1.1.7.a Each player start the game with a deck of Altered cards. They should be officially printed Altered cards with a valid QR code pointing to https://www.altered.gg. For the purpose of the rules, the text of a card is the English text appearing on the Altered website. Note that the text appearing on the physical card may differ, if the card is printed in a different language or without text. It may also have received errata since it first printing.
1.1.7.b Tokens are used to represent Characters which are created by the game rather than represented by Cards. Players must have a way of representing the tokens that their deck can create in a way that makes clear their characteristics and status. It is possible, but not mandatory, to use the official tokens published by Equinox.
1.1.7.c Counters are markers put on cards by events in the game. Players should have a way of representing counters which make clear which counters are on which objects. Counters with the same name are indistinguishable.
1.1.7.d If a player's deck has cards that ask them to "roll a die", they should have fair six-sided dice numbered from 1 to 6.
1.1.7.e Players should have a way to represent the status of their objects in all visible zones. The Exhausted status is usually represented by laying the object in a vertical or horizontal direction. Other statuses may be represented by printed or coloured markers.
1.1.7.f Between the two of them, players need a Hero Region Card, a Companion Region Card, and three different Tumult cards (one |
, one
|
, and one
|
) to represent the Adventure.
1.3.1 Starting the game
1.3.1.a The players build a common Adventure with the Hero Region card on one end, the Companion Region card on the other, and three face-down Tumult cards in random positions and orientations between the Hero Region and the Companion Region.
1.3.1.b Each player's hero expedition counter is put on the Hero Region, and each player's companion expedition counter is put on the Companion Region.
1.3.1.c Each player puts their Hero (if they have one) in their Hero zone, shuffles the rest of their cards and puts it in their Deck.
1.3.1.d In the Morning of the first day, instead of the normal daily effects, players draw six cards and put three of them in their Mana zone.
2.2.2.a Characters, Spells, Permanents, Regions, and Emblems may have sub-types.
2.2.2.b Heroes have no sub-types.
2.2.2.c An object may have any number of sub-types.
2.2.2.d The list of character sub-types is: Adventurer, Animal, Apprentice, Artist, Bureaucrat, Citizen, Companion, Deity, Dragon, Druid, Elemental, Engineer, Fairy, Leviathan, Mage, Messenger, Noble, Plant, Robot, Soldier, Scholar, Spirit, Titan, Trainer.
2.2.2.e The list of permanent sub-types is: Landmark.
2.2.2.f The list of region sub-types is: Forest (), Mountain (
), Water (
).
2.2.2.g The list of spell sub-types is: Boon, Conjuration, Disruption, Maneuver, Song.
2.2.2.h The list of emblem sub-types is: Reaction, Ongoing.
2.2.2.i The sub-types of a card are written on the type line, just below the name of the card. They are to the right of the dash; if there is more than one sub-type, they are separated by commas.
2.2.2.j The sub-types of a token are defined by the effect that creates it. They are written after the statistics of the token, separated by commas.
Example. Foundry Armorer has the reaction " Create a Brassbug 2/2/2 Robot token in target Expedition". The sub-type of the token created when this reaction resolves is "Robot".
2.2.2.k The sub-types of the hero region, companion region, and the arena are Forest (), Mountain (
), and Water (
).
Remark. Regions represented by face-down Tumult cards have no sub-types.
2.2.2.l The sub-types of regions represented face-up Tumult cards are described by symbols on the side of the regions.
2.2.2.m The sub-type of an emblem created as a reaction triggers is Reaction. The sub-type of an emblem created by an effect that lasts longer than its own resolution is Ongoing.
Example. Aloe Vera has the reaction "At Noonl Resupply". As the Noon phase begins, Aloe Vera's controller creates an Emblem-Reaction in Limbo with the text "Resupply". When that Reaction is played, its effect resolves, then it ceases to exist.
Example. Celebration Day has the effect "Expeditions can´t move forward this Day". When that effect resolves, an Emblem-Ongoing is created in Limbo with the passive ability "Expeditions can't move forward" and the duration "this Day".
2.2.2.n When a cost or an effect refers to "a sub-type", it refers to an object in play with the appropriate sub-type.
Example. Three Little Pigs has the reaction " If you control two or more Landmarks, I gain 1 boost". When that Reaction resolves, it only counts the Landmarks in the Landmark zone, not those in Reserve or in the Discard pile.
2.2.2.o When a cost or an effect checks whether a specific card or object is "a [sub-type]", it checks whether that card or that object has the appropriate sub-type, regardless of its location.
2.2.2.p Some effects have objects gain or lose types. These effects actually mean gaining or losing sub-types.
Example. The Kraken has the ability "All regions are and lose their other types". When the Kraken is in play, regions keep the type Region and lose the
and
sub-types.
3.2.1.a The Adventure is a shared, visible zone.
Remark. The Adventure is a visible zone which contains face-down cards. Players may not look at the face of face-down cards in the Adventure.
3.2.1.b During regular play, the Adventure contains eight regions in a row: the hero region on one side, six regions represented by three Tumult cards, and the companion region on the other side.
3.2.1.c During tiebreakers, all regions are replaced by a single region called the Arena.
Remark. At the beginning of the game, the three Tumult cards are face-down. The six objects they represent have the type Region due to Rule 2.2.1.e and no other characteristics.
4.1.a As the game starts, all zones are empty.
4.1.b Place the two Adventure cards representing the Hero Region and the Companion Region on either end of the Adventure.
4.1.c Shuffle three different Tumult cards (position and orientation) and place them face-down in the Adventure, between the Hero Region and the Companion Region.
4.1.d Each player put their hero expedition counter in the hero region and their companion expedition counter in the companion region.
4.1.e Each player present their deck and their Hero, face-down.
4.1.f If a player has no Hero, they may present a face-down card from outside the game (not from their deck) to disguise this fact until 4.1.h .
4.1.g Determine the first player at random.
4.1.h Each player reveals their Hero and place it in their Hero zone. If a player had a non-Hero card face-down, it is removed from the game.
4.1.i Each player shuffles their deck and puts it in their Deck zone.
4.1.j Start the first day at Noon, replacing the first Morning with the following setup:
4.3.a If a single player's expeditions meet on the same region, they win. This is an additive event modifier.
4.3.b If a single player's expeditions cross each other, they win. This is an additive event modifier.
4.3.c If both players' expeditions meet at the same time, or both players' expeditions cross each other at the same time, tiebreakers start.
4.3.d When tiebreakers start, turn the companion region card face-down and put all expedition markers on it. Discard all other regions.
4.3.e The new region is called the Arena.
4.3.f The Arena has the region types ,
, and
.
4.3.g Once tiebreakers have started, expeditions cannot move forward or backward.
4.3.h The Progress daily effect of Dusk is modified as follows:
1. Each player determine a single set of statistics by adding up the statistics of each characters in both of their expeditions.
2. Compare each statistic individually.
3. If a player wins on more statistics than their opponent, they win. Otherwise, the game continues.
Remark. Tiebreakers may last for several days.
7.3.10.a To move [an expedition] backward means "to move the corresponding counter from its current region to the next region in the direction whence it came (towards the hero region for the hero expedition and towards the companion region for the the companion expedition).
7.3.10.b If an expedition in its region of origin would move backwards, nothing happens.
7.3.10.c If an expedition in the Arena would move backward, nothing happens.
7.3.11.a To move [an expedition] forward means "to move the corresponding counter from its current region to the next region in the direction it is going (towards the companion region for the hero expedition and towards the hero region for the the companion expedition).
7.3.11.b If an expedition would move into a region represented by half a face-down Tumult card, instead this Tumult card is revealed and the expedition moves into it.
7.3.11.c If an expedition in the region opposite to its region of origin would move forward, nothing happens.
7.3.11.d If an expedition in the Arena would move forward, nothing happens.
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.