hand Hive can be in play at any 
        time.
        (Ron Spencer)


Actions:  (5 actions)  (1c, 2u, 2r)

Gaia Actions: (none)

Gaia/Wyrm Actions: (4 gaia/wyrm actions) (1c, 2u, 1r)
U     Ambush
        The character can use a Gift that targets an opponent(s) in a combat 
        this character is not directly involved with.  The Gift user can 
        never gain victory points for a combat he ambushes.
        (Drew Tucker)
U     Clever Diversion
        An attacker may play Clever Diversion after an attack and a defense 
        have been declared on a Battlefield, but before combat begins.  
        He/she may remove the lowest Renown defender from the Battlefield and 
        the combat.  If this leaves no defender, the Battlefield (and its 
        victory points) remain in play.
        (Adam Rex)
R     Stand Like a Fool   [Req: Ragabash]
        A Ragabash can play this card on any opponent he/she is facing in 
        combat.  For the next round the opponent cannot play any Combat 
        Actions.  If the opponent survives to the following round, he/she 
        immediately enters frenzy.
        (Brian LeBlanc)
C     Throat Bare
        Play this action any time before a character receives a mortal wound.  
        The character taking this action cannot play any more Combat Actions 
        for the duration of the combat.  However, if killed, the attacker 
        receives no victory points for the kill.  This card will only work in 
        a Gaia vs. Gaia or Wyrm vs. Wyrm situation.
        (Barb Armata)

Wyrm Actions: (1 wyrm action) (0c, 0u, 1r)
R     Legal Chicanery     [Req: Wyrm character]
        Any Wyrm character may play this card to remove any single Homid form 
        victim or Gaia pack ally from play.  The target is embroiled in 
        frivolous lawsuits and passport problems.  The target of this card is 
        not worth any victory points and is placed in its owner's discard 
        pile.  A pack may have a member play Legal Chicanery only once per 
        game.
        (Lawrence Snelly)



Moots: (by Renown)  (1 moot)  (0c, 1u, 0r)
U     7   War Council
        Select 1 Gaia Garou.  This character is nominated for a prestigious 
        position on the Amazon War Council.  This character gains 1 Renown.
        (Ash Arnett)


Board Meetings: (by Renown)  (2 board meetings)  (0c, 1u, 1r)
R     6   Ritual of the Dark Spiral
        Select 1 non-Black Spiral Wyrm character.  On a successful vote that 
        character must walk the Black Spiral.  Decide the following randomly 
        (equal chance for each): A - The character is driven mad and 
        destroyed.  B - The character gains strength from his madness and 
        returns at +2 Rage, +2 Gnosis and +2 Health.
        (Jeff Miracola)
U     7   Board of Directors
        Select 1 Wyrm character of Renown 7 or greater.  On a successful vote 
        that character becomes a member of Pentex's Board of Directors.  This 
        character gains 1 Renown.
        (John K. Snyder)


COMBAT_CARDS:  (6 combat cards total)  (1C, 3U, 2R)

Combat Events:  (3 combat events)  (1c, 1u, 1r)
R     Battle Fervor
        Your character can play 1 additional Combat Action for the duration 
        of the combat.  Draw 2 additional Combat Cards.  Battle Fervor is 
        considered a frenzy and may be canceled as such.
        (Brian LeBlanc)
U     Reinforcements
        Any time after the third round of combat you may add up to 10 Renown 
        worth of characters to the combat.  This becomes a pack action.  You 
        may use Reinforcements to add characters to a Battlefield combat.  
        Draw 2 additional combat cards.
        (Jeff Holt)
C     Superior Tactics
        You may choose 2 of your characters involved in a Battlefield 
        conflict.  Your opponent can only play Combat Actions against these 
        two characters.  If either one of these characters dies, your 
        opponent can play Combat Actions against any of your characters 
        involved in the combat.
        (Barb Armata)

Combat Actions: (by Rage)  (3 combat actions)  (0c, 2u, 1r)
R     2   Fancy Footwork
        The character can either dodge any 1 attack (even those that cannot 
        normally be dodged), or he/she can dodge 2 attacks during the same 
        round.  You may choose how and what your character dodges after you 
        have seen the opposing Combat Actions.
        (Matt Haley)
U     5   Ribs Crushed   Damage 3
        A character damaged by Ribs Crushed cannot bluff until this wound is 
        healed.
        (Mike Chaney & Matt Milberger)

U     7   Maim   Damage 4
        An attacking character who has been maimed may not withdraw from a 
        combat until the damage from this wound is healed.  He can, however, 
        still yield a Battlefield.
        (Ron Spencer)


FOIL_CARDS:  (5 foil cards total)  (0C, 0U, 0R, 5UR)

Allies: (by Renown)
UR    8   Joseph Herlech   H: 4 3 7            Req: Any character
        Joseph Herlech found his way to the Dorado Realm through sheer force 
        of will in 1933.  Discard all Realms when Joseph enters play.  No new 
        Realms may be played while Joseph is in play.  Only 1 Joseph Herlech 
        may be played per game.
        (Richard Kane Ferguson)
UR   10   El Dorado        H: 5 10 4 (Regen)   Req: Theurge, Bastet
        A Dreamspeaker and master of his own Realm, El Dorado may use any 
        Gifts (including Wyrm Gifts).  Only one El Dorado may be played per 
        game.
        (Richard Kane Ferguson)

Equipment: (by Gnosis)
UR    7   Conquistador's Sword   Fetish, Bane Fetish
        This sword can be discarded to remove the Dorado Realm or El Dorado 
        from play at any time.  There can never be more than 1 Conquistador's 
        Sword played per game.  Only one Conquistador's Sword may be played 
        per game.  [redundancy]
        (Richard Kane Ferguson)

Caern: (by Gauntlet)
UR    1   Sept of Gold   Req: Black Furies
        A pack controlling the Sept of Gold will never lose its Redraw or 
        Regeneration Phases.  A pack can only have 1 Caern in play at a time.  
        Only one Sept of Gold may be played per game.
        (Richard Kane Ferguson)

Realm:
UR    Dorado Realm   [Req: Gaia pack]
        Any Gaia pack may use this Realm.  As long as it is in play, any 
        attacks declared against any members of the pack controlling the 
        Dorado Realm are considered challenges and may be declined as such.  
        Your pack may only have one Realm in play at a time.  Only one Dorado 
        Realm may be played per game.
        (Richard Kane Ferguson)