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.
7.1.2.a The symbol represents the Forest sub-type and statistic.
7.1.2.b The symbol s represents the Mountain sub-type and statistic.
7.1.2.c The symbol represents the Water sub-type and statistic.
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".
1.2.2.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:
1.3.2.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.
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.
2.5.1.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.
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:
4.3.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.
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.
7.4.3.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.
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.