2.2.14.a A timestamp is a number.
2.2.14.b Whenever an object enters a new zone or is created in a zone, it receives a new timestamp.
2.2.14.c Each timestamp is greater than all previous timestamps.
2.2.14.d If multiple objects would receive timestamps at the same time, the first player in initiative order first chooses the relative order of the timestamps for their objects, then their opponent does the same.
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".
2.3.1.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.
2.3.3.a An ability [A] is free from dependency if either: