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ReaverQuest Rage

Six random Rage cards are shuffled into the Fight deck before each game of ReaverQuest, making the combats of each game unique!

Glossary of Rage Cards


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BLADE BREAKER

  • Must be played with a Deflect Card in Battle

  • Opponent suffers -1 on all subsequent Fight card values (Attack, Deflect, Riposte) they play for the rest of the Round

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CRIMSON RAGE
  • May be played immediately after suffering damage from any source

  • Player is now +1 on all subsequent Fight cards (Attack, Deflect, Riposte) played for the rest of the Round

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MESMERIZE
  • Must be played with an Attack Card in Battle

  • Opponent must let Rage Player draw a random card from their hand as their Battle response:
    • If the card is a Riposte or Deflect card it is treated normally, and Battle continues
    • If a Rage card is drawn it counts as zero defense, and the opponent takes full damage
    • If an Attack card is drawn then both Players take full damage from the relevant Attack cards coming at them, and the round ends

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METEOR SWORD
  • Must be played with an Attack card in Battle

  • That Attack card is now treated as being Attack value 12

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WHIRLWIND STRIKE
  • Must be played with two Attack cards in Battle

  • Opponent must face both Attacks at the same time, using the cards in their hand
    • The Rage Attacker or inactive Player may respond to any Deflects or Ripostes as normal, treating the two Attacks as separate simultaneous events on the table

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PERFECT DEFLECT
  • Must be played with a Deflect Card in Battle

  • That Deflect card is now treated as being Deflect value 12

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PERFECT RIPOSTE
  • Must be played with a Riposte Card in Battle

  • That Riposte card is now treated as being Riposte value 12

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POISON BLADE
  • Poison Blade must be played alone as an Attack

  • Opponent cannot defend the Poison Blade, instead the following occurs:
    1. Opponent takes 1 damage that cannot be blocked
    2. Opponent will also take 1 automatic damage each subsequent time they are Attacked this Round
    3. The Battle then ends and the (poisoned) Opponent has initiative in the next Battle

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SMOKE BOMB
  • Smoke Bomb must be played alone as an Attack

  • Smoke Bomb does no damage, instead the following occurs:
    1. The Round ends and all players discard their cards
    2. New cards are dealt as normal
    3. The Smoke Bomb Player starts the next Round with first Initiative

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INVIGORATING TONIC
  • Invigorating Tonic must be played alone as an Attack

  • Invigorating Tonic does no damage, instead the following occurs:
    1. The Rage Attacker gains 3 Vigor
    2. The Battle ends
    3. The Player to the left of the Rage Attacker gains Initiative for the next Battle