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Altered Glossary

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2.5 Counters

2.5.a Objects may have counters on them.

2.5.b Counters have names.

2.5.c Counters with the same name on the same object are indistinguishable.

2.5.d Some Heroes start the game with counters. Such counters are on the Hero from the moment it is revealed and placed in the Hero zone.

2.5.e Some steps have an object "gain [X] [name] counters". After the resolution of such a step, that object has [X] more [name] counters than before.

2.5.f Some steps "remove [X] [name] counters". After the resolution of such a step, if that object had [X] or less [name] counters, it has now zero [name] counters; if it had more than [X] [name] counters, that object has now [X] less [name] counters than before.

2.5.g Some objects have quick actions whose costs include "spending [X] of their [name] counters". In order to pay such costs, the object in question must have at least [X] [name] counters. Once the cost is paid, it has [X] less [name] counters.

2.5.h Most counters have no intrinsic impact on the game.

2.5.i When an object leaves the Expedition zone or the Landmark zone, it loses all its counters.

2.5.j When an object leaves the Discard pile, the Reserve, or the Limbo, it keeps its counters.

7.3.7 Gain (counters)

7.3.7.a When an object "gains X [name] counters", X [name] counters are put on that object.

7.3.7.b Counters with the same name on the same object are fungible: they do not need to be distinguished from one another.

7.3.21 Spend (counters)

7.3.21.a When an object "spends X of its [name] counters", X [name] counters that were on that object are removed from it.

7.3.21.b An object cannot spend more counters with a given name that it has on it.

1.1.7 Material

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 exhaust 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 forest|mountainwater, one mountain|forestwater, and one water|forestmountain) to represent the Adventure.

1.3 Game Progress

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.

2.1 Objects

2.1.a Objects exist in every visible zone. Each object belongs to a single zone at any given time.

2.1.b Objects can be represented in different ways: Altered cards, tokens, Adventure cards, halves of Tumult cards, and emblems.

2.1.c Objects never change zones. When a cost or an effect "moves" an object, it moves the item representing that object, which becomes a new object with a new timestamp if it ends up in a visible zone. Effects relating to the old object do not apply to the new one (see Rule 2.1.e).

Example. Lithium has Haven, Bravos Bastion and plays Kuwat, the Dissenter from Reserve. This triggers the two reactions of Kuwat, its native "etb Sacrifice a Character" and the one granted by Haven "reserve I gain 1 boost". If Lithium decide to play the etb reaction first and to sacrifice Kuwat, then the reserve reaction will not boost Kuwat in the Discard pile as it is not the same object as Kuwat in the Expedition zone which triggered the reserve reaction.

2.1.d If a token would leave the Expedition zone, it ceases to exist immediately after joining its new zone. This is an additive event-modifying rule.

2.1.e If an ability refers to a card or an object moving from any zone to a visible zone (as part of a cost, a trigger, or an effect), that ability can find the new object in its destination zone. This is an exception to Rule 2.1.c .

++Example. Moonlight Jellyfish has the reaction "When I'm sacrificed, if I'm not Fleeting — Put me in Reserve".


2.1.f Rule 2.1.e can apply through more than one zone change, as long as they all come from the ability itself.

Example. Coppélia has the reaction "When I go to Reserve from your Handl You may play me for free and I gain Asleep" endormi. Coppélia in Reserve, Coppélia in Limbo, and Coppélia in the Expedition zone are three different objects, but the effect of Coppélia's reaction in Reserve can act on the two other Coppélias as it is that effect that moved the card from Reserve to Limbo and to the Expedition zone.

2.1.g Cards in hidden zones are not objects.

2.1.h Zones are not objects: they are sets of objects or cards.

2.1.i Counters are not objects: they are markers placed on objects.

2.5.1 Boost coounters

2.5.1.a Boost counters, also called +1/+1/+1 counters are a specific type of counters.

2.5.1.b If a Character has boost counters, each of them adds 1 to each of its statistics.

4.1 Beginning of the game

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:

7.3.1 Activates

7.3.1.a An "event activates [a reaction]" means that that event has been modified by that reaction (by creating an Emblem-Reaction) with that Reaction's effect.

7.3.1.b Some steps say "Activate [a reaction]". When that step occurs, it is modified by that reaction.

7.3.1.c Some earlier printings have effects that say "Activate [a trigger]" instead of a

7.3.1.d If an ability of an object activates a trigger of another object, the reaction that triggers is created by the second object, not the first.

Example. Brassbug Hub has the reaction "etb I gain three Kelon counters" and Dr. Frankenstein has the reaction "reserve You may activate the etb triggers of target Permanent you control". If Brassbug Hub is chosen as the target Dr. Frankenstein's reaction, Brassbug Hub gains three Kelon counters, not Dr. Frankenstein.

7.3.1.e Some abilitys say that [a trigger] "cannot activate". Reactions containing this trigger cannot trigger, whether naturally or through another effect that would activate them.

Example. The Council has the ability "The etb, hand, and reserve triggers of Characters facing me don't activate and Hua Mulan has the ability "reserve I lose Fleeting fugace". If Hua Mulan is played from Reserve in the expedition facing The Council, it does not loose Fleeting fugace.

7.3.10 Move backward

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 Move forward

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.

Control

A "Control" deck is a type of archetype that seeks to neutralize the opponent's threats while surviving until the late game, where it can play powerful cards to win the game. Control decks often use removal spells, counterspells, card draw, and other tools to manage the game until they can deploy their own winning strategy. The goal is to control the pace of the game, exhaust the opponent's resources, and eventually take over with powerful cards that become effective in the long term.

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