RAGE

No.
Yes.
One of the key realities of Role Playing Games is that the rules are not complete. They don't cover all possible scenarios, and they are run “in your head” and as such your gray matter can smooth over any parts where the rules contradict themselves or fail to account for a situation. This normally stands in stark contrast with computer games and card games, which have computers or cards that perform the interactions – leaving no room for interpretation.

Did you read the card? Reading the card explains the card.
Well buckle up kids, we're going on a roadtrip where we look at a card game where reading the cards doesn't tell you jack shit: the game where the fans of the game agree that the printed rules and the text on the cards should be ignored at all times. Rage: a card based theater of the mind.
Following the success of Vampire: the Eternal Struggle, White Wolf decided to get more of that sweet Collectible Card Game money by adapting their popular Werewolf: the Apocalypse RPG into a CCG in 1995!

According to Wikipedia, there are still sealed boxes of Limited cards which sell for well below their 1996 street value. I believe that.
Unlike V:TES, RAGE was developed in-house, and the result has been...well, welcome to the rabbit hole, Alice. Shit's about to get deep.
The printing and ownership of Rage are a hot mess. It was created in 1995 “in house” by White Wolf after they noticed that they'd sold their most popular brand Vampire to Wizards of the Coast. It was itself a hot mess and dogged by print runs wildly out of sync with demand, so it was a financial failure in addition to being a design and artistic failure. It ended up having the license sold and shared with fans and sold again. The rules were massively overhauled by fan groups that met up on message boards. When new companies got their hands on the thing they made new rules and cards that were completely unplayable with the previous material.
There are seventeen fan sets, each with different levels of “officialness” that are associated with rules revisions that are contentious and also not ever available in print form. Because it was sold to Five Rings for a while and Five Rings was sold to Hasbro, there's a very short period where Rage ended up being owned by Wizards of the Coast anyway, but they quickly handed that hot potato to a smaller more insane fish called Azrael, but the rights were hopelessly ensnared in bullshit at that point and new cards couldn't be made. Card sets eventually got made again, but only in a back alley printing-by-fans manner. You haven't been able to buy a new Rage set in stores since 1998.
People who care about this game recognize the following eras:
- 1995 White Wolf Rules
- 1996 White Wolf Rules
- 1998 Five Rings Rules
- 2001 Rules Rewrite
- 2003 New England Rules
- 2004 Tribal War Fan Conclave Rules
- 2006 Least Wanted Rules
- 2006 Alhadi Rules
- 2007 Revised Rules
- 2013 Call of the Sea Rules
- 2014 Call of the Sea Errata Rules
The bottom line is that if you met two random people who “play Rage” and showed them a card made in the last twenty years, the chances of them being able to successfully interpret its game effects the same way are... slim.wikipedia wrote:The cards... are considered legitimate by White Wolf and are allowed in regular tournaments and for use in online play. They are not hosted on the main White Wolf server due to copyright issues with the artwork.
Ah, but I remember the early days! My brother and I used to play RAGE, back when all CCGs were hot properties, and people were putting out all sorts of crazy crap. I have no idea where those cards are now - probably my brother used them for coasters at some point, or to scrape up cat shit - but I remember that we tried gamely to play the game, back in the day when werewolves were cool.
And werewolves were cool, dammit. RAGE as a CCG didn't have much going for it, considering that most of what we were familiar with at that point was Magic: the Gathering, but it had bloody combat maneuvers and hardcore looking motherfluffers and guns and knives and shit at a time when...well, it was a more substantive effort at being "edgy" than Highlander: the Card Game or Hyborian Gates.

I am genuinely unsure of how much of the original art was taken from RPG products or original to the set.
At its core, Rage is a game about collecting cards into a scored pile. Like Ascension: Chronicle of the Godslayer or Tanto Cuore. But instead of being a self-contained deck-building game like those games, it's a trading card game where players are expected to build their own collections of cards away from the table. Also, instead of being about an epic quest to amass ancient knowledge and slay powerful monsters or have sexy times with anime maids, this game is about fighting Captain Planet villains and having sex with dogs. It's a trading card game based on Werewolf: the Apocalypse, White Wolf's ill-fated and vastly less popular followup to Vampire: the Masquerade.
So.... what is the core gameplay of this game supposed to be? What are the important things you're supposed to consider about a card before you decide whether to put it in your decks (the game starts with you dividing your cards into two separate piles like Jyhad or L5R)? No one really knows. The cards include a lot of roleplaying elements. You have werewolves and you have enemies, and when your werewolves defeat the enemies, the enemies go to your score pile... but there's political actions, dreamings about past lives, allies, equipment, locations, magical spells, sex with dogs, and all kinds of shit that doesn't directly have anything to do with werewolves fighting pollution demons.

This card summons a magical buffalo.

This card is a combat action that also leaves a lingering debuff that interferes with future political actions.

That's no moon. Oh wait, I'm wrong, it is literally the moon.
Imagine if you will, a group of people brainstorming ideas for things that could be in this game. And then, instead of winnowing it down to core gameplay elements, they just made a card for everything on the whiteboard at the end of the meeting.
So, the basic idea is scoring an agreed-upon number of Victory Points (normally 20), and you win. You can also lose if all your characters are killed. You generally score VP by killing enemies, who are placed in your Victory Pile, but there are other cards that also award VPs, especially Quests. For the first sets released - Limited and Unlimited - there were only five Quests included, so while it is possible to have Quests be a major part of your strategy for victory, the game essentially boils down to how many enemies you can add to the Victory Pile.Each player has a pack who are trying to prove that they are better than the other packs. They achieve this by earning Victory Points (VP). The main method of acquiring VP is by killing prey or members of other packs, but packs can also gain VP from Quests, calling and winning votes and by other means. As well as the Characters they start with, players have their combat deck (used to kill creatures - or prevent death) and their sept deck (which contains resources, game altering cards and alternate methods of getting VP). Packs can serve either Gaia or Wyrm. Both allegiances play using the same rules but, because they draw on a different pool of cards, they can play quite differently.

As the big yellow text suggests, this saw a bit of abuse - several of the Moots in Unlimited are Renown 6, and if you can pass one you can probably pass three more - so this works out a bit like the Political victory in V:TES. On top of that, there's the Rite of Caern Building:

So with two cards you may well be half-way to victory without killing a single enemy.
Many games struggle with timing issues. The basic “My turn, your turn, my turn” thing isn't always appropriate in every situation. Formalizing when cards can be played is an important part of game design because both first mover and last mover advantages can exist and those become incredibly shitty without a framework to determine when an effect must be revealed. Rage doesn't really have one of those, and it's intended to be played with more than two players. There are in fact lots of edge cases in which a player would want to get a card on the table before another player did or where two players have the ability to cancel something but would rather the other player spent the resources to do so. And the game handles this with shouting matches and staring contests respectively.
Another issue is that the game doesn't have a clear idea of what its suits are supposed to be. In the RPG each werewolf is defined by being a member of one of 17 tribes, 5 auspices, and 3 breeds. And since those are independent selections, there are 255 possible confirmations. And as you might have guessed, that is a lot more than there are werewolf character cards. So if you spun the wheel and decided that you wanted a card that represented your favorite tribe, auspice, and breed – chances are very high that such a card simply does not exist. Of course, this also means that the various “hoser” cards are extremely perplexing. I mean, you could include a card to fuck over players who had one of the seventeen different tribes in their deck... but that's going to be a dead card pretty fucking often

Incest based genetic problems are surprisingly important in the W:tA mythos.
Okay, so your "deck" actually involves two separate decks: one for Combat cards, one Sept deck (moots, rites, equipment, gifts, quests, allies, etc.); you also have a bunch of characters whose total Renown must be less than or equal to (<=) the Renown level of the game. So if the Renown level of the game is 20, you could have ten characters with Renown 2, or five with Renown 4, or any combination thereof.
You also have separate "hands" of Combat and Sept Cards, which can be a little confusing since it feels like you need three hands to play the game. Hand sizes start at 5, but different cards can change that during play. You also have separate discard piles. The logistics of this almost demand a battle mat.
Basic gameplay follows more-or-less on the M:TG model with distinct phases. At the start of the turn you refill your hand(s) (Redraw Phase), injured characters heal (Regeneration Phase), you play non-Combat cards like Allies or Gifts (Resource Phase), you do Umbral shit (Umbral Phase), you hold any Moots (Moot Phase), and finally you attempt to kill some motherfuckers and stack their bodies on your Victory Pile (Combat Phase).
So what do you do in this game? Mostly you fight things. Your cards are in two decks and one of them is mostly full of combat maneuvers. You fight monsters in the middle of the table, you move into an alternate dimension and fight monsters that are in the middle of the table but in the part designated to be in the other dimension. And you fight the werewolves belonging to the other players. You win by killing shit and putting the cards into your scored pile. There are a few other things you can put into your score pile, but I don't think there's any real possibility of winning the game doing side quests. But there are lots of side quests to do! You can make friends, call moots to kick out the friends other players have made, collect gear, wait for later periods in the month, and so on. And on and on.

This political action is simple and plainly interacts with the win condition of the game. All the others are neither of those things.
There are quests and rites and moots and gifts and these are all different things. And there are so many things, that there aren't many versions of any one thing. In the basic set there are only five quests. And they are super awkward!
The core mechanic is that things go into your victory pile and are worth points at the end of the game, but this quest actually doesn't say how many victory points it's worth – you have to remember the number off a different card that it's not attached to. Some of the moots aren't instants, so they are still in play while this card goes out of play with the copied values of a card it is not in proximity to!Play immediately after a successful moot vote. If a moot you played passed, your pack gains a number of victory points equal to that moot's Renown requirement.
Frank touches on this, but the Werewolf playing field is...complicated.

This kind of weird, semi-geographic take to cards is a hallmark of a number of games in the mid-90s, like Decipher's Star Wars, Star Trek, and the Middle-Earth and Mythos CCGs, but those normally involve some form of travel or narrative mechanic going on. For RAGE, it's a bit simpler: to win the game, you need to kill Enemies, to kill Enemies, you need Enemies, so players play Enemies into the Hunting Ground so they can send their characters to go in there and kill them. There's a bit of tactical consideration there, since your opponent can attack and kill and score the Enemies you have played (and vice versa). There's an added consideration on top of this, but that involves getting into how Combat cards actually work.
Next up... a deeper dive on Combat and Sept cards.