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Altered Glossary

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5.2.3 Playing a Spell card

5.2.3.a Depending on its effect, playing a Spell card may require choices during the declaration of intent.

5.2.3.b Some effects have targets. During the declaration of intent, a suitable object, zone, or player must be chosen for each target in the effect. Each object, zone, or player may only be chosen once for each occurrence of the word "target" in the effect. If there are several occurrences of the word "target" in the effect, the same object, zone, or player may be chosen for more than one occurrence.

5.2.3.c Some Spells are modal: their effect contain the words "Choose one" followed by several lines starting with •. This choice is made during the declaration of intent.

5.2.3.d When choosing targets for a modal Spell, consider only the chosen mode.

5.2.3.e Some Spells have optional steps: they contain a sentence of the form "You may do [step]". The choice is made during resolution. If the step has a target, that target must be chosen during the declaration of the Spell, even if player does not intend to do that optional step.

5.2.3.f Some Spells have conditional steps: they contain a sentence of the form "If [condition] do [step]" or "Do [step] unless [condition]". The condition is evaluated during resolution. In particular, if the step has a target, that target must be chosen during the declaration of the Spell, even if the condition is not currently met.

5.2.3.g Some Spells have internal actions: they contain a sentence of the form "You may pay [cost] to do [effect]". The internal action is played during the resolution of the Spell. If the internal action's effect has a target, that target is not chosen until the Spell resolves. Note that internal actions are always optional.

5.2.3.h When a Spell card is moved to Limbo, if it was played from Reserve, it gains Fleeting fugace.

5.2.3.i Some Spells have Fleeting fugace as a passive ability in their text box. When such a Spell is played from anywhere, it gains the status Fleeting fugace.

5.2.3.j When a non-Fleeting fugace Spell's resolution is done, that Spell moves to Reserve. When a Fleeting fugace Spell's resolution is done, that Spell moves to the Discard pile.

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.

2.2.1 Type

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 "reserve 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 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.

2.4.6 Fleeting

2.4.6.a When a Character is played from Reserve, it gains Fleeting fugace as it enters Limbo.

2.4.6.b When a Fleeting fugace Character in Limbo resolves, it gains Fleeting fugace as it enters the Expedition zone.

2.4.6.c If a Fleeting fugace Character would go to the Reserve from the Expedition zone, it goes to the Discard pile instead.

2.4.6.d When a Spell is played from Reserve, it gains Fleeting fugace as it enters Limbo.

2.4.6.e Some spells have Fleeting fugace as an ability. When such a spell is played from anywhere, it gains the status Fleeting fugace as it enters Limbo.

2.4.6.f When a Fleeting fugace Spell in Limbo is done resolving, it goes to the Discard pile instead of the Reserve.

5.1.2 Playing process

5.1.2.a The process of playing a card, quick action, reaction, or internal action has three parts: declare intent, pay costs, and resolution.

5.1.2.b In the declaration of intent, a player must, in no particular order:
1. Reveal the card being played, if it is in a hidden zone (usually, the Hand);
2. Choose modes, targets, and optional costs;
3. Declare how costs will be paid.

5.1.2.c The game state should not change during the declaration of intent. Once all these decisions have been taken, check whether the declaration is legal. If it is, proceed to the payment of costs. If it is not, the player must take different decisions (including the decision to play that particular card, quick action, reaction, or internal action).

5.1.2.d In the payment of costs, all costs must be paid simultaneously, as described in 6.4.

5.1.2.e During resolution, a Character card joins an Expedition, a Permanent card joins the Landmark zone, and a Spell, quick action, reaction or internal action performs its effect, as described in 6.5.

5.3 Playing quick actions

5.3.a Playing a quick action follows the same process as playing a Spell, with the following differences:

5.3.b As internal actions are not objects, they do not change zones.

5.3.c Some quick actions have the symbol exhaust in their cost. That cost is paid by exhausting the object bearing that quick action.

5.3.d A given quick action may not be played more than 100 times in a single day.

5.4 Playing internal actions

5.4.a Playing an internal action follows the same process as playing a Spell, with the following differences:

5.4.b As internal actions are not objects, they do not change zones.

Remark. Effects of the form "Do [step A]. If you do, do [step B]" are not internal actions. Step A is mandatory, and the condition for step B is that the player was able to do step A.

5.5 Playing Reactions

5.5.a Playing a Reaction follows the same process as playing a Spell, with the following differences:

5.5.b Reactions do not change zones during the declaration of intent.

5.5.c Reaction usually do not have costs, but they may get extra cost due to some passive abilitys such as Tough.

5.5.d If a Reaction has a cost, its controller may chose to play it wihout paying its cost. In this case, the Reaction has no effect.

5.5.e When a Reaction's resolution is done, that Reaction ceases to exist.

6.5 Effects

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 "etb 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.

7.4.5 Tough

7.4.5.a Tough is a passive ability that appears on Characters and Permanents.

7.4.5.b Tough is always followed by a number.

7.4.5.c Spells, quick actions, reactions, and internal actions targeting an opposing object with Tough x cost X more.

Remark. If a Spell is played "for free", the extra cost from Tough X is also waived.

Aggro

An "Aggro" deck is a type of archetype that aims to inflict maximum damage to the opponent as quickly as possible, often by playing many small creatures or direct damage spells from the early turns. Aggro decks often sacrifice durability and long-term control to maximize immediate pressure on the opponent, hoping to defeat them before they can establish an effective defense or strategy.

Control

A "Control" deck is a type of archetype that seeks to neutralize the opponent's threats while surviving until the late game, where it can play powerful cards to win the game. Control decks often use removal spells, counterspells, card draw, and other tools to manage the game until they can deploy their own winning strategy. The goal is to control the pace of the game, exhaust the opponent's resources, and eventually take over with powerful cards that become effective in the long term.

Midrange

A "Midrange" deck is a type of archetype that sits between the aggressiveness of aggro decks and the long-term strategy of control decks. Midrange decks seek to control the early phases of the game with efficient creatures or spells, before deploying larger threats as the game progresses. These decks are generally flexible and can adapt to different situations, sometimes adopting a more aggressive or more defensive role as needed.

Quality Advantage

"Quality Advantage" refers to the situation where a player has cards or resources of better quality, more effective or more relevant than those of their opponent. It's not just about the number of cards, but the quality of the cards you have compared to your opponent. For example, if you can exchange a low-value card for a high-value card of the opponent or if you can optimize the use of your cards to maximize their impact, you create a Quality Advantage. This is often achieved by filtering cards, selecting the best cards for a given situation or rendering opponent's cards useless (for example, by removing the target of their spells).

Target

Targeting is the action of selecting a specific card on the board to be affected by an ability or spell. Abilities that target cards must respect certain conditions, such as being controlled by the player or being in a specific zone. Cards in the Reserve are not considered controlled and can only be targeted by abilities that explicitly mention the Reserve.

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