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:
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:
I gain two boosts.
"All right, lad, show me what you've learned."
: The next Character you play this turn gains 1 boost. (Discard me from Reserve to do this.)
Haven Trainee (rare) has a two abilitys: " I gain two boosts." and "
: 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 ": 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: means "Exhaust me" and
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: means "When I enter play from anywhere l";
means "When I am played from Handl";
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.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.a A " ability" (resp. "
ability", "
ability") is a reaction whose trigger includes the symbol
(resp.
,
).
7.5.1.b Earlier printings refer to ",
,
triggers" instead of
,
,
abilitys.
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:
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:
Morning Phase
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.
"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 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.
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.
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.