6.5.a Effects are usually mandatory.
6.5.b Some effects have optional steps. They are written "You may [do step]". The controller of the effect chooses whether to do [step] or not just before that step would happen. If they choose not to, the step is ignored and the effect continues resolving.
6.5.c Some effects have conditional steps. They are written "If [condition], [do step]" or "[Do Step] unless [condition]". The condition is evaluated just before that step would happen. If it is false in the first case, or true in the second, the step is ignored and the effect continues resolving.
6.5.d Some conditional effects are written "[Do X]; if you did, [do Y]" or "[You may do X]; if you did, [do Y]". The condition is true if the player started do [do X], even if that event was modified.
6.5.e Some effects are modal. They are written "Choose on" followed by multiple lines starting with •. The choice of mode is done when the spell, quick action, Reaction or internal action is declared, before its resolution. Modes that were not chosen are ignored.
6.5.f If part of an effect cannot be performed, it is ignored; the remainder of the effect happens as normal.
Example. Anubis has the reaction " Each player sacrifices a Character". If a player controls no Character and thus cannot sacrifice a Character, the other players still have to sacrifice a Character.
6.5.g Some effects include an internal action. They are written "You may [pay cost] to [do effect]". Paying the cost of an internal action is optional; if the player declines to pay the cost, the internal action is ignored and the resolution of the effect resumes.
7.4.3.a Gigantic is a passive ability that appears on Characters.
7.4.3.b A Gigantic object is present in both expeditions of its controller.
7.4.3.c When a player plays a card with Gigantic or creates a token with Gigantic, they play it or create it in a specific Expedition. They do not put two cards or two tokens in play.
7.4.3.d When a Gigantic object enters the Expedition zone, its ,
, and
trigger only once.
7.4.3.e A gigantic character's statistics are counted in each of its controller's expeditions.
7.4.3.f If an effect refers to a gigantic character's expedition, it refers to each of its controller's expeditions.
7.4.3.g If an effect refers to the other expedition of a gigantic character's controller, it refers to no expeditions.
7.4.3.h If an effect refers to the expedition facing a gigantic character, it refers to the expeditions facing each of its controller's expeditions.
7.4.3.i During tiebreakers, a gigantic character's statistics are counted twice for their controllers total statistics.
7.4.3.j If a Gigantic Character would switch Expeditions, the card or token representing it switches Expeditions. The Character itself does not leave nor join either Expedition.
7.4.3.k If a Gigantic Character would lose Gigantic, it remains in the Expedition containing the card or token that represents it and leaves the other Expedition of its controller.
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 term "Card Advantage" refers to the situation where a player has more cards in hand (or playable cards) than their opponent. The main objective is to generate a gap between the number of cards you have in hand compared to those of your opponent. This advantage can be obtained in several ways, such as drawing additional cards, forcing the opponent to discard cards, or exchanging fewer cards for a more powerful effect than what your opponent has spent. In some cases, Card Advantage also includes cards present on the board, especially in games where cards remain on the field.