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".
"Deck Building" is the art of creating a deck by choosing the cards to include based on the rules of the game and the strategy you wish to adopt. Good deck building takes into account the mana curve, synergy between cards, overall strategy (aggro, control, etc.), and win conditions. It's about choosing a balance between different cards to maximize your chances of success against various types of opponents.
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.
1.1.4.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.
1.1.5.a In limited play, players must build their deck from a restricted pool of cards provided to them for a specific event, plus any number of Mana Convergence.
1.1.5.b A limited deck can include at most 1 Hero.
1.1.5.c A limited deck must include at least 29 other cards.
1.1.5.d A limited deck can include cards from at most 3 factions; if that deck include a Hero, that Hero's faction counts as one of the three.
Remark. Limited decks have no restrictions in terms of name or rarity.
1.1.7.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.
1.2.1.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.
1.2.3.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.
1.3.1 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.
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.
3.1.2.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.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.
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:
7.3.5.a To "draw X cards" is to move the top X cards of one's Deck to their Hand.
7.3.5.b "Draw a card" means "draw 1 card".
7.3.16.a To "resupply" is to put the top card of one's Deck into one's Reserve.
7.3.16.b If a player with an empty Deck would resupply, they shuffle their Discard pile into their Deck before putting the top card into the Reserve. If the Deck is still empty at that point, Resupply does nothing.
An "Aggro" deck is a type of archetype that aims to inflict maximum damage to the opponent as quickly as possible, often by playing many small creatures or direct damage spells from the early turns. Aggro decks often sacrifice durability and long-term control to maximize immediate pressure on the opponent, hoping to defeat them before they can establish an effective defense or strategy.
An "Archetype" in a TCG refers to a type of deck that follows a specific game plan or given strategy. For example, an aggro archetype focuses on quick attack and aggression, while a control archetype seeks to slow down the game and neutralize threats before taking control of the match. Archetypes are distinguished by the cards they use, their dominant strategies and how they interact with other archetypes in the metagame.
Booster Draft is played 1 vs 1, and the recommended number of players is 8. Each player receives 4 Altered boosters. Players open their first booster, remove the Token/Foil card, choose one card and pass the rest of the booster to the person on their left. The process is repeated until all cards are selected. The same steps are followed for the other boosters, alternating passing directions (left-right-left-right). Decks must contain at least 30 cards following the deck construction rules.
Deck construction:
Decks built from the Booster Draft must follow these guidelines:
Booster War is an alternative game mode for Altered that is played with two players, each requiring a new booster. There are several variants of this mode, ranging from the most technical to the least technical, allowing players to choose their level of strategy and complexity.
This game mode was proposed by Merlin, game designer at Equinox.
Rule - Least technical mode:
1. Each player takes a booster, removes the Hero card, and puts it into play.
2. Shuffle the remaining cards from the booster to form your deck.
3. Play Altered following the usual rules, but with three differences:
- Unlimited mana.
- You draw 3 cards at the beginning of each turn, instead of 2.
- The game ends after 4 days. If, at the end of the fourth day, players are tied, an additional day is played with the remaining cards (without redrawing new cards).
Rule - Most technical mode:
1. Both players open their boosters without revealing the cards to their opponent.
2. Each player builds a 12-card deck by placing them in the order of their choice.
3. The game rules are then the same as those of the least technical mode, including the three differences mentioned above.
Morning Phase
A "Control" deck is a type of archetype that seeks to neutralize the opponent's threats while surviving until the late game, where it can play powerful cards to win the game. Control decks often use removal spells, counterspells, card draw, and other tools to manage the game until they can deploy their own winning strategy. The goal is to control the pace of the game, exhaust the opponent's resources, and eventually take over with powerful cards that become effective in the long term.
The term "Curve" refers to the mana curve or cost curve in a deck. It means that your deck should have a balanced number of cards at different costs to maximize the efficiency of your mana each turn. For example, you want to have cards that you can play on the first turn (1 mana), on the second turn (2 mana), and so on, so you never waste mana and can always play something relevant. Having a good "curve" means that your deck is well-balanced and that you can make the best use of your resources each turn.
A "Midrange" deck is a type of archetype that sits between the aggressiveness of aggro decks and the long-term strategy of control decks. Midrange decks seek to control the early phases of the game with efficient creatures or spells, before deploying larger threats as the game progresses. These decks are generally flexible and can adapt to different situations, sometimes adopting a more aggressive or more defensive role as needed.
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.
The Standard format is a game mode in which players build a deck in advance and bring it to the game. Players choose their favorite Hero or faction and build a deck following the strategies they like best. Standard is the classic Altered experience, recommended for new players and tournaments. This format requires players to bring their own deck to any event.
Standard format is played 1 vs 1. A Standard event can accommodate any number of players. Both players must have a deck that respects the deck construction rules specific to this format.
Standard decks in Altered must follow these guidelines: