Altered Glossary
1.2.2 Objects
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:
- Type (Character, Emblem, Hero, Permanent, Region, Spell)
- Sub-type
- Name
- Rarity (common
, rare
, unique
) - Version
- Hand Cost
- Reserve cost
- Faction (Axiom
, Bravos
, Lyra
, Muna
, Ordis
, Yzmir
) - Statistics (one number for each of
,
,
) - Abilities
- Reserve limit (only for Heroes)
- Landmark limit (only for Heroes)
- Duration (only for Emblems)
1.2.2.d An
object may lack some of these
characteristics.
Clarification of the phases of a day
Morning Phase
- First Player Marker Transfer: If it's not the first day, the First Player Marker is passed to the other player.
- Straightening of Mana Orbs and Exhausted Cards: Players straighten all Mana Orbs and all exhausted cards on the board.
- Card Drawing: Each player draws two cards from their deck.
- Placement of Cards in Mana Zone: Starting with the player who has the First Player Marker, each player can choose to place a card from their hand in their Mana Zone, face down. This card becomes a Mana Orb.
Noon Phase
- Activation of "At Noon" Abilities: All effects or abilities of cards with an "At Noon" trigger are activated. The player with the First Player Marker activates and resolves their abilities first, followed by their opponent.
Afternoon Phase
- Turn by Turn: Starting with the player who holds the First Player Marker, each player plays a card on their turn or chooses to pass.
- Quick Actions: Before playing a card, a player can perform as many quick actions as they wish, such as activating exhaustion or support abilities.
- Playing a Card: To play a card, the player must exhaust a number of Mana Orbs equivalent to its hand cost (if played from the hand) or its reserve cost (if played from the Reserve).
- Passing: A player can choose to pass their turn if they cannot or do not wish to play a card. Once a player has passed, they can no longer play cards for this phase.
- End of Phase: The Afternoon phase ends once both players have passed their turn.
Dusk Phase
- Activation of "At Dusk" Abilities: All effects or abilities of cards with an "At Dusk" trigger are activated and resolved before the advancement of Expeditions.
- Comparison of Statistics: Players compare the statistics of Characters in play for each region type (Forest, Mountain, Water).
- Advancement of Expeditions: If a player's statistics in a region are higher than their opponent's, their Expedition marker advances one space for that region. Each Expedition can only advance once per Dusk phase.
- Revelation of Tumult Cards: When an Expedition marker moves onto a face-down Tumult card, it is turned face up, and its effect is resolved.
Night Phase
- Rest: All Characters in Expeditions are sent to Reserve. Characters with the Fleeting status are discarded instead of going to Reserve. The Anchored and Asleep statuses are removed from Characters during this phase.
- Cleanup: Players must discard excess cards in their Reserve and Landmark zone to keep only two cards in each of these zones.