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:
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:
1.3.3.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.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.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:
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.
7.4.1.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.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.
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.
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:
"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.