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Altered Glossary

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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.

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:

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.

2.2.10 Abilities

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:
reserve I gain two boosts.
"All right, lad, show me what you've learned."
support: The next Character you play this turn gains 1 boost. (Discard me from Reserve to do this.)
Haven Trainee (rare) has a two abilitys: "reserve I gain two boosts." and "support: 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 "exhaust: 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: exhaust means "Exhaust me" and support 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: etb means "When I enter play from anywhere l"; hand means "When I am played from Handl"; reserve 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 Passive abilities

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.

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.

7.3.19 Sacrifice

When a player has to "sacrifice" [an object], they have to discard an object in play they control.

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.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

Instants / Atomic Actions

"Atomic Instants" in Altered are precise moments at the beginning of certain game phases where specific abilities are triggered simultaneously. These instants occur at the very beginning of the "At Noon", "At Dusk", or "At Night" phases. During an Atomic Instant, only cards that are already in play at that moment can have their corresponding abilities triggered. This means that a card played after the start of the Atomic Instant will not be able to trigger an ability related to that instant, even if it would normally enter play during this phase. Atomic Instants are crucial for determining what content is added to the pool of effects to be resolved, thus ensuring an orderly and precise resolution of abilities.

Standard (Game Mode)

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:


Recommendations for Standard tournament structure:
Structure: Best of three
Round time: 50 minutes
Number of rounds: 3
Advantages: More competition-oriented, fewer rounds in total/more time in play.

Structure: Best of one
Round time: 30 minutes
Number of rounds: 4

Sealed Format (Game Mode)
Sealed Decks are played 1 vs 1 but can accommodate any number of players. Each player receives 7 Altered boosters. Players must build their decks using only the cards contained in these boosters. Sealed decks must contain at least 30 cards. After deck construction, players compete in a series of Swiss rounds.

Decks built for the Sealed format must follow these guidelines:

Recommendations for Sealed Deck Tournament Structure:

Should I play a Hero card in my deck?
It is not mandatory to play a Hero card in limited formats like Booster Draft or Sealed, but it is often preferable to play one in one of the factions of your deck rather than not playing one at all.

When should I scan my cards and add them to my digital collection?
During deck construction, at any time before playing against your first opponent, unless otherwise indicated by the event organizer.

Can I change my deck between games?
Players can freely modify their deck using their pool of opened cards between games when playing in limited formats.

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