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.
1.3.1 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.
2.1.a Objects exist in every visible zone. Each object belongs to a single zone at any given time.
2.1.b Objects can be represented in different ways: Altered cards, tokens, Adventure cards, halves of Tumult cards, and emblems.
2.1.c Objects never change zones. When a cost or an effect "moves" an object, it moves the item representing that object, which becomes a new object with a new timestamp if it ends up in a visible zone. Effects relating to the old object do not apply to the new one (see Rule 2.1.e).
Example. Lithium has Haven, Bravos Bastion and plays Kuwat, the Dissenter from Reserve. This triggers the two reactions of Kuwat, its native " Sacrifice a Character" and the one granted by Haven "
I gain 1 boost". If Lithium decide to play the
reaction first and to sacrifice Kuwat, then the
reaction will not boost Kuwat in the Discard pile as it is not the same object as Kuwat in the Expedition zone which triggered the
reaction.
2.1.d If a token would leave the Expedition zone, it ceases to exist immediately after joining its new zone. This is an additive event-modifying rule.
2.1.e If an ability refers to a card or an object moving from any zone to a visible zone (as part of a cost, a trigger, or an effect), that ability can find the new object in its destination zone. This is an exception to Rule 2.1.c .
++Example. Moonlight Jellyfish has the reaction "When I'm sacrificed, if I'm not Fleeting — Put me in Reserve".
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.
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.
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:
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.
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
: Mountain
: Water
Morning Phase
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.