Quick Rules
How to Play
Objective

In Altered, you lead two Expeditions as they discover and explore the land transformed by the Tumult. One Expedition is led by your Hero, the other by their Companion. Your Expeditions progress toward each other and your goal is to be the first to have them meet.

Setup
1

Shuffle the three Tumult cards and place them face-down in a line between the two players.

2

Place the Hero starting region card at one end and the Companion starting region card at the other end.

3

Each player places their Hero Expedition marker and Companion Expedition marker on the corresponding starting regions.

4

Set up the two playmats facing each other on either side of the Tumult.

5

Each player places their Hero card in the Hero zone of their playmat.

6

Randomly determine the First Player and place the First Player marker on their Hero card.

7

Each player removes token cards from their deck, shuffles the remaining cards, and places them face-down in the Deck zone.

8

Each player draws 6 cards, chooses 3 to place face-down in their Mana zone as Mana Orbs, and keeps the other 3 as their starting hand.

Setup
Card Anatomy
Card example
A Name The card's name.
B Type / Sub-type Hero, Character, Spell or Permanent.
C Faction One of the 6 factions. Your deck can only contain cards from the same faction.
D Hand Cost Mana cost (in Mana Orbs) when played from your hand.
E Reserve Cost Mana cost (in Mana Orbs) when played from your Reserve.
F Abilities The card's special rules.
G Support Ability An additional ability usable from the Reserve (some cards only).
H Character Stats Characters only. Each Character has Forest, Mountain and Water stats that determine which Expedition advances at Dusk.
I Ability Icons Each ability shows where it triggers: any origin — always activates  /  from hand — activates when played from hand  /  from Reserve — activates when played from Reserve.
Card Icons
Played from anywhere Ability triggers whenever the card is played, regardless of origin.
Played from hand Ability triggers only when the card is played directly from the hand.
Played from Reserve Ability triggers only when the card is played from the Reserve.
Exhaust Tap the card sideways to indicate it has been used.
Fleeting The card is discarded at the end of the turn it was played.
Anchored The card cannot be moved by opponent effects.
Asleep The card cannot take actions until it is readied.
Terrains
Forest
Characters with Forest stats compete in forested regions.
Mountain
Characters with Mountain stats compete in mountain regions.
Water
Characters with Water stats compete in aquatic regions.
Phases of the Day
Phase 1 Morning
  • Change the owner of the First Player marker.
  • Ready your Mana Orbs and exhausted cards.
  • Draw 2 cards from your deck.
  • Starting with the First Player, each player may place 1 card from their hand into their Mana zone.
Phase 2 Noon
  • Apply all "At Noon" effects (First Player resolves first).
Phase 3 Afternoon
  • Players alternate taking turns. In Altered, 1 turn = 1 card.
  • On your turn: take any number of Quick Actions, then play 1 card OR pass.
  • Quick Actions: use an Exhaust Ability on a Permanent or Hero card in play (exhaust it), or activate a Support Ability by discarding the card from your Reserve.
  • Play a card: exhaust Mana Orbs equal to the card's cost, then resolve its abilities.
  • Pass: you cannot play any more cards this Afternoon. Once both players have passed, proceed to Dusk.
Phase 4 Dusk
  • For each Expedition (Hero then Companion), check the terrain(s) of its current region.
  • For each terrain, total the matching stats of your Characters in that Expedition.
  • If at least one of your totals is strictly higher than your opponent's, your Expedition advances one region.
  • Your total must be > 0 to advance. Each Expedition can only advance once per Dusk.
  • When an Expedition moves onto a face-down Tumult card, flip it face-up.
  • You always compare Hero vs Hero and Companion vs Companion, regardless of their positions.
Phase 5 Night
  • Rest: all Characters in Expeditions go to the Reserve.
  • Keep up to 2 cards in Reserve; discard the rest.
  • Keep up to 2 Landmarks; sacrifice the rest.
  • Check victory (see below).
The Reserve

The Reserve is a face-up zone that acts like a second hand. A card played from the Reserve pays its Reserve Cost instead of its Hand Cost, and gains Fleeting — except Landmark Permanents which do not gain Fleeting.

  • Character: pay Reserve Cost; joins an Expedition but gains Fleeting (place a Fleeting marker on it).
  • Spell: pay Reserve Cost; gains Fleeting (discarded after resolving its effects).
  • Permanent (Landmark): pay Reserve Cost; does not gain Fleeting.

Card Types
Hero
Leads your Expeditions. One required per deck.
Character
Placed into an Expedition. Has Forest, Mountain and Water stats. Goes to Reserve at Night.
Spell
One-time effects. Goes to the discard pile after use.
Permanent
Stays in play. Landmarks are a sub-type that occupy the Landmark zone.
Winning the Game

The first player to have both Expedition markers meet wins. If both meet on the same Day, the player who moved further than necessary loses the tiebreaker. If still tied, play another Day.

Arena (Variant)

Play a normal Day. At Dusk, for each terrain (Forest, Mountain, Water), total the stats of Characters across both your Expeditions and compare with your opponent's. The player who wins the most terrains wins the game. If still tied, play another Day in the Arena.

Additional Rules
Support Ability

Using a Support Ability is a Quick Action. Discard the card from your Reserve to trigger it. The ability does not trigger if the card is discarded for any other reason (e.g. Night cleanup).

Running out of cards

If your deck is empty and you must draw, shuffle your discard pile to form a new deck, then finish drawing.

Targeting

Abilities target cards in play by default (Characters in Expeditions, Permanents in the Landmark zone). Cards in Reserve can only be targeted by abilities that explicitly mention the Reserve.

"At Noon" / "At Dusk" / "At Night"

These abilities trigger at the beginning of the respective phase. The First Player resolves theirs first, in the order of their choice.

"I" in abilities

Cards use "I" to refer to themselves — e.g. "I gain 2 boosts" means "this card gains 2 boosts".

Boosts

Place boost counters on a Character to increase all three of its stats by 1 per boost. Remove them when it leaves the Expeditions.

Deck Building

Your deck must contain:

  • 40 to 60 cards, all from the same faction.
  • Exactly 1 Hero card.
  • No more than 3 copies of any card with the same name (regardless of rarity).
  • No more than 15 Rare cards.
  • No more than 3 Exalted cards.
  • No more than 3 Unique cards.
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