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Altered Glossary

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3.2.9 Mana zone

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

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

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

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

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

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

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

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

1.1.5 Limited play

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 Numbers and symbols

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

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

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

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

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

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

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

1.1.6.h The symbol exhaust means "exhaust me"

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

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

1.2.1 Players

1.2.1.a A player is a participant in a game of Altered.

1.2.1.b In a two-player game, each player is the other's opponent.

1.2.1.c Each player in a game of Altered needs to have their own deck.

1.2.1.d Each player has a number of private zones in the game: Deck, Discard pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.

1.2.3 Zones

1.2.3.a Zones are the game board of Altered. They are sets of cards or objects.

1.2.3.b There are ten kind of zones (Adventure, Deck, Discard pile, Expedition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, Reserve)

1.2.3.c Three zones are shared: Adventure, Expedition zone, Limbo. There is only one of each in a game of Altered.

1.2.3.d The seven other zones are private. Each player has their own Deck, Discard pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.

1.2.3.e Seven zones are visible: Adventure, Discard pile, Expedition zone, Hero zone, Landmark zone, Limbo and Reserve. They contain objects; players can know the number and characteristics of all objects in these zones at all times.

1.2.3.f Three zones are hidden: Deck, Hand, and Mana zone. They contain cards; players can know the number of cards in each of these zones at all times.

1.2.5 Costs

1.2.5.a A cost is a change in the game state that a player can do in order to do something, e.g. playing a card or a quick action.

1.2.5.b A player is never forced to pay a cost. Not paying a cost may preclude certain game actions, such as playing a card, or have some things happen or not happen.

1.2.5.c Costs must always be paid in full. If a player cannot pay part of a cost, they cannot pay the cost at all.

1.2.5.d All parts in a single cost are always paid simultaneously.

1.2.5.e A mana cost is payed by exhausting that many Mana Orbs.

1.3 Game Progress

1.3.1 Starting the game

1.3.1.a The players build a common Adventure with the Hero Region card on one end, the Companion Region card on the other, and three face-down Tumult cards in random positions and orientations between the Hero Region and the Companion Region.

1.3.1.b Each player's hero expedition counter is put on the Hero Region, and each player's companion expedition counter is put on the Companion Region.

1.3.1.c Each player puts their Hero (if they have one) in their Hero zone, shuffles the rest of their cards and puts it in their Deck.

1.3.1.d In the Morning of the first day, instead of the normal daily effects, players draw six cards and put three of them in their Mana zone.

1.3.2 Day progress

1.3.2.a Each day is divided in five phases.

1.3.2.b In the Morning phase, the opponent of the first player becomes the first player (Succeed), players ready their Characters, Permanents, and Mana Orbs (Prepare), draw two cards (Draw) and may put one card from their Hand in their Mana zone.

1.3.2.c In the Noon phase, nothing happens unless one or more reactions trigger "At Noon".

1.3.2.d In the Afternoon phase, starting with the first player, players alternate taking turns until both have passed; during their turn, a player may play any number of quick actions and then either play a card or pass; once a player has passed, they cannot take more turns this day.

1.3.2.e In the Dusk phase, players sum up the statistics of all the characters in each of their expeditions. An expedition moves forward if one of its statistics is:


1.3.2.f During the Night Phase

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.

3.1.1 Zone

3.1.1.a A zone is a set of objects or cards.

3.1.1.b Zones always exist, even if they are empty.

3.1.1.c There are ten kind of zones: Adventure, Deck, Discard pile, Expedition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, and Reserve.

Remark. At the beginning of the game, all zones are empty, except from the Adventure, the Hero zones, and the Decks.

3.1.2 Shared or private

3.1.2.a Some zones are shared: there is only one instance of each shared zone in the game.

Remark. Expedition zone, Adventure and Limbo are shared zones.

3.1.2.b Some zones are private: each player has one instance of each private zone.

Remark. Deck, Hand, Hero zone, Landmark zone, Mana zone, Reserve and Discard pile are private zones.

3.1.2.c If a card or an object would go to a private zone that does not belong to its owner, it goes to the corresponding zone of its owner instead.

3.1.3 Visible or hidden

3.1.3.a Some zones are visible: they contain objects.

Remark. Adventure, Discard pile, Expedition zone, Hero zone, Landmark zone, Limbo, Reserve are visible zones.

3.1.3.b All players know the number and characteristics of objects in all visible zones.

3.1.3.c Some objects in visible zones are represented by face-down cards. These objects have no base characteristics.

3.1.3.d Some zones are hidden: they contain cards.

Remark. Deck, Hand, and Mana zone are hidden zones.

3.1.3.e All players know the number of cards in all hidden zones.

3.1.3.f Players cannot look at cards in hidden zones unless a rule, effect, or passive ability allows them to do so.

Remark. Costs and effects that use the characteristics of a card in a hidden zone reveal that card beforehand.

4.1 Beginning of the game

4.1.a As the game starts, all zones are empty.

4.1.b Place the two Adventure cards representing the Hero Region and the Companion Region on either end of the Adventure.

4.1.c Shuffle three different Tumult cards (position and orientation) and place them face-down in the Adventure, between the Hero Region and the Companion Region.

4.1.d Each player put their hero expedition counter in the hero region and their companion expedition counter in the companion region.

4.1.e Each player present their deck and their Hero, face-down.

4.1.f If a player has no Hero, they may present a face-down card from outside the game (not from their deck) to disguise this fact until 4.1.h .

4.1.g Determine the first player at random.

4.1.h Each player reveals their Hero and place it in their Hero zone. If a player had a non-Hero card face-down, it is removed from the game.

4.1.i Each player shuffles their deck and puts it in their Deck zone.

4.1.j Start the first day at Noon, replacing the first Morning with the following setup:

4.2.1 Morning

4.2.1.a There are four daily effects during Morning.

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

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

4.2.1.d Draw Each player draws two cards.

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

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.

7.1.4 Cost symbols

7.1.4.a The symbol exhaust means "Exhaust me".

7.1.4.b The symbol reserve means "Discard me from the Reserve"

7.1.4.c The symbols 1, 2, …, x mean "Pay 1, 2, …, X mana", respectively

7.3.14 Play for free

7.3.14.a To "play [a card] for free" to play that card while skipping the steps "determine costs" and "pay mana".

Booster Draft (Game Mode)

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:


Structure: Best of one game
Number of rounds: 3
Time for drafting and deck construction: 40 minutes
Round time: 30 minutes
Number of players: 8

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

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

When should I scan my cards and add them to my digital collection?
After the draft phase, during deck construction, unless otherwise indicated by the draft organizer.

What happens if I don't have enough cards for a 30-card deck, and I don't have enough Mana Convergence tokens?
Check with the tournament organizer if they have additional tokens. If you are unable to find any, use other tokens as substitutes.

Booster War (Game Mode)

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.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

Control

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.

Curve

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.

Deck Building

"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.

Ramp

"Ramp" is a term used to describe the acceleration of resource generation, usually mana, in the game. Ramping means increasing the number of available resources faster than what the base game would allow, enabling you to play expensive cards earlier in the game. Cards that allow ramping directly add additional mana or resources, thus giving you a temporal advantage over your opponent. This can sometimes lead to a short-term Card Disadvantage (loss of cards to generate more mana), but aims to give a long-term advantage by allowing more powerful plays earlier.

Value

"Value" refers to the overall advantage or benefit that a card or action brings you relative to its cost in resources (mana, cards, etc.). A card is said to have "value" when it offers a return superior to its cost, for example by providing more cards, resources or by having a significant impact on the game. Value can be calculated in terms of Card Advantage, Quality Advantage, or in terms of efficiency relative to invested resources. The more advantages a card or action brings you while costing little, the more value it has.

Vanilla

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.

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