2023 Altered TCG Rules EN V2
2023 Altered TCG Rules EN V2
2023 Altered TCG Rules EN V2
Six leading Factions have chosen their heroes and will lead courageous expeditions into the unknown, where
the Tumult, remnant of the Confluence of old, still mutates everything in its wake.
Objective
The first player to join their two expedition tokens on the same region of the map wins the game.
Cards
Your deck contains three types of cards: Characters, Spells, and Permanents.
● Characters are creatures that you play to advance your expeditions. When you play a Character, you
assign it to one side (left or right). Here are the different elements you can find on Character cards:
- Their Name
- Their Faction
- Their Type
- Their Hand Cost: the amount of mana you need to exhaust in order to play it from your hand
- Their Reserve Cost: the amount of mana you need to exhaust in order to play it from your
Reserve
- Their Forest (green), Mountain (brown) and Water (blue) Attributes: they represent their
ability to cross the associated territories
- Their in-game abilities: their effects when they come into play or are in play
- Their Echo: an activatable effect which is only available from the Reserve
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● Spells are cards whose effects are applied as soon as you play them. Once played, they join your
Reserve.
● Permanents are cards that remain in play after being played, in the Permanent zone.
Type of Cards
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Card Rarity
Hero Cards
● You start the game with a Hero already in play, this is who you play as.
● Your Hero has passive or activated abilities that impact the way you play.
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Initial Set Up
Adventure Cards
The Adventure Cards: these cards represent the game zone where your two expedition tokens and your
opponent's expedition tokens progress. The Adventure Cards are placed between the two players, in the
middle of the table. There are 5 Adventure Cards in total.
● Place the Adventure Cards as follows: Hero side on one end, Companion side on the other end, with
the 3 remaining cards randomly placed between them, face down.
Example:
● Each player places their two expedition tokens at either end of the Map, one on the Hero side, the
other on the Companion side.
● Roll a die or flip a coin, the winner is the first player and takes the “First Player Token”.
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The Game Area
● Your Hero: where you place your hero card at the beginning of the game.
● Your Expeditions: on either side of your Hero, this is where you play your Characters.
● Your Reserve: place your Spells here once they are resolved, and your Characters after they leave the
Expedition zone.
● Your Mana: represents your resources for casting Characters, Spells and Permanents.
● Your Permanents: place your Permanents there when you play them.
○ You can have as many permanents in Play as you wish, just add the extras above 2 at the right
of your existing permanents (out of the playmat).
● Your Deck: consists of your face-down pack of cards, which is where you draw from.
● Your Discard Pile: place your cards that leave the game face up in this pile.
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Game Effects and Keywords
Here is a list of keywords and effects found in Altered.
Generic Keywords
● Mana Orb: any card that is face down in the mana zone. They allow you to pay the cost of your cards.
Keywords
● After You: End your turn as if you had played a card. You may still play cards later this Day.
● X Boost: Boosts are +1/+1/+1 counters. Remove them when the boosted Character leaves the
Expedition Zone.
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How to Play
The Phases
The game is played over a succession of Days. Each Day is divided into 4 phases:
1. Dawn phase
2. Day phase
3. Dusk phase
4. Night phase
Beginning of a game
Shuffle your deck, then draw 6 cards. Choose 3 cards and place them face down and ready in front of you in
your mana area to make up your 3 starting Mana Orbs.
1. Dawn Phase
For the first Dawn Phase of the game, only apply the following:
● The second player from the previous Day becomes the first player and takes the “First Player token”.
● Both players simultaneously ready their mana orbs and other exhausted cards.
● Both players draw two cards and add them to their hand. Starting with the first player, each player may
add up to one card of their hand (not necessarily one they just drew), face down, to their mana orbs (for
beginners it is strongly recommended that you add one card to your mana pool each turn until you
have at least 7 or 8).
○ If you have no cards left to draw from your deck, reshuffle your discard pile to create a new
deck.
○ There is no limit to the number of manas you can have in your mana zone
2. Day Phase
This phase is divided into Turns, which the players take in turn.
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The player with the “First Player token” takes the first Turn. When you play a card (from your hand, Reserve, or
via an effect), you resolve its effects and your Turn ends. It is then your opponent's turn to play a Turn, and so
on.
– Exhaust the number of mana needed (either its Hand Cost when it is played from your hand or
its Reserve Cost when it is played from the Reserve). When playing a Character, choose which
side you assign it to (left expedition or right expedition). If it's a Spell, apply its effects
immediately and place the spell card in your Reserve. If you play a Permanent, place it in your
Permanent zone.
■ If you play a card from your Reserve, it becomes Fleeting. A Fleeting card is discarded
when it leaves play, instead of returning to your Reserve.
– Playing a card ends your Turn, even if you didn’t play it from your hand or your Reserve.
● Activate an Echo:
– To activate the Echo of a card, it must be in your Reserve. Discard the card then apply the Echo
effect.
– This action is considered a free action and does not end your turn unless it makes you play a
card.
– Exhaust one of your permanents in the Permanent zone and apply its effect.
– This action is considered a free action and does not end your turn unless it makes you play a
card.
– This action is considered a free action and does not end your turn unless it makes you play a
card.
● Pass:
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■ After passing, you will be unable to perform any further actions for the remainder of the
current Day.
– However, before passing, you can still activate Echoes, activate your Hero or use your
Permanents.
You play Turns successively until each player has passed. If your opponent has passed, you can keep playing
Turns continuously, until you pass as well. Once everyone has passed, move on to the next phase.
3. Dusk Phase
During this phase both players determine if their expedition tokens can progress.
In this phase you’ll compare the statistics of each expedition with its facing counterpart. Your Hero Expedition
goes up against your opponent’s Hero Expedition and your Companion Expedition, against your opponent’s
Companion Expedition.
It does not matter if the facing expeditions are in different regions, they always face each other, wherever they
are, even if they crossed the middle of the map. The Hero Expedition always faces the opponent’s Hero
Expedition, same for the Companion Expeditions.
– Add the Mountain attribute of all your Characters on this side. That gives you your total
Mountain score on this side.
– Proceed in the same manner for the Forest attribute, and the Water attribute.
– Compare your Mountain, Forest and Water score to your opponent’s scores:
■ If you have more than your opponent, you win in this attribute.
■ If you have the same score as your opponent, that’s a draw on this attribute.
■ If you have less than your opponent, they win in this attribute.
■ Example:
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Axiom Player Bravos Player RESULT
2+1=3 1+ 2= 3 Draw
If your expedition token is located If your expedition token is located If your expedition token is located
in one of these regions, you must in this region, you must win in in this region, you must win in the
win in any one of the three either the Mountain attribute, or in forest attribute in order to
attributes. You don’t need to win in the Water attribute in order to progress.
all three of them. progress. You don’t need to win in
both.
● C) Move your expedition tokens one region forward when you win. There are 4 possible situations:
– Only you can progress. You were the only one winning in the required attribute(s).
– Only your opponent can progress. You didn’t have enough in the required attribute(s).
– Neither you or your opponent can progress. This can happen if neither of you played
Characters in this side of the expedition, or if there is a draw on all attributes that matter.
– Both you and your opponent can progress. This can happen in 2 cases:
■ Your expedition tokens were in different regions, requiring different attributes, and both
you and your opponent won in the required attribute of your respective region.
■ Your expedition tokens were in the same region, but it was a multi-attribute region, and
you both won in a different attribute.
Important Note: you can only move your expedition token forward one region at a time. Even if you win
in 2 attributes in a multi-attribute region, you can only advance once.
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● D) Go back to A) and proceed in the same manner with the other side.
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4. Night Phase
● After you’ve resolved both sides, send your Characters to your Reserve.
– If any of your Character is Fleeting, instead of sending it to your Reserve, remember to send it
to the Discard, unless stated otherwise.
● If you have more than 2 cards in your Reserve, choose which 2 cards to keep in your Reserve and
which card(s) to discard.
– Note that this rule does not apply during the other phases, meaning you can store more than 2
cards in your Reserve until you reach the Night Phase.
● If you have more than 2 permanents in Play, choose which 2 permanents to keep and which
permanent(s) to discard
– Note that this rule does not apply during the other phases, meaning you can store more than 2
cards in your Reserve until you reach the Night Phase.
● When finished, you go back to the Dawn Phase and repeat until the end of the game.
How to Win
When any player has both their expedition tokens meet in the same region or pass one another on the
Adventure Cards, they win the game.
Example:
In the example below, the Bravos (red) player just won. The Axiom (brown) player was 2 tiles away from
victory.
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If both players reach the win condition at the same phase, there are 2 possibilities:
● One player manages to have their expedition tokens pass one another while the other player doesn’t.
In this case, the first player wins instantly.
● Both players' tokens have moved the exact same number of tiles in total. This ends in a Tie-Breaker.
5. Tie-Breaker
This additional Day plays mostly like a regular Day, except for the following:
● There is only 1 global expedition instead of 2. You don’t choose a side. So any Character you play will
contribute to the same total.
● The region you are in is no longer relevant. All you need to do in order to win the game is to win in
more attributes than your opponent. Here are the possible situations:
– You win in 1 attribute, and there is a draw on the other 2 attributes. In this case you win the
game.
– You win in 1 attribute, your opponent also wins in 1 attribute and there is a draw on the 3rd
attribute. In this case, that is a draw and you must play an additional tie-breaker Day.
– There is a perfect draw on all three attributes. In that case, that is a draw and you must play an
additional tie-breaker Day.
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