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Altered Glossary

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1.2.4 Abilities

1.2.4.a Each line in the textbox of an object is a separate ability.

1.2.4.b Some abilitys are represented by keywords. Several keywords, representing different abilitys, may appear the same line.

1.2.4.c There are four types of abilitys:


1.2.4.d Abilitys only work when the object is in play (i.e. in the Expedition zone, the Hero zone, or the Landmark zone) unless it specifies that it works in another zone. Furthermore:

2.2.10 Abilities

2.2.10.a Abilitys are either quick actions, reactions, passive abilitys, or effects.

2.2.10.b The abilitys of an object represented by a card are written in the ability box, below the illustration.

2.2.10.c Text in italics in the ability box has no existence rules-wise.

2.2.10.d Some abilitys are written in a box inside the ability box with a coloured background and white or yellow text. Such abilitys are support abilitys.

++Example. The textbox of Haven Trainee has the following text:
reserve I gain two boosts.
"All right, lad, show me what you've learned."
support: The next Character you play this turn gains 1 boost. (Discard me from Reserve to do this.)
Haven Trainee (rare) has a two abilitys: "reserve I gain two boosts." and "support: The next Character you play this turn gains 1 boost.". The first one is an in play ability and the second one is a support ability. "All right, lad, show me what you've learned." is flavour text and "(Discard me from Reserve to do this.)" is reminder text.++

2.2.10.e The abilitys of a Character represented by a token are defined by the effect that creates it. They are written between quotation marks and preceded by "with", after the location in which the token is created.

Example. Lindiwe & Maw has the quick action "exhaust: Create a Maw 0/0/0 Companion token in your companion Expedition with "When you sacrifice a Character l I gain two boosts". This action costs 1 more if you are not the first player". The token created by this quick action has the reaction "When you sacrifice a Character l I gain two boosts".

2.2.10.f Unless otherwise specified, the abilitys of an object only work while this object is in play.

2.2.10.g Support abilitys only work while the object is in the Reserve.

2.2.10.h Quick actions are written "Cost: Effect".

Remark. Some quick actions use symbols as part of their costs: exhaust means "Exhaust me" and support means "Discard me from Reserve". See 7.1.4 "Cost symbols".

2.2.10.i Reactions are written "Triggerl Effect".

Remark. Some reactions use symbols as triggers: etb means "When I enter play from anywhere l"; hand means "When I am played from Handl"; reserve means "When I am played from Reservel". See 7.1.1 "Trigger symbols"

2.2.10.j Passive abilitys are written as statements. They may create or alter rules, change the characteristics of objects, or modify the way costs and effects affect the game.

2.2.10.k Effects are written as instructions to change to the game state.

2.3.1 Passive abilities

2.3.1.a A card object represented by a card has the base characteristics written on the card. Some cards may have received errata since their publication.

2.3.1.b An object represented by a token has the base characteristics described by the event that created the token.

2.3.1.c An object may be missing one or more characteristics.

2.3.1.d If an object does not have a characteristic, this characteristic cannot be modified.

2.3.1.e If an object does not have a characteristic, this characteristic can be gained.

2.3.1.f If an event looks for the value of an absent characteristic, it uses zero for numeric characteristics and the empty set for other characteristics.

2.3.1.g Some passive abilitys modify the characteristics of objects.

2.3.1.h These abilitys only affect objects in play.

2.3.1.i Passive abilitys apply continuously.

2.3.1.j An object's characteristics are its base characteristics, modified by all applicable passive abilitys.

2.3.1.k What a passive ability does and what it applies to is re-evaluated after each event.

2.3.1.l Passive abilitys are applied one at a time.

2.3.1.m In order to determine the order in which passive abilitys are applied, Altered uses timestamps and dependency.

7.5.1 Abilities

7.5.1.a A "etb ability" (resp. "hand ability", "reserve ability") is a reaction whose trigger includes the symbol etb (resp. hand, reserve).

7.5.1.b Earlier printings refer to "etb, hand, reserve triggers" instead of etb, hand, reserve abilitys.

1.2.2 Objects

1.2.2.a Objects are the game pieces of Altered.

1.2.2.b Most things in a game of Altered are either objects, properties of objects or sets of objects.

1.2.2.c Objects have characteristics:


1.2.2.d An object may lack some of these characteristics.

2.3.2 Dependency

2.3.2.a Dependency is a relation between two passive abilitys.

2.3.2.b Dependency is defined through the notion of direct dependency.

2.3.2.c A passive ability [A] directly depends on another passive ability [B] if either:

2.3.2.d Applying [B] would remove the existence of [A].

Example. Character [B] has "all other characters loses their abilities". Character [A] has "All regions are Forests". Applying B removes [A]'s ability. Therefore, [A] directly depends on [B].

2.3.2.e Applying [B] changes what [A] applies to.

Example. Character A has "All Elementals have Gigantic". Character B has "All Characters are Elementals". Character C is not a Elemental. Applying [B] makes [A] apply to [C]. Therefore [A] directly depends on [B]

2.3.2.f Applying [B] changes what [A] does.

Example. Character [A] has "If I am in Forest, I am Gigantic" Character [B] has "All regions are Forests". Therefore, [A] directly depends on [B]

2.3.2.g Dependency is the transitive closure of direct dependency:

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

Draw

A draw occurs when both camps' Expedition markers meet during the Dusk phase, without either camp clearly winning. In this case, the game continues with an additional day in the Arena, where abilities that advance or retreat Expeditions have no effect, and Gigantic Characters count double. The goal is to decide between the players by comparing statistics in the Arena.

Instants / Atomic Actions

"Atomic Instants" in Altered are precise moments at the beginning of certain game phases where specific abilities are triggered simultaneously. These instants occur at the very beginning of the "At Noon", "At Dusk", or "At Night" phases. During an Atomic Instant, only cards that are already in play at that moment can have their corresponding abilities triggered. This means that a card played after the start of the Atomic Instant will not be able to trigger an ability related to that instant, even if it would normally enter play during this phase. Atomic Instants are crucial for determining what content is added to the pool of effects to be resolved, thus ensuring an orderly and precise resolution of abilities.

Multiplayer 2v2 (Game Mode)

Multiplayer mode is a fun and more social way to play Altered, where you can play with more than 2 players. It is a constructed format, which means you need to build a deck in advance and bring it to the game.

Multiplayer mode can be played in several ways:

In 2v2, you and your teammate face another team, and the team whose Hero and Companion meet first wins the game.
Free for All, you face all other players, but you can only race with two of them: the player on your right and the player on your left.

You win when you are the first to make your Hero and Companion meet.
Deck building rules in multiplayer mode
Multiplayer decks in Altered follow the standard deck building rules. Players can play with any Hero of their choice, which means that two players can choose the same Hero.


2v2
The 2v2 mode is a four-player mode, with two teams of two players.

Setting up an Altered multiplayer game in 2v2

You can now start the first day. Players take turns clockwise until everyone has passed.
Each player faces a different opponent for each of their Expeditions.
When a player reaches one of the central Tumult cards, turn both cards face up. Place the second card in the opposite direction to the first, so that the two unique region types are on each side.
The Expedition markers continue to move towards each other, following the indicated path.

Victory conditions
The first player whose Hero and Companion Expeditions meet in the same Region wins the game for their team.
If two players from different teams fulfill the victory conditions at the same time, first check if one of the players has advanced further than necessary. If so, their team wins the game; otherwise, play a tiebreaker day in the Arena.
If three players fulfill the victory conditions, the two allied players win the game.
If all four players fulfill the victory conditions and one team has at least one additional advance over the other, that team wins the game; otherwise, play a tiebreaker day in the Arena.

Tiebreaker
Play an additional day with the following rule modification: during Dusk, each team totals the statistics of its Characters for each type of Region in the Arena (Forest, Mountain and Water). The team that beats its opponent in the most region types wins the game.
In case of an additional tie, play a new tiebreaker day until a team is declared the winner.

First player effects
Effects that activate if you are the first player (Akesha & Taru, Kojo & Booda, Lindiwe & Maw) activate if one of the team members has the first player token.

Interactions with your teammate
It is forbidden to show your hand of cards to your teammate.
Communication between players (and its limits) may vary depending on the context. A tournament may prohibit any form of communication, while another table may allow any information as long as it is transparent and understandable by both teams. Some may still allow coded messages. Players should ensure agreement at the beginning of the game.
It is not possible to directly play a card in your teammate's Expedition or Landmark Zone. However, some effects or abilities may allow creating tokens, for example.

Clarifications
When a card mentions "targeted expedition" or "targeted character", this can refer to any allied or enemy Expedition or Character.

When a card mentions "in your Expedition" or a Character "you control", this only applies to your side of the board, not your teammate's.

When a card mentions "targeted opponent", choose one of your opponents.

When a card mentions "your opponent", it refers to each of your opponents.

You can only sacrifice cards you control, not those controlled by your teammate.

Target

Targeting is the action of selecting a specific card on the board to be affected by an ability or spell. Abilities that target cards must respect certain conditions, such as being controlled by the player or being in a specific zone. Cards in the Reserve are not considered controlled and can only be targeted by abilities that explicitly mention the Reserve.

Vanilla

A "Vanilla" card is a card that has no special abilities or effect text. This type of card simply has basic characteristics such as strength and toughness (in the case of creatures), or a mana cost, but has no additional effect. These cards are often used as a reference or to simplify game mechanics.

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