3.2.6.a The Hero zone is a private, visible zone.
3.2.6.b Each Hero zone contain up to one Hero.
1.1.4.a In constructed play, a player may use any card from their collection to build their deck.
1.1.4.b A constructed deck must include exactly 1 Hero.
1.1.4.c A constructed deck must include at least 39 other cards.
1.1.4.d A constructed deck can only include cards of the same faction as its Hero.
1.1.4.e A constructed deck can include at most 3 cards with the same name.
Remark. In Altered, contrary to many other collectible card games, cards with the same name may have different characteristics, rarity, and faction. A player in a constructed event should make clear which version of a card they play.
1.1.4.f A constructed deck can include at most 15 rare () cards.
1.1.4.g A constructed deck can include at most 3 unique () cards.
1.1.5.a In limited play, players must build their deck from a restricted pool of cards provided to them for a specific event, plus any number of Mana Convergence.
1.1.5.b A limited deck can include at most 1 Hero.
1.1.5.c A limited deck must include at least 29 other cards.
1.1.5.d A limited deck can include cards from at most 3 factions; if that deck include a Hero, that Hero's faction counts as one of the three.
Remark. Limited decks have no restrictions in terms of name or rarity.
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.
1.2.1.a A player is a participant in a game of Altered.
1.2.1.b In a two-player game, each player is the other's opponent.
1.2.1.c Each player in a game of Altered needs to have their own deck.
1.2.1.d Each player has a number of private zones in the game: Deck, Discard pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.
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:
1.2.3.a Zones are the game board of Altered. They are sets of cards or objects.
1.2.3.b There are ten kind of zones (Adventure, Deck, Discard pile, Expedition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, Reserve)
1.2.3.c Three zones are shared: Adventure, Expedition zone, Limbo. There is only one of each in a game of Altered.
1.2.3.d The seven other zones are private. Each player has their own Deck, Discard pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.
1.2.3.e Seven zones are visible: Adventure, Discard pile, Expedition zone, Hero zone, Landmark zone, Limbo and Reserve. They contain objects; players can know the number and characteristics of all objects in these zones at all times.
1.2.3.f Three zones are hidden: Deck, Hand, and Mana zone. They contain cards; players can know the number of cards in each of these zones at all times.
1.2.4.a Each line in the textbox of an object is a separate ability.
1.2.4.b Some abilitys are represented by keywords. Several keywords, representing different abilitys, may appear the same line.
1.2.4.c There are four types of abilitys:
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.
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.
2.2.1.a A type is one of the following: Character, Emblem, Hero, Permanent, Region, Spell.
2.2.1.b Each object has a single type.
2.2.1.c The type of a card is written on the type line, just below the name of the card. It is the first word of the type line, before the dash.
2.2.1.d The type of a token is Character.
Remark. The tokens printed by Equinox have the word "Token" in their type line. This is for clarity and has no rules implications.
2.2.1.e The type of an object represented by an Adventure card or half a Tumult card is Region.
2.2.1.f The type of an object represented by a face-down card in the Mana zone is Mana Orb.
2.2.1.g The type of an emblem is Emblem.
Remark. The type Emblem does not appear on cards. It is reserved for temporary objects in Limbo created by reactions or effects whose impact on the game lasts longer than their own resolution.
2.2.1.h When a cost or an effect refers to "a [type]", it refers to an object in play with the appropriate type, unless it specifies a specific zone.
Example. Banishing Gate has the effect "Discard target Character or Permanent". When that Spell is played, its controller must choose a Character or Permanent in play. They cannot choose a Character or Permanent from another zone, such as the Reserve.
2.2.1.i When a cost or an effect checks whether a specific card or object is "a [type]", it checks whether that card or that object has the appropriate type, regardless of its location.
Example. Ada Lovelace has the reaction " You may put a card from your hand in Reserve. If it's a Permanent, draw a card". If a player choses to put a Permanent card in Reserve during the resolution of this reaction, they draw a card.
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.
2.2.4.a The rarity of an object is one of the following: common, rare, or unique.
2.2.4.b The rarity of a card is indicated by a gem just above the card's name. A gray gem $cmomon indicates a common card; a blue gem indicates a rare card; an orange gem
indicates a unique card. It is also written as a letter (C, R, or U) on the legal line at the bottom of the card.
2.2.4.c Heroes, regions, tokens, and emblems have no rarity.
2.2.11.a The reserve limit is a number.
2.2.11.b Only Heroes have a reserve limit.
2.2.11.c The reserve limit of a Hero is represented by a number of rectangles on a line below the illustration and above the ability box, to the left of that Hero's faction symbol.
Remark. If a player does not have a Hero, the default reserve limit is 2 (see Rule 4.2.5.d )
2.2.12.a The landmark limit is a number.
2.2.12.b Only Heroes have a landmark limit.
2.2.12.c The landmark limit of a Hero is represented by a number of rectangles on a line below the illustration and above the ability box, to the right of that Hero's faction symbol.
Remark. If a player does not have a Hero, the default landmark limit is 2 (see Rule 4.2.5.d )
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.
3.1.1.a A zone is a set of objects or cards.
3.1.1.b Zones always exist, even if they are empty.
3.1.1.c There are ten kind of zones: Adventure, Deck, Discard pile, Expedition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, and Reserve.
Remark. At the beginning of the game, all zones are empty, except from the Adventure, the Hero zones, and the Decks.
3.1.2.a Some zones are shared: there is only one instance of each shared zone in the game.
Remark. Expedition zone, Adventure and Limbo are shared zones.
3.1.2.b Some zones are private: each player has one instance of each private zone.
Remark. Deck, Hand, Hero zone, Landmark zone, Mana zone, Reserve and Discard pile are private zones.
3.1.2.c If a card or an object would go to a private zone that does not belong to its owner, it goes to the corresponding zone of its owner instead.
3.1.3.a Some zones are visible: they contain objects.
Remark. Adventure, Discard pile, Expedition zone, Hero zone, Landmark zone, Limbo, Reserve are visible zones.
3.1.3.b All players know the number and characteristics of objects in all visible zones.
3.1.3.c Some objects in visible zones are represented by face-down cards. These objects have no base characteristics.
3.1.3.d Some zones are hidden: they contain cards.
Remark. Deck, Hand, and Mana zone are hidden zones.
3.1.3.e All players know the number of cards in all hidden zones.
3.1.3.f Players cannot look at cards in hidden zones unless a rule, effect, or passive ability allows them to do so.
Remark. Costs and effects that use the characteristics of a card in a hidden zone reveal that card beforehand.
3.1.4.a An object is "in play" if it is in the Hero zone, the Expedition zone, or the Landmark zone.
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.
3.2.4.a The Expedition zone is a shared, visible zone.
3.2.4.b The Expedition zone is divided in sub-zones called expeditions: each player has a hero expedition and a companion expedition.
3.2.4.c Expeditions always exist, even if they are empty.
3.2.4.d An object that moves from one expedition to another does not change zones.
3.2.4.e Each player knows in which expedition every object in the Expedition zone is at all time.
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:
4.2.5.a There are two daily effects during night.
4.2.5.b Rest Characters in the Expedition zone are sent to Reserve.
Remark. A number of statuses (Asleep , Anchored
, Fleeting
) and abilitys (Eternal) modify the Rest effect.
4.2.5.c Clean-up Each player chooses as many objects in their Reserve as their Hero's reserve limit and as many objects in their Landmark zone as their Hero's landmark limit. All non-selected objects are discarded simultaneously.
Remark. The first player must make their choice known before the second player chooses which objects to discard, and so on, in initiative order (see Rule 6.1.g ).
4.2.5.d If a player has no Hero, their reserve limit and landmark limit are equal to 2.
Remark. A player may have excess objects in their Reserve and or Landmark zone at the end of the day, if the clean-up effect has been modified, the limits have changed, or a reaction triggered off clean-up and put some objects in one of these zones.
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.
Booster Draft is played 1 vs 1, and the recommended number of players is 8. Each player receives 4 Altered boosters. Players open their first booster, remove the Token/Foil card, choose one card and pass the rest of the booster to the person on their left. The process is repeated until all cards are selected. The same steps are followed for the other boosters, alternating passing directions (left-right-left-right). Decks must contain at least 30 cards following the deck construction rules.
Deck construction:
Decks built from the Booster Draft must follow these guidelines:
Booster War is an alternative game mode for Altered that is played with two players, each requiring a new booster. There are several variants of this mode, ranging from the most technical to the least technical, allowing players to choose their level of strategy and complexity.
This game mode was proposed by Merlin, game designer at Equinox.
Rule - Least technical mode:
1. Each player takes a booster, removes the Hero card, and puts it into play.
2. Shuffle the remaining cards from the booster to form your deck.
3. Play Altered following the usual rules, but with three differences:
- Unlimited mana.
- You draw 3 cards at the beginning of each turn, instead of 2.
- The game ends after 4 days. If, at the end of the fourth day, players are tied, an additional day is played with the remaining cards (without redrawing new cards).
Rule - Most technical mode:
1. Both players open their boosters without revealing the cards to their opponent.
2. Each player builds a 12-card deck by placing them in the order of their choice.
3. The game rules are then the same as those of the least technical mode, including the three differences mentioned above.
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:
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.
The Standard format is a game mode in which players build a deck in advance and bring it to the game. Players choose their favorite Hero or faction and build a deck following the strategies they like best. Standard is the classic Altered experience, recommended for new players and tournaments. This format requires players to bring their own deck to any event.
Standard format is played 1 vs 1. A Standard event can accommodate any number of players. Both players must have a deck that respects the deck construction rules specific to this format.
Standard decks in Altered must follow these guidelines: