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Altered Glossary

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1.1.5 Limited play

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 Material

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 exhaust 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 forest|mountainwater, one mountain|forestwater, and one water|forestmountain) to represent the Adventure.

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:


1.2.2.d An object may lack some of these characteristics.

1.2.6 Effects

1.2.6.a An effect is a change in the game state that happens during the resolution of a spell, a quick action, a reaction, or a daily effect.

1.2.6.b Effects may have several steps. There is usually one step for each verb in an effect, unless these verbs are said to happen simultaneously.

1.2.6.c Effects are usually mandatory. Optional steps use the word "may".

1.2.6.d Some steps are conditional. They are written "If [condition], do [step]". Conditional steps whose condition is not met are ignored.

1.2.6.e Some steps contain internal actions which can be played if the controller of the effect wishes to pay their cost. They are written "You may [pay cost] to [do effect]". Internal actions whose cost is not paid are ignored.

1.2.6.f If part of an effect cannot happen, that part is ignored, but the rest of the effect happens normally.

1.3 Game Progress

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.

1.3.2 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

1.4 Golden rules

1.4.1 Can't beats can
1.4.1.a If a rule or a passive ability says that it is impossible to do something, and a cost or an effect tries to do that thing, then the thing cannot be done.
1.4.1.b An impossible cost cannot be paid.
1.4.1.c An impossible effect cannot be performed. If other parts of the effect can happen, the rest of the effect resolves normally.
1.4.1.d If it impossible to modify an impossible event, even if the modified event would itself be possible.

1.4.2 Specific beats general
1.4.2.a If a card allows a player to do something that they cannot normally do, or to do it in a different way, the card takes priority.

1.4.3 My cards, my zones
1.4.3.a If a card ownered by a player would move to a zone belonging to another player, it goes to its owner's corresponding zone instead.

1.4.4 New zone, new object
1.4.4.a Objects do not change Zones, the items that represent them does. Most effects that relate to an object in a zone will not be able to follow it to another zone, a common exception being the event which moves an object.

1.4.5 Initiative order
1.4.5.a If both players need to take decisions simultaneously, the player with initiative (the player who is currently taking their turn, or the first player during non-Afternoon phases) must decide first. If that choice involves an object from a visible zone, their opponent knows which object they have chosen. If the choice involves a card from a hidden zone, they must make their choice explicit, but they do not need to reveal the chosen card.

++Example. Ninette plays a game against Lithium. During her turn, Ninette plays Kitsune from her Hand. Kitsune has the reaction "hand Each player may Resupply". She must let Lithium know whether or not she chooses to Resupply before he takes his decision. However, if she chooses to Resupply, Lithium will not see Ninette's top card until after he decides whether to Resupply or not.
In his turn, Lithium plays Anubis , which has the reaction "etb Each player sacrifices a Character". Lithium must choose which Character to sacrifice before Ninette, and Ninette knows which Character he chose to sacrifice when she makes her choice. Both Characters are sacrificed simultaneously.++

1.4.6 Nothing is forever
1.4.6.a The interaction of some cards may lead to seemingly endless loops. In order to resolve these situations, there are limits to the number of times things can happen in a single day.
1.4.6.b A given quick action may only be played a hundred times per day.
1.4.6.c A given reaction may only activate a hundred times per day.

2.2.2 Subtypes

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 (forest), Mountain (mountain), Water (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 "reserve 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 (forest), Mountain (mountain), and Water (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 "etb 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 water and lose their other types". When the Kraken is in play, regions keep the type Region and lose the forest and mountain sub-types.

2.2.9 Statistics

2.2.9.a Statistics are numbers.

2.2.9.b There are three statistics: Forest (forest), Mountain (mountain), and Water (water).

2.2.9.c Only Characters have statistics.

2.2.9.d The statistics of a Character card are represented on the left of the card, with forest on top and in green, mountain in the middle and in orange, and water on the bottom and in blue.

2.2.9.e The statistics of a token are defined by the effect that creates it. They are written between the name and the sub-types of the token, separated by forward slashes, with the forest statistic first, the mountain statistic second, and the water statistic third.

Example. Kojo & Booda has the reaction "At Noon, if you are the first player-Create a Booda 2/2/2 Companion token in your companion Expedition". The statistics of this token are 2, 2, and 2.

2.3.2 Dependency

2.3.2.a Dependency is a relation between two passive abilitys.

2.3.2.b Dependency is defined through the notion of direct dependency.

2.3.2.c A passive ability [A] directly depends on another passive ability [B] if either:

2.3.2.d Applying [B] would remove the existence of [A].

Example. Character [B] has "all other characters loses their abilities". Character [A] has "All regions are Forests". Applying B removes [A]'s ability. Therefore, [A] directly depends on [B].

2.3.2.e Applying [B] changes what [A] applies to.

Example. Character A has "All Elementals have Gigantic". Character B has "All Characters are Elementals". Character C is not a Elemental. Applying [B] makes [A] apply to [C]. Therefore [A] directly depends on [B]

2.3.2.f Applying [B] changes what [A] does.

Example. Character [A] has "If I am in Forest, I am Gigantic" Character [B] has "All regions are Forests". Therefore, [A] directly depends on [B]

2.3.2.g Dependency is the transitive closure of direct dependency:

2.4.2 Anchored

2.4.3 Asleep

4.2.5 Night

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 endormi, Anchored ancre, Fleeting fugace) 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.

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.

7.1.2 Region types and statistics

7.1.2.a The symbol forest represents the Forest sub-type and statistic.

7.1.2.b The symbol mountains represents the Mountain sub-type and statistic.

7.1.2.c The symbol water represents the Water sub-type and statistic.

7.4.2 Eternal

7.4.2.a Eternal is a passive ability that appears on Characters.

7.4.2.b An Eternal character is not sent to the Reserve during rest.

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.

Biome

There are 3 of them and they represent the elements in which you need to have a majority to be able to advance. These biomes are present on the central Tumult cards and will vary depending on your state of advancement.
forest : Forest
mountain : Mountain
water : Water

Booster Draft (Game Mode)

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:


Structure: Best of one game
Number of rounds: 3
Time for drafting and deck construction: 40 minutes
Round time: 30 minutes
Number of players: 8

Should I play a Hero card in my deck?
It is not mandatory to play a Hero card in limited formats like Booster Draft, but it is often preferable to play one in one of the factions of your deck rather than not playing one at all.

Can I change my deck between games?
Players can freely modify their deck using their pool of drafted cards between games when playing in limited formats.

When should I scan my cards and add them to my digital collection?
After the draft phase, during deck construction, unless otherwise indicated by the draft organizer.

What happens if I don't have enough cards for a 30-card deck, and I don't have enough Mana Convergence tokens?
Check with the tournament organizer if they have additional tokens. If you are unable to find any, use other tokens as substitutes.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

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.

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.

Standard (Game Mode)

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:


Recommendations for Standard tournament structure:
Structure: Best of three
Round time: 50 minutes
Number of rounds: 3
Advantages: More competition-oriented, fewer rounds in total/more time in play.

Structure: Best of one
Round time: 30 minutes
Number of rounds: 4

Sealed Format (Game Mode)
Sealed Decks are played 1 vs 1 but can accommodate any number of players. Each player receives 7 Altered boosters. Players must build their decks using only the cards contained in these boosters. Sealed decks must contain at least 30 cards. After deck construction, players compete in a series of Swiss rounds.

Decks built for the Sealed format must follow these guidelines:

Recommendations for Sealed Deck Tournament Structure:

Should I play a Hero card in my deck?
It is not mandatory to play a Hero card in limited formats like Booster Draft or Sealed, but it is often preferable to play one in one of the factions of your deck rather than not playing one at all.

When should I scan my cards and add them to my digital collection?
During deck construction, at any time before playing against your first opponent, unless otherwise indicated by the event organizer.

Can I change my deck between games?
Players can freely modify their deck using their pool of opened cards between games when playing in limited formats.

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