2.4.1.a Objects may have one or several statuses.
2.4.1.b An object entering a new zone has no status until specified otherwise.
2.4.1.c An object's statuses do not change unless an effect causes them to change.
2.4.1.d An object that already has a status cannot gain that status.
2.4.1.e An object that does not have a status cannot lose that status.
2.4.1.f Statuses are written as a single, underlined word.
2.4.1.g Cards in hidden zones do not have statuses.
7.3.8.a When an object "gains a status", it has that status from that point onwards.
7.3.8.b An object with a given status cannot gain that status again. In particular, it is impossible to exhaust an Exhausted object.
7.3.9.a When an object "loses a status", it ceases to have status from that point onwards.
7.3.9.b An object without a given status cannot lose that status.
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.
1.3.2.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:
2.4.4.a An object is Boosted if it has at least one boost on it.
2.4.4.b Objects never directly gain or lose Boosted. This status changes when boosts are added or removed from an object.
Remark. Characters keep their boost when they change zones, except when they leave the Expedition, so if a player plays a Boosted Character card from their Reserve, that Character enters the Expedition zone Boosted.
2.4.6.a When a Character is played from Reserve, it gains Fleeting as it enters Limbo.
2.4.6.b When a Fleeting Character in Limbo resolves, it gains Fleeting
as it enters the Expedition zone.
2.4.6.c If a Fleeting Character would go to the Reserve from the Expedition zone, it goes to the Discard pile instead.
2.4.6.d When a Spell is played from Reserve, it gains Fleeting as it enters Limbo.
2.4.6.e Some spells have Fleeting as an ability. When such a spell is played from anywhere, it gains the status Fleeting
as it enters Limbo.
2.4.6.f When a Fleeting Spell in Limbo is done resolving, it goes to the Discard pile instead of the Reserve.
4.2.5.a There are two daily effects during night.
4.2.5.b Rest Characters in the Expedition zone are sent to Reserve.
Remark. A number of statuses (Asleep , Anchored
, Fleeting
) and abilitys (Eternal) modify the Rest effect.
4.2.5.c Clean-up Each player chooses as many objects in their Reserve as their Hero's reserve limit and as many objects in their Landmark zone as their Hero's landmark limit. All non-selected objects are discarded simultaneously.
Remark. The first player must make their choice known before the second player chooses which objects to discard, and so on, in initiative order (see Rule 6.1.g ).
4.2.5.d If a player has no Hero, their reserve limit and landmark limit are equal to 2.
Remark. A player may have excess objects in their Reserve and or Landmark zone at the end of the day, if the clean-up effect has been modified, the limits have changed, or a reaction triggered off clean-up and put some objects in one of these zones.
5.2.2.a During the resolution of a Permanent card, that Permanent enters its controller's Landmark zone.
Remark. Permanents cannot have the status Fleeting , even if they were played from Reserve.
5.2.3.a Depending on its effect, playing a Spell card may require choices during the declaration of intent.
5.2.3.b Some effects have targets. During the declaration of intent, a suitable object, zone, or player must be chosen for each target in the effect. Each object, zone, or player may only be chosen once for each occurrence of the word "target" in the effect. If there are several occurrences of the word "target" in the effect, the same object, zone, or player may be chosen for more than one occurrence.
5.2.3.c Some Spells are modal: their effect contain the words "Choose one" followed by several lines starting with •. This choice is made during the declaration of intent.
5.2.3.d When choosing targets for a modal Spell, consider only the chosen mode.
5.2.3.e Some Spells have optional steps: they contain a sentence of the form "You may do [step]". The choice is made during resolution. If the step has a target, that target must be chosen during the declaration of the Spell, even if player does not intend to do that optional step.
5.2.3.f Some Spells have conditional steps: they contain a sentence of the form "If [condition] do [step]" or "Do [step] unless [condition]". The condition is evaluated during resolution. In particular, if the step has a target, that target must be chosen during the declaration of the Spell, even if the condition is not currently met.
5.2.3.g Some Spells have internal actions: they contain a sentence of the form "You may pay [cost] to do [effect]". The internal action is played during the resolution of the Spell. If the internal action's effect has a target, that target is not chosen until the Spell resolves. Note that internal actions are always optional.
5.2.3.h When a Spell card is moved to Limbo, if it was played from Reserve, it gains Fleeting .
5.2.3.i Some Spells have Fleeting as a passive ability in their text box. When such a Spell is played from anywhere, it gains the status Fleeting
.
5.2.3.j When a non-Fleeting Spell's resolution is done, that Spell moves to Reserve. When a Fleeting
Spell's resolution is done, that Spell moves to the Discard pile.
7.3.6.a To "exhaust" an object means have it gain the status Exhausted.
7.3.6.b The symbol in the cost of a quick action means "exhaust me".
7.3.12.a To ready [an object] means that [that object] loses the status Exhausted.
7.3.12.b An object that does not ready object cannot be readied.
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.
Morning Phase