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Altered Glossary

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4.2.4 Dusk

4.2.4.a There is one daily effect during dusk.

4.2.4.b Progress Determine the statistics of each expedition by summing the statistics of each character in that expedition. If an expedition has a greater positive statistic in a region type of its region than the corresponding statistic of its opposing expedition, it moves forward.

4.2.4.c A tie is not sufficient to advance.

4.2.4.d A statistic of 0 is not sufficient to advance, even if the opposing expedition's statistic is negative.

4.2.4.e An expedition advances only once, even if they win in more than one statistic.

4.2.4.f All successful expeditions move forward simultaneously.

4.2.4.g An expedition "fails to move forward" if it does not move forward during progress, unless tiebreakers have started.

Remark. An expedition never "fails to move forward" outside of Progress. An expedition that moved forward during a day can still "fail to move forward" if it does not move forward during Progress.

4.2.4.h An expedition "moves forward due to [statistic]" if the three following conditions are true:


Remark. An expedition may move forward due to more than one statistic at the same time.

1.3.2 Day progress

1.3.2.a Each day is divided in five phases.

1.3.2.b In the Morning phase, the opponent of the first player becomes the first player (Succeed), players ready their Characters, Permanents, and Mana Orbs (Prepare), draw two cards (Draw) and may put one card from their Hand in their Mana zone.

1.3.2.c In the Noon phase, nothing happens unless one or more reactions trigger "At Noon".

1.3.2.d In the Afternoon phase, starting with the first player, players alternate taking turns until both have passed; during their turn, a player may play any number of quick actions and then either play a card or pass; once a player has passed, they cannot take more turns this day.

1.3.2.e In the Dusk phase, players sum up the statistics of all the characters in each of their expeditions. An expedition moves forward if one of its statistics is:


1.3.2.f During the Night Phase

1.3.3 Ending the game

1.3.3.a The game continues until one player's hero expedition and companion expedition meet or cross each other.

1.3.3.b At that point, count the distance between each expedition and its starting Region. If the total distance of one player's expeditions is greater than its opponent's, that player wins the game.

1.3.3.c Otherwise, tiebreakers start: all regions in the Adventure are immediately replaced by the Arena (on the back of the Companion card).

1.3.3.d During tiebreakers, all Expeditions are in the Arena, and the statistics of all Characters are summed up during Dusk.

1.3.3.e If one player wins on more Region types than their opponent, that player wins the game.

1.3.3.f Tiebreakers may last for several days.

4.2 Day structure

4.2.a A day contains five phases: Morning, Noon, Afternoon, Dusk, and Night.

4.2.b At the beginning of each phase, Reactions are checked.

Remark. Only reactions that trigger "at [that phase]" should exist in Limbo at that moment.

4.2.c During Morning, Dusk, and Night, some daily effects resolve.

4.2.d After each daily effect, Reactions are checked.

Remark. After a daily effect, both reactions that triggered during this effect and reactions that trigger "after [that daily effect]" exist in Limbo. They can be played in any order, as described in Section 4.4.

4.2.e Once there are no more Reactions in Limbo, the next daily effect is resolved; if there are no more daily effects in this phase, the next phase starts.

4.2.f During Afternoon, the players take turns in succession, until all players have passed.

4.2.3 Afternoon

4.2.3.a During Afternoon, players alternate taking turns until all players have passed.

4.2.3.b The first player takes the first turn.

4.2.3.c Turn structure
1. The player whose turn it is plays a quick action from an object they control, plays a card from their Hand or Reserve, or passes;
2. Check Reactions;
3. If a quick action was played, the turn continues and goes back to 1;
4. If the player played a card or passed, the turn ends:


Remark. A player may take several turns in a row, if all other players have passed.

4.3 Ending the game

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 forest, mountain, and water.

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.

7.4.1 Defender

7.4.1.a Defender is a passive ability that appears on Characters.

7.4.1.b An expedition containing a character with Defender cannot move forward during Dusk.

7.4.1.c An expedition containing a Character with Defender always "fails to move forward".

7.4.1.d Defender applies to any reason why an expedition might advance during Dusk, not just the Progress daily effect.

7.4.4 Seasoned

7.4.4.a Seasoned is a passive ability that appears on Characters.

7.4.4.b If an object with Seasoned would move from the Expedition zone to the Reserve, it keeps its boosts as it moves.

Remark. In order to keep its boosts, the former object in the Expedition zone needs to have Seasoned; the new object in Reserve does not need to have it.

7.4.4.c Seasoned applies to any move from the Expedition zone to the Reserve, including but not limited to the Rest daily effect at Dusk.

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.

Free for All

The Free for All mode is a four-player mode, where each player faces the others.

Setting up an Altered Multiplayer Free for All game
The setup for an Altered Multiplayer Free for All game is the same as for a Multiplayer 2v2 game, except that the placement of players around the table doesn't matter.

Victory conditions
The first player whose Hero and Companion Expeditions meet in the same Region wins the game.
If multiple players fulfill the victory conditions at the same time, first check if a player has advanced further than necessary. If so, that player wins the game. Otherwise, play a tiebreaker day in the Arena with only the players who have advanced the furthest.

Tiebreaker
Play an additional day with the following rule modifications:


++Example
In this example, the fact that Bob and Camille did better than Alice in Forest and Mountain doesn't matter, because neither of them has the highest score in Mountain or Forest. Alice wins.++

First player effects
Effects that activate "if you are the first player" (Akesha & Taru, Kojo & Booda, Lindiwe & Maw) only activate if you have the first player token.

Interactions with other players
It is forbidden to show your hand of cards to another player.
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 all players, and others may still allow coded messages. Players should ensure agreement at the beginning of the game.

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

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

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

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.

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