5.2.1.a During the declaration of intent, the player must choose in which of their Expedition they play their Character card.
5.2.1.b When a Character card is moved to Limbo, if it was played from Reserve, it gains Fleeting .
5.2.1.c During the resolution of a Character card, the Character enters the chosen Expedition. If it had Fleeting in Limbo, it gains Fleeting
.
1.1.4.a In constructed play, a player may use any card from their collection to build their deck.
1.1.4.b A constructed deck must include exactly 1 Hero.
1.1.4.c A constructed deck must include at least 39 other cards.
1.1.4.d A constructed deck can only include cards of the same faction as its Hero.
1.1.4.e A constructed deck can include at most 3 cards with the same name.
Remark. In Altered, contrary to many other collectible card games, cards with the same name may have different characteristics, rarity, and faction. A player in a constructed event should make clear which version of a card they play.
1.1.4.f A constructed deck can include at most 15 rare () cards.
1.1.4.g A constructed deck can include at most 3 unique () cards.
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 means "When I join the Expedition zone".
1.1.6.f The symbol means "When I am played from Hand".
1.1.6.g The symbol means "When I am played from Reserve".
1.1.6.h The symbol means "exhaust me"
1.1.6.i The symbol means "Discard me from Reserve"
1.1.6.j A white [number] in a black or yellow circle (,
, …) in a cost means "Pay [that number] mana".
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.
1.2.2.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:
1.2.3.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.
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:
1.3.2.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:
1.3.3.a The game continues until one player's hero expedition and companion expedition meet or cross each other.
1.3.3.b At that point, count the distance between each expedition and its starting Region. If the total distance of one player's expeditions is greater than its opponent's, that player wins the game.
1.3.3.c Otherwise, tiebreakers start: all regions in the Adventure are immediately replaced by the Arena (on the back of the Companion card).
1.3.3.d During tiebreakers, all Expeditions are in the Arena, and the statistics of all Characters are summed up during Dusk.
1.3.3.e If one player wins on more Region types than their opponent, that player wins the game.
1.3.3.f Tiebreakers may last for several days.
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 " 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 " 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.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.
2.2.3.a The name of an object is a series of words and symbols.
2.2.3.b An object has only one name, even if it contains several words.
2.2.3.c The name of an object is its English name, even if it is represented by a card printed in a different language.
Example. Fée Clochette is the French version of Tinker Bell. The name of an object represented by that card is Tinker Bell.
2.2.3.d The name of an object represented by a Permanent card is written in the middle of the card, below the rarity gem and above the type line.
2.2.3.e The name of an object represented by a non-Permanent card is written on the top of the card, below the rarity gem.
Remark. Cards with the same name may have different characteristics, if they have different raritys, different factions, or they are unique.
2.2.3.f The name of a token is defined by the effect that creates it. It is composed of the words written before its statistics.
Example. Ordis Cadets has the reaction " Create an Ordis Recruit 1/1/1 Soldier token in my Expedition". The name of the token created when this Reaction resolves is "Ordis Recruit".
2.2.3.g Emblems have no name.
2.2.9.a Statistics are numbers.
2.2.9.b There are three statistics: Forest (), Mountain (
), and 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 on top and in green,
in the middle and in orange, and
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 statistic first, the
statistic second, and the
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.
2.2.10.a Abilitys are either quick actions, reactions, passive abilitys, or effects.
2.2.10.b The abilitys of an object represented by a card are written in the ability box, below the illustration.
2.2.10.c Text in italics in the ability box has no existence rules-wise.
2.2.10.d Some abilitys are written in a box inside the ability box with a coloured background and white or yellow text. Such abilitys are support abilitys.
++Example. The textbox of Haven Trainee has the following text:
I gain two boosts.
"All right, lad, show me what you've learned."
: The next Character you play this turn gains 1 boost. (Discard me from Reserve to do this.)
Haven Trainee (rare) has a two abilitys: " I gain two boosts." and "
: The next Character you play this turn gains 1 boost.". The first one is an in play ability and the second one is a support ability. "All right, lad, show me what you've learned." is flavour text and "(Discard me from Reserve to do this.)" is reminder text.++
2.2.10.e The abilitys of a Character represented by a token are defined by the effect that creates it. They are written between quotation marks and preceded by "with", after the location in which the token is created.
Example. Lindiwe & Maw has the quick action ": Create a Maw 0/0/0 Companion token in your companion Expedition with "When you sacrifice a Character l I gain two boosts". This action costs 1 more if you are not the first player". The token created by this quick action has the reaction "When you sacrifice a Character l I gain two boosts".
2.2.10.f Unless otherwise specified, the abilitys of an object only work while this object is in play.
2.2.10.g Support abilitys only work while the object is in the Reserve.
2.2.10.h Quick actions are written "Cost: Effect".
Remark. Some quick actions use symbols as part of their costs: means "Exhaust me" and
means "Discard me from Reserve". See 7.1.4 "Cost symbols".
2.2.10.i Reactions are written "Triggerl Effect".
Remark. Some reactions use symbols as triggers: means "When I enter play from anywhere l";
means "When I am played from Handl";
means "When I am played from Reservel". See 7.1.1 "Trigger symbols"
2.2.10.j Passive abilitys are written as statements. They may create or alter rules, change the characteristics of objects, or modify the way costs and effects affect the game.
2.2.10.k Effects are written as instructions to change to the game state.
2.3.1.a A card object represented by a card has the base characteristics written on the card. Some cards may have received errata since their publication.
2.3.1.b An object represented by a token has the base characteristics described by the event that created the token.
2.3.1.c An object may be missing one or more characteristics.
2.3.1.d If an object does not have a characteristic, this characteristic cannot be modified.
2.3.1.e If an object does not have a characteristic, this characteristic can be gained.
2.3.1.f If an event looks for the value of an absent characteristic, it uses zero for numeric characteristics and the empty set for other characteristics.
2.3.1.g Some passive abilitys modify the characteristics of objects.
2.3.1.h These abilitys only affect objects in play.
2.3.1.i Passive abilitys apply continuously.
2.3.1.j An object's characteristics are its base characteristics, modified by all applicable passive abilitys.
2.3.1.k What a passive ability does and what it applies to is re-evaluated after each event.
2.3.1.l Passive abilitys are applied one at a time.
2.3.1.m In order to determine the order in which passive abilitys are applied, Altered uses timestamps and 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:
2.4.4.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.a When a Character is played from Reserve, it gains Fleeting as it enters Limbo.
2.4.6.b When a Fleeting Character in Limbo resolves, it gains Fleeting
as it enters the Expedition zone.
2.4.6.c If a Fleeting 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 as it enters Limbo.
2.4.6.e Some spells have Fleeting as an ability. When such a spell is played from anywhere, it gains the status Fleeting
as it enters Limbo.
2.4.6.f When a Fleeting Spell in Limbo is done resolving, it goes to the Discard pile instead of the Reserve.
2.5.1.a Boost counters, also called +1/+1/+1 counters are a specific type of counters.
2.5.1.b If a Character has boost counters, each of them adds 1 to each of its statistics.
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.
3.2.1.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.
4.2.1.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.
4.2.4.a There is one daily effect during dusk.
4.2.4.b Progress Determine the statistics of each expedition by summing the statistics of each character in that expedition. If an expedition has a greater positive statistic in a region type of its region than the corresponding statistic of its opposing expedition, it moves forward.
4.2.4.c A tie is not sufficient to advance.
4.2.4.d A statistic of 0 is not sufficient to advance, even if the opposing expedition's statistic is negative.
4.2.4.e An expedition advances only once, even if they win in more than one statistic.
4.2.4.f All successful expeditions move forward simultaneously.
4.2.4.g An expedition "fails to move forward" if it does not move forward during progress, unless tiebreakers have started.
Remark. An expedition never "fails to move forward" outside of Progress. An expedition that moved forward during a day can still "fail to move forward" if it does not move forward during Progress.
4.2.4.h An expedition "moves forward due to [statistic]" if the three following conditions are true:
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 , Anchored
, Fleeting
) 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.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 ,
, and
.
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.
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.
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 and put a card from your Hand in Reserve to create a Brassbug 2/2/2 Robot token in target Expedition". Paying
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 " 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 " 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.++
6.4.a Costs always have a single step, even if their description involves multiple verbs.
6.4.b A player may always decline to pay a cost.
6.4.c If a player chooses to pay a cost, they must be able to pay it in full.
6.4.d If a player declines to pay the cost of a card, they may not play that card. The game goes back to the point where the player was offered the possibility of playing that card.
6.4.e If a player declines to pay the cost of a quick action, they may not play that quick action. The game goes back to the point where the player was offered the possibility of playing that quick action.
6.4.f If a player declines to pay the cost of an internal action, that internal action is ignored and the effect that contains it continues to resolve.
6.4.g If a player declines to pay the cost of an Emblem-Reaction, that Emblem ceases to exist. Reactions are checked again.
Remark. Reactions do not have base costs, but they may have extra costs, for example if they target an opposing Character with Tough.
6.5.a Effects are usually mandatory.
6.5.b Some effects have optional steps. They are written "You may [do step]". The controller of the effect chooses whether to do [step] or not just before that step would happen. If they choose not to, the step is ignored and the effect continues resolving.
6.5.c Some effects have conditional steps. They are written "If [condition], [do step]" or "[Do Step] unless [condition]". The condition is evaluated just before that step would happen. If it is false in the first case, or true in the second, the step is ignored and the effect continues resolving.
6.5.d Some conditional effects are written "[Do X]; if you did, [do Y]" or "[You may do X]; if you did, [do Y]". The condition is true if the player started do [do X], even if that event was modified.
6.5.e Some effects are modal. They are written "Choose on" followed by multiple lines starting with •. The choice of mode is done when the spell, quick action, Reaction or internal action is declared, before its resolution. Modes that were not chosen are ignored.
6.5.f If part of an effect cannot be performed, it is ignored; the remainder of the effect happens as normal.
Example. Anubis has the reaction " Each player sacrifices a Character". If a player controls no Character and thus cannot sacrifice a Character, the other players still have to sacrifice a Character.
6.5.g Some effects include an internal action. They are written "You may [pay cost] to [do effect]". Paying the cost of an internal action is optional; if the player declines to pay the cost, the internal action is ignored and the resolution of the effect resumes.
7.2.1 I
7.2.1.a When an ability uses the first person, it refers to the object that is bearing it.
7.2.1.b When an emblem or a reaction uses the first person, it refers to the object which created that emblem or reaction.
Example. Ratatoskr has the ability " I gain 2 boosts". When that reaction resolves, the object only the Ratatoskr bearing that ability gains 2 boosts.
7.2.2 You
7.2.2.a When an ability uses the second person, it refers to its controller.
Example. Charge! has the effect " Characters you control gain 1 boost". When Charge! resolves, the Characters controlled by Charge!'s controller gain 1 boost.
7.2.3 They
7.2.3.a Altered uses the singular "they" for players.
7.2.4 It
7.2.4.a Altered uses the neutral third person for objects and cards.
7.3.1.a An "event activates [a reaction]" means that that event has been modified by that reaction (by creating an Emblem-Reaction) with that Reaction's effect.
7.3.1.b Some steps say "Activate [a reaction]". When that step occurs, it is modified by that reaction.
7.3.1.c Some earlier printings have effects that say "Activate [a trigger]" instead of a
7.3.1.d If an ability of an object activates a trigger of another object, the reaction that triggers is created by the second object, not the first.
Example. Brassbug Hub has the reaction " I gain three Kelon counters" and Dr. Frankenstein has the reaction "
You may activate the
triggers of target Permanent you control". If Brassbug Hub is chosen as the target Dr. Frankenstein's reaction, Brassbug Hub gains three Kelon counters, not Dr. Frankenstein.
7.3.1.e Some abilitys say that [a trigger] "cannot activate". Reactions containing this trigger cannot trigger, whether naturally or through another effect that would activate them.
Example. The Council has the ability "The ,
, and
triggers of Characters facing me don't activate and Hua Mulan has the ability "
I lose Fleeting
". If Hua Mulan is played from Reserve in the expedition facing The Council, it does not loose Fleeting
.
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.
7.3.22.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.
7.4.1.a Defender is a passive ability that appears on Characters.
7.4.1.b An expedition containing a character with Defender cannot move forward during Dusk.
7.4.1.c An expedition containing a Character with Defender always "fails to move forward".
7.4.1.d Defender applies to any reason why an expedition might advance during Dusk, not just the Progress daily effect.
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.
7.4.3.a Gigantic is a passive ability that appears on Characters.
7.4.3.b A Gigantic object is present in both expeditions of its controller.
7.4.3.c When a player plays a card with Gigantic or creates a token with Gigantic, they play it or create it in a specific Expedition. They do not put two cards or two tokens in play.
7.4.3.d When a Gigantic object enters the Expedition zone, its ,
, and
trigger only once.
7.4.3.e A gigantic character's statistics are counted in each of its controller's expeditions.
7.4.3.f If an effect refers to a gigantic character's expedition, it refers to each of its controller's expeditions.
7.4.3.g If an effect refers to the other expedition of a gigantic character's controller, it refers to no expeditions.
7.4.3.h If an effect refers to the expedition facing a gigantic character, it refers to the expeditions facing each of its controller's expeditions.
7.4.3.i During tiebreakers, a gigantic character's statistics are counted twice for their controllers total statistics.
7.4.3.j If a Gigantic Character would switch Expeditions, the card or token representing it switches Expeditions. The Character itself does not leave nor join either Expedition.
7.4.3.k If a Gigantic Character would lose Gigantic, it remains in the Expedition containing the card or token that represents it and leaves the other Expedition of its controller.
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.
7.4.5.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 cost X more.
Remark. If a Spell is played "for free", the extra cost from Tough X is also waived.
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.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.
Morning Phase
A draw occurs when both camps' Expedition markers meet during the Dusk phase, without either camp clearly winning. In this case, the game continues with an additional day in the Arena, where abilities that advance or retreat Expeditions have no effect, and Gigantic Characters count double. The goal is to decide between the players by comparing statistics in the Arena.
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:
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.
A "Vanilla" card is a card that has no special abilities or effect text. This type of card simply has basic characteristics such as strength and toughness (in the case of creatures), or a mana cost, but has no additional effect. These cards are often used as a reference or to simplify game mechanics.