FAILED CARD GAMES: Rage Werewolf Apocalypse Trading Card Game

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22 thoughts on “FAILED CARD GAMES: Rage Werewolf Apocalypse Trading Card Game”

  1. Nice seeing cards from an era when game stores didn't just rely on MTG and maybe one other game to carry the store. I had an LGS where I played 6 games or so at once with tournaments at least once a month for each..

  2. I remember playing this along with MTG, Legend of The Five Rings, Legend of The Burning Sands, and Vampire TES.

  3. I remember buying a starter set for this cause I was looking for something like but not magic… I don't remember playing more then twice.. I also got into Marvel Overpower. But if I remember basically all TCG games got crushed by the Holy Trinity – Magic, Star Wars TCG and the death nail was Pokemon just my opinion from what I remember

  4. White Wolf made their first card game, Jyhad using the same matte finish as MTG. Wizards got pissed and I believe they agreed under the table not to use the same style for any future games and they wouldn't sue. This mattered because WW was being sued for over things which wvwntually led to Jyhad being renamed Vampire: The Masquerade. Doomtrooper is still the best of the oldies though imo.

  5. Interesting that Yu-Gi-Oh thrilved when Pokemon and magic hit a rough patch, and kind of became more irrelevant as the other games came back into the lime light

  6. Nice, I remember trying to play Rage. Ended up with just a handful of packs and a starter i think. they were neat. I also tried a strange one called Heresy that had huge tarot card sized cards. love these old throwbacks.

  7. White Wolf as a company didn't fail. They make tabletop RPGs in the World of Darkness universe. They were making new expansions as recent as 5 or 6 years ago.

  8. Going from memory, White Wolf hung around until about 10 years ago.

    Rage was a side product for them. White Wolf's main thrust was tabletop RPGs. Rage was a tie-in game for the RPG it's based off of (Werewolf: The Appocalypse.)

    As for what happened, I'm sure I'm missing some details, but the main thrust was pissing off fans.

    Werewolf, Vampire, and the other games were all part of a unified campaign setting called, "The World of Darkness." Incidentally, Vampire: The Masquerade: Bloodlines is part of that setting. WoD had a very heavy, pre-millennial end of the world theme baked in. Back in the mid-90s it really connected with the Y2k anxieties. So, here's the problem, it's 2020 and we're still talking about World of Darkness.

    By 2004, White Wolf apparently felt they'd drawn things out about as far as they could justify, and they ushered in "The End of the World." There were a final four books published, one for Vampire, one for Werewolf, one for Mage, and a fourth book that wrapped up all the other lines (such as Hunter, Demon, Mummy, and the more obscure series.)

    By 2005, White Wolf had rotated into a rebooted World of Darkness. Where the original setting was designed to be a concrete whole, with a constant "comic book crossover event" level of interconnection, the new World of Darkness would be highly modular. Books were designed so you could pick up one book to fill out a portion of your campaign. If you wanted to use the police, you'd grab Tales from the 13th Precinct, if you wanted demons, you'd grab one of a couple books there, there was a book for immortal monsters that survived through generations. The changing breeds (werecritters that transformed into things other than wolves) got a single book. In the process, nWoD lost its identity and the Werewolves were a good example.

    In the original World of Darkness, Werewolves were the defenders of Gaia. They'd fight anyone who defiled the natural world or harmed nature spirits. So, you were playing as ecoterrorist werewolves. Whatever shortcomings WoD had, it did run with some very unique ideas.

    In the new World of Darkness, werewolves were cursed. No, really, that's it. They went from being a methed up Captain Planet to generic monsters. Some elements of ecoterrorism came in much, much, later after White Wolf realized how badly they'd screwed up, but by then it was too late. People had either abandoned the company and stayed with the original content, or completely dropped the brand.

    Now, that's just Werewolf, but there were issues like this across the board. Vampire dropped a bunch of fan favorite clans, Mage lost the entire faction conflict, Changeling (fairies) became unrecognizable, and a lot of the minor lines like Hunter, Demon, and Mummy were scoured entirely, only to be replaced by unrecognizable facilities under the same name. It wasn't all bad, Prometheus: The Created (think Frankenstein's Monster style characters) was really interesting, and the new version of Hunter had some, interesting stuff, but the fan base was mostly gone by that point.

    White Wolf had a few other product lines, a fantasy setting called Exalted for example, but it's sales didn't seem to be high enough to keep the company afloat.

    By the early 2010s, they were running on fumes. Since then there's been some movement, and the rights have been moved around. From what I remember, Vampire: The Eternal Struggle is still getting releases from White Wolf. Which is kinda surprising to me, because the last few nWoD and Exalted books I have were very clearly print on demand.

  9. Oh god, this game takes me back. I played this, and BattleTech, Aliens vs Predator, Monty Python the Card Game, as well as MTG back in the day…
    … good times

  10. Man this one hit some nostalgia pressure points. Art was incredible and while a headache to get to learn, it wasn't bad at all once you "got it". I never did well with werewolves, but I actually found my niche once The Wyrm expansion came out with my armed fomori loaded First Team. Good times.

    Also, Shadowfist when?


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