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Altered Glossary

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1.2.3 Zones

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.

3.1.1 Zone

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.

3.2.4 Expedition zone

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.

3.2.6 Hero zone

3.2.6.a The Hero zone is a private, visible zone.

3.2.6.b Each Hero zone contain up to one Hero.

3.2.7 Landmark zone

3.2.7.a The Landmark zone is a private, visible zone.

Remark. Players may have more objects in their Landmark zone than their landmark limit. They need only to discard excess objects during Night.

3.2.9 Mana zone

3.2.9.a The Mana zone is a private, visible zone.

Remark. The Mana zone is a visible zone which contains face-down cards. Players may not look at the face of face-down cards in other players' Mana zone.

3.2.9.b When a player puts a card in the Mana zone, it enters the Mana zone face-down and Exhausted unless specified otherwise.

Remark. If that card was in a hidden zone prior to the move, that card is not revealed as it changes zones.

3.2.9.c Objects in the Mana zone have the type Mana Orbs.

3.2.9.d Players can look at the cards in their Mana zone at any time.

3.2.9.e Players can exhaust a Mana Orb to ready another Exhausted Mana Orb at any time.

3.2.9.f A mana cost x can be paid by exhausting [X] Mana Orbs.

1.1.3 Collectible card Game

1.1.3.a Altered is a collectible card game: players do not play with cards from a common pool, but from their own collection.

1.1.3.b In order to play a game of Altered, each player needs a deck of Altered cards (not to be confused with the Deck zone during play).

1.1.3.c For the purpose of the rules, a player is the owner of the cards in their deck, regardless of legal ownership. Nothing in the game can change the owner of a card.

1.1.6 Numbers and symbols

1.1.6.a When the game uses a number, it is always an integer.

1.1.6.b If an event requires a division, it will precise whether to round up or down.

1.1.6.c If an event would need to divide a number by 0, that event cannot happen.

1.1.6.d If a calculation uses a missing number (e.g. the statistics of a non-Character card), it uses zero instead.

1.1.6.e The symbol etb means "When I join the Expedition zone".

1.1.6.f The symbol hand means "When I am played from Hand".

1.1.6.g The symbol reserve means "When I am played from Reserve".

1.1.6.h The symbol exhaust means "exhaust me"

1.1.6.i The symbol support means "Discard me from Reserve"

1.1.6.j A white [number] in a black or yellow circle (1, 2, …) in a cost means "Pay [that number] mana".

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.

1.2.1 Players

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.

1.2.4 Abilities

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:


1.2.4.d Abilitys only work when the object is in play (i.e. in the Expedition zone, the Hero zone, or the Landmark zone) unless it specifies that it works in another zone. Furthermore:

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.

2.1 Objects

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 "etb Sacrifice a Character" and the one granted by Haven "reserve I gain 1 boost". If Lithium decide to play the etb reaction first and to sacrifice Kuwat, then the reserve 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 reserve 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".


2.1.f Rule 2.1.e can apply through more than one zone change, as long as they all come from the ability itself.

Example. Coppélia has the reaction "When I go to Reserve from your Handl You may play me for free and I gain Asleep" endormi. Coppélia in Reserve, Coppélia in Limbo, and Coppélia in the Expedition zone are three different objects, but the effect of Coppélia's reaction in Reserve can act on the two other Coppélias as it is that effect that moved the card from Reserve to Limbo and to the Expedition zone.

2.1.g Cards in hidden zones are not objects.

2.1.h Zones are not objects: they are sets of objects or cards.

2.1.i Counters are not objects: they are markers placed on objects.

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.

2.2.14 Timestamp

2.2.14.a A timestamp is a number.

2.2.14.b Whenever an object enters a new zone or is created in a zone, it receives a new timestamp.

2.2.14.c Each timestamp is greater than all previous timestamps.

2.2.14.d If multiple objects would receive timestamps at the same time, the first player in initiative order first chooses the relative order of the timestamps for their objects, then their opponent does the same.

2.4.1 Statuses

2.4.1.a Objects may have one or several statuses.

2.4.1.b An object entering a new zone has no status until specified otherwise.

2.4.1.c An object's statuses do not change unless an effect causes them to change.

2.4.1.d An object that already has a status cannot gain that status.

2.4.1.e An object that does not have a status cannot lose that status.

2.4.1.f Statuses are written as a single, underlined word.

2.4.1.g Cards in hidden zones do not have statuses.

2.4.4 Boosted

2.4.4.a An object is Boosted if it has at least one boost on it.

2.4.4.b Objects never directly gain or lose Boosted. This status changes when boosts are added or removed from an object.

Remark. Characters keep their boost when they change zones, except when they leave the Expedition, so if a player plays a Boosted Character card from their Reserve, that Character enters the Expedition zone Boosted.

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.

2.5 Counters

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.

3.1.2 Shared or private

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 Visible or hidden

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 In play

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 Adventure

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.

3.2.2 Deck

3.2.2.a The Deck is a private hidden zone.

3.2.2.b The cards in the Deck are ordered in a pile: the first card is called the top card, the last card is called the bottom card, and other cards are designated by their position relative to one of these cards.

3.2.2.c If a step affects a card or a set of cards in a Deck, it specifies the position of the affected card (s), relative to the top or the bottom of the Deck.

3.2.2.d If an atomic action would affect a card at a specific position and the Deck does not contain enough cards for that position to exist, shuffle cards in the Discard pile and put them at the bottom of the Deck as part of the step containing that atomic action. This is an additive event-modifying rule.

3.2.2.e If that position still does not exist after shuffling the Discard pile at the bottom of the Deck, any atomic action affecting that position does nothing.

3.2.2.f If a step moves a card or a set of cards at a specific position and the Deck does not contain enough cards, that card or set of cards is moved to the top or to the bottom, respectively, if they were sent "X cards from the bottom" or "X cards from the top".

3.2.3 Discard pile

3.2.3.a The Discard pile is a private, visible zone.

3.2.5 Hand

3.2.5.a The Hand is a private, hidden zone.

3.2.5.b Each player can look at and reorder their own Hand at any time.

3.2.5.c If an effect or a cost acts on a card in a Hand, it either chooses a card at random or it reveals that Hand to the player who chooses which card is affected.

3.2.8 Limbo

3.2.8.a Limbo is a shared, visible zone.

Remark. Limbo is usually not represented as a specific physical space in a game: it is a transitory zone, which only contains cards when they are played and short-lived Emblems.

3.2.10 Reserve

3.2.10.a The Reserve is a private, visible zone.

Remark. Players may have more objects in their Reserve than their reserve limit. They only need to discard excess objects during Night.

4.1 Beginning of the game

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:

4.2.1 Morning

4.2.1.a There are four daily effects during Morning.

4.2.1.b Succeed The player to the left of the first player becomes the first player.

4.2.1.c Prepare Each player readies all their Characters and Permanents.

4.2.1.d Draw Each player draws two cards.

4.2.1.e Expand Each player may put one card from their Hand face-down and ready in the Mana zone.

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.

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.

5.2.2 Playing a Permanent

5.2.2.a During the resolution of a Permanent card, that Permanent enters its controller's Landmark zone.

Remark. Permanents cannot have the status Fleeting fugace, even if they were played from Reserve.

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.

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.

6.1 Costs and Events

6.1.a Costs and effect are sequences of instructions that affect the game state. Paying a cost or resolving an effect consist in following these instructions.

6.1.b An effect may involve multiple steps.

6.1.c There is a separate step for each verb in an effect description, unless these verbs are said to happen "simultaneously"

Example. Spy Craft has the effect "Sabotage, then Resupply". The resolution of Spy Craft involves two steps. In the first step, the controller of Spy Craft performs Sabotage. In the second step, they perform Resupply.

6.1.d Costs always have a single step.

Example. Subhash & Marmo have the Reaction "At Noon l You may pay 1 and put a card from your Hand in Reserve to create a Brassbug 2/2/2 Robot token in target Expedition". Paying 1 and putting a card from Hand to to Reserve happen in the same step.

6.1.e A single step may involve multiple objects. In this case, there is a separate atomic action for each affected object.

Example. Open the Gates has the effect "Create two Ordis Recruit 1/1/1 Soldier tokens in each of you Expeditions". There is only one step in the resolution of Open the Gates. It has four atomic actions, one for each token.

6.1.f Atomic actions in a single Step happen simultaneously.

6.1.g Some steps require decisions by more than one player. Such choices are made in initiative order. If that choice involves an object from a visible zone, other players know which object has been 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.++

6.2 Modifiers

6.2.a Some rules and passive abilitys are modifiers, which change the way a step affects the game state.

6.2.b Some modifiers change what a step or an atomic action does. These modifiers are called replacing modifiers and use the word "instead".

6.2.c Some modifiers add atomic actions to a step. This modifiers are called additive modifiers and use the word "also".

6.2.d Modifiers may apply to steps, or atomic actions:

6.2.e When a step is about to happen, check whether a modifier would apply to that step or an atomic action in that step. If one does, the controller of that step chooses one of them and applies it:
1. Replacing modifiers that apply to the whole step must be applied first;
2. Replacing modifiers that apply to an atomic action must be applied next;
3. Additive modifiers are applied last.

6.2.f If there are multiple applicable modifiers, the controller of the step, or the first player in initiative order if that step has no controller, chooses which one is applied first.

6.2.g Once a modifier has been applied, check whether another modifier applies to the modified step.

6.2.h Once a modifier has been applied to a whole step, it cannot apply again to that step.

6.2.i Once a modifier applies to a atomic action, it cannot apply again to that atomic action.

6.2.j Modifiers have to exist before the step they try to modify, unless they are a passive ability of an object which modifies specifically how that object enters a zone.

6.2.k Once no more modifiers apply to a step, it happens and becomes an event.

6.3 Reactions

6.3.a Some abilitys are Reactions. They are written "Triggerl Effect".

6.3.b Reactions are additive modifiers which apply to events matching their trigger and add the atomic action "Create an Emblem-Reaction in Limbo with the effect of that reaction".

6.3.c A Reaction that modified an event has been "activated" by that event.

6.3.d A reaction has to exist before the event that triggers it, except if it is a reaction of an object that triggers specifically on that object entering a visible zone.

Example. Régis plays Mind Apotheosis and puts Asmodeus in play while resolving Mind Apotheosis' effect. The etb reaction of Asmodeus triggers, even though it did not exist before the event that triggered it.

6.3.e A reaction does not need to exist after the event that triggers it.

Example. Bob plays Mana Reaping on Alice's Armored Jammer. As Mana Reaping resolves, Armored Jammer's reaction "When I leave your Landmark zone - Sabotage" triggers, even though it does not exist anymore after the event.

6.3.f A given Reaction cannot be activated more than 100 times in a single day. If a Reaction would be activated a 101st time, the event that would activate it stays unmodified.

7.3.3 Create

7.3.3.a To create a token is to put a new character token in the Expedition zone.

7.3.3.b Costs and effects that create tokens use the following template: "create a [name] [x/y/z] [sub-types] token with [abilitys] in [expedition]".

Example. Open the Gates (common) has the effect "Create two Ordis Recruit 1/1/1 Soldier token in each of your Expeditions". When Open the Games resolves, four tokens are created. They all have the name "Ordis Recruit", the type "Character", the sub-type "Soldier", all three statistics equal to 1, and no abilitys.

7.3.4 Discard

7.3.4.a To "discard" an [object or card] is to move this object or that card from its current zone to the Discard pile.

7.3.15 Put

7.3.15.a To put [an object] or [a card] in [a zone] means "to move [that object or that card] to [that zone]".

7.3.15.b "Put", "return", and "send" are synonyms rules-wise.

7.3.17 Return

7.3.17.a To return [an object] to [a zone] means "to move [that object] to [that zone]".

7.3.17.b It does not matter whether the object ever was on that zone earlier.

7.3.17.c "Put", "return", and "send" are synonyms rules-wise.

7.3.20 Send

7.3.20.a To send [an object] to [a zone] means "to move [that object] to [that zone]".

7.3.20.b "Put", "return", and "send" are synonyms rules-wise.

7.3.22 Switch expeditions

7.3.22.a To "switch expeditions" means to send an object from one expedition to the other.

7.3.22.b A Character that switches expeditions leaves its former expedition and joins its new expedition. It neither leaves not joins the Expedition zone.

7.4.3 Gigantic

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 etb, hand, and reserve 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.

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.

7.5.2 Becomes

7.5.2.a An object "becomes" a status if it did not have that status before the event and it has the status after the event.

Remark. If an object moved to a new zone with a status, or was created with a status, it "became" that status.

7.5.4 Join

7.5.4.a An object "joins" a zone or an expedition during an event if it was not in that zone or expedition before the event and is in that zone or expedition after the event.

7.5.4.b A token created in the Expedition zone joins the Expedition zone and the expedition in which it was created.

7.5.4.c A Character that switches expeditions joins its new expedition, but not the Expedition zone.

7.5.4.d A token that moves from the Expedition zone to another zone joins the new zone before it ceases to exist.

7.5.5 Leave

7.5.5.a An object "leaves" a zone or expedition during an event if it was in that zone or expedition before the event and is somewhere else after.

7.5.5.b A token that ceases to exist because it moved to a zone other than the Expedition zone does not leave the new zone (it does leave the Expedition zone).

7.5.5.c A Character that switches expeditions leaves its former expedition, but not the Expedition zone.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

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.

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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