1.2.7.a An event is a change from one game state to the next.
1.2.7.b Paying a cost is always a single event.
1.2.7.c There is a different event for each step in the resolution of an effect.
1.2.7.d Some events involve no change in the game state, for example if they act on an empty set of objects or if they only provide information to one player.
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.++
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.
1.1.6.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.
1.2.4.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:
1.4.1 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".
2.2.13.a A duration is either "this Turn", "this Afternoon", or "this Day".
2.2.13.b Only Ongoing Emblems have a duration.
2.2.13.c The duration of an Ongoing Emblem is defined by the event that created it.
Example. Twinkle Twinkle has the support ability ": The next card you play this turn costs
less". When its effect resolves, its controller creates an Ongoing Emblem in Limbo with the passive ability "The next card you play costs
less" and the duration "this turn". When the current turn ends, this Ongoing Emblem ceases to exist, whether its controller has played a card or not.
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.
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".
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.
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.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 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.
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.
7.3.1.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
.
7.5.2.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.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.
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.
"Disrupt" means to disturb or thwart your opponent's plans. This can include a variety of strategies such as destroying or neutralizing opponent cards, preventing the opponent from performing certain actions, or modifying the state of the game to make the opponent's strategies ineffective. A card or action that "disrupts" is designed to hinder or stop the normal progression of the game for the opponent, thus creating a tactical advantage for you.
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: