Posted on October 8, 2011, GameFront Staff Rage Mini-Game Guide
Rage isn’t just a shooter / driving game, it’s much more than that. There are a few mini-games available to add to the experience of being a lone wasteland drifter out to save the world from a deadly authority. Okay, so saving the world is most of the Rage experience, which we can help you out with our huge text and video walkthrough, but these mini-games aren’t just simple distractions. Some of them require some real practice and patience to master, that’s why the miniature gamers at Game Front are here to provide a little help. Scroll down to see all where to find every mini-game in Rage and a few tips how to succeed.
For even more extra information on Rage, check out our cheats page.
Achievements / Trophies Available
- Minigamer: Win a game of Tombstone, complete all five rounds of 5 Finger Filet and Strum, and win a hand of Rage Frenzy.
- Jackpot!: Roll four crosshairs in the first round of Tombstones.
- Just A Flesh Wound: Complete all five rounds of 5 Finger Filet.
- Deliverance: Complete all five rounds of Strum.
- The Hardest Deck: Defeat Teague’s Hardest Deck, in the Fez Bar in Subway Town.
- The premier collectible card game of the wasteland. Find games of Rage Frenzy in the Second Chance Bar, in Wellspring, or in the Fez Bar, in Subway Town.
- Throughout the game, you’ll discover or be rewarded with new cards for Rage Frenzy. For a complete list of card locations, check out Game Front’s collectible locations guide here.
- You can choose difficulty levels before playing, and you’ll be allocated points depending on what difficulty you choose. You’ll use your points to build a deck of 12 cards or less.
- During play, each card has a health statistic and a damage statistic. Health is how much damage it can take, while the damage statistic shows how much damage a card can dish out. There’s also a point cost value and a special ability, that’s unique to each card.
- There are five different types of cards; melee cards, ranged cars, healer cards, explosive cards, and vehicle cards.
- Melee cards are direct attack cards and should be your main attack force. These cards are good for dishing out damage and absorbing attacks, but they can’t choose what card to attack. These cards can also take cover for a 50% defense boost, halving the damage they take.
- Ranged cards can specifically target cards, allowing you to remove the most dangerous or effective cards from your opponent’s deck. But, these cards will always attack a vehicle card if it is in play. These cards can’t take cover like melee cards, so you don’t want to fill your entire deck with these.
- Healing cards do just what their name implies, they can heal your other cards. They can’t heal themselves, but they can heal your allies or take cover for a 50% defense boost. Their damage value, instead of representing damage, represents their healing capabilities. Never take more than one of these into a game, they’re very specialized.
- Think of explosive cards as suicide bombers. They explode and damage every opponent card, but they’re destroyed and leave your deck when they do. The effectiveness of these cards depends on random chance, they’re only very effective later into a game when they can hit a full hand of enemy cards. Don’t bring more than one of these cards either.
- Last are the vehicle cards. They only take cover, making them a purely defensive card that draws fire from your enemy’s ranged cards that must target it. These cards always have a 50% defense bonus, but they can not attack. Don’t bother bringing one or two of these at any given time.
- Each card belongs to a faction or clan, and each faction or clan has a leader. To make a powerful deck, build it only with characters from a single faction with their leader included. Make sure to protect the leader or else you’ll lose the support bonus they provide to the faction.
- The card game takes place in turns with two phases; the attack phase and the draw phase. At the beginning of the game, you and your opponent will draw one card and move on to the attack phase. In the attack phase, you’ll be able to choose an action for each of your drawn cards.
- In the draw phase, any of your dead cards will be remved and a new card will be drawn. Your opponent will then get an attack phase and a draw phase. You’ll only have four cards in your hand, so you won’t draw a new card if you’re full. The goal is to defeat every card in your opponent’s deck.
- Here are some general tips for success: always bring at least one vehicle, build your deck surrounding a single faction and their leader to maximize your faction bonuses, it’s better to bring fewer and more expensive cards (Like the Giant Mutant), and make sure to collect every card before going up against Teague’s hardest deck.
- This is a simple game of dice playing in three rounds. You can find it outside Coffer’s Shop in Wellspring, or near Sparky’s Auto Shop in Subway Town.
- The game is totally random, the goal is to roll four white crosshairs to kill all four mutants before they reach and kill the sheriff in the center by the end of the third round.
- There’s no skill to this game, so just keep playing and eventually you’ll win. If you complete the game in the first round you get a 10x multiplier to your wager, while finishing the game in the second round gives a 4x multiplier.
5 Finger Filet:
- Find this mini-game in the Second Chance Bar, just inside Wellspring. While playing the game, your character will swoop the knife over his fingers, through six specific sections. When a red orb lights up on one of these six sections, you’ll need to hit [A] or [X] to stab between your fingers.
- You can also find this game by talking to Abbot in the Fez Bar in Subway Town.
- To complete this mini-game and get the achievement / trophy, you’ll need to finish five rounds of play. The first four rounds follow a pattern, while the fifth is random.
- For the purposes of this guide, the section before the thumb will be considering the first section, while the section past the pinky will be considered the sixth.
- The first round follows this pattern: 1, 6, 1, 5, 1, 4, 1, 3, 1, 2, 1.
- The second round follows this pattern: 1, 2, 1, 3, 1, 4, 1, 5, 1, 6, 1, 5, 1, 4, 1, 3, 1, 2, 1.
- The third round follows this pattern: 1, 2, 1, 3, 1, 4, 1, 5, 1, 6, 1, 5, 1, 4, 1, 3, 1, 2, 1.
- The fourth round follows this pattern: 1, 2, 1, 3, 1, 4, 1, 5, 1, 6, 2, 6, 3, 6, 4, 6, 5, 6, 4, 6, 3, 6, 2, 6, 1.
- The fifth round is always random. The first section will always light up, but the rest of the sequence is random. To make this part easier, time your strikes when the red orb is in the center of each section and try to his [A] or [X] while hitting pause at the same time. This will give you some time to mentally prepare before hitting pause again and continuing the game.
- Find this mini-game at the top floor of Subway Town, near the CCRA Management Office. In this game, the banjo player will strum out a series of notes you’ll need to memorize and repeat.
- After each round, the banjo player will add another section to the previous parts — you’ll just have to memorize each. After memorizing the first tune, you’ll have to play the first tune and the additional notes in the second round, and so on through each round.