The Game

  • While we have not published a final rule book yet, please check out our Quick Rules on our Resources page for a comprehensive summary of everything you need to know to play the game.

    • 18 Hero cards (3 per faction)
    • 162 Commons (Including 109 characters)
    • 324 Rares
    • X Unique cards (Altered from 109 different characters)
      • Permanents & Spells do not have a Unique version.
  • 5 adventure cards: All Lined up between both players at the start of a game (in a 1v1 format) :

    • 2 representing the starting points for your hero and its companion (at both ends)
    • 3 representing the adventure you are going to explore (in between) and shuffled face down at the beginning of a game.
    • They only need to be brought by one or the other player

    Playing cards:

    • HEROES: representing your hero and its companion
    • CHARACTERS: allies you summon to help you at your side
    • SPELLS: cards that help you on your adventure
    • PERMANENTS: cards that remain in play unless said differently
    • TOKENS: some cards create character tokens
  • We'll have 3 official games modes at launch, including:

    • 1 v 1 Constructed
    • 2 v 2 Teams - Rules Here
    • Booster Draft - Rules Here
    • A deck must contain a minimum of 39 cards plus 1 Hero card.
    • All of your cards must be of the same faction as your Hero.
    • You cannot have more than 3 copies of a card with the same name, regardless of rarity.
    • You cannot have more than 15 rare cards and more than 3 unique cards in your deck.
      • There is no minimum to the number of Rare or Unique cards you can add in a deck.
  • Axiom: Ingenious engineers, the Axiom deploy powerful permanents to create an overwhelming late game ressource engine. The faction offers powerful synergies with your Reserve and the Resupply mechanic, along with the might of Brassbugs of tokens and solid removal options. The Axiom can be slow to set up, however, and can be hampered if their Permanents or cards in Reserve are disrupted.

    Bravos: Headlong adventurers, the Bravos are focused on playing cards that are impressive as quickly as possible. There are two aspects to this philosophy: using cheap Characters with high statistics to consistently move forward with both expeditions, or gaining additional Mana Orbs to power out gigantic Characters way ahead of the curve. The impressive Bravos Characters are often vulnerable to removal abilities, however, and the faction can run out of steam if the game lasts too long.

    Lyra: Masters of Chaos, the Lyra use a combination of dice throwing abilities and Characters specialized in specific region types to defeat their often bemused opponents. The Lyra always have an unexpected ace up their sleeve, with an array of rule twisting cards and combos. This faction tends to have a hard time playing defensively, and the random aspect of dice throwing and the region types of the face-down adventure cards can come back to bite their players.

    Muna: Protectors of nature, the Muna concentrate on summoning Plants, anchoring them in the Expeditions so that they remain for future days, then growing them with boosts. These powerful synergies create walls of statistics that are particularly complex to overcome. Muna decks have a simple and proactive gameplan, and are aided by powerful support cards. The Muna’s caregiving and generous nature means that their ability to negatively interact is weak, and their synergies can be negated by well timed disruption.

    Ordis: The Ordis emphasize the deployment of Ordis Recruit tokens, with a variety of means to create them and powerful payoffs as rewards. These tokens are supported by bureaucrats, Characters with impactful passive effects that will disrupt your opponent’s strategy. Ordis decks can be fast, focusing on boosting their Recruits, or slow and defensive, building an unstoppable force of tokens and permanents. The Ordis can struggle to consistently deploy large quantities of statistics, and usually needs to spend a significant quantity of resources to do so.

    Yzmir: The Yzmir strategy revolves around their powerful disruption spells and abilities. This faction has access to some of the best removal and draw spells in the game, along with Characters that synergize and help set up these cards.The Yzmir also have access to synergies based around sacrificing their own Characters, to enable powerful and forbidden magic. The downside of Yzmir’s reactive gameplan is that it requires the right answers to the opponent’s cards. Preparation and foresight is an essential step to an Yzmir victory.

    • All cards are members of a family of cards
      • Characters are present as common, rare and uniques
      • Spells & Permanents exist only as common and rares (not uniques)
    • For each playable common card, two rare versions exist
      • One belongs to the common card faction
      • The other belongs to another faction and is then playable as an out-of-faction card
        • Both rares stats and/or effects are alterations from the common version. The out-of-faction one is also sometimes modified to match its destination faction needs and flavor.
    • The unique cards are the ultimate alteration of a family of character cards.
    • Uniques will be available in the faction of their Common version, and the faction of their alternate Rare version.
    • Unique cards are algorithmically generated, which means their stats, mana costs and other text rules or faction (one of the two factions from the Rare versions) will vary from one to another.
    • There can be multiple copies of a unique card from the same family, but all with a different generation of stats and rules.
    • All unique cards are purely unique. The generated one you own will never be found elsewhere in the exact same combination of family and stats/rules etc.
    • This is also true for uniques being two distinct cards with different card names.
    • Altered's original idea is built around the memories of many of us TCG players that have experienced and loved the early era of the genre in the 1990’s. Back in those days, when you opened a booster, you didn’t know what to expect and you weren’t spoiled by the internet.
    • We were thrilled and excited everytime we would open a pack of cards. Unique cards are therefore made to answer this and bring back those cherished souvenirs to the table.
    • They bring unlimited surprises to any pack opening.
    • They bring unlimited deck building possibilities.
    • They bring the “surprise” effect to the table. Even if you can know most of the cards your opponent might play because a “meta” is known, there will always be a few cards in your deck or your opponent’s that will bring uncertainty to the game. We hope you’ll like this feeling as much as we do.
    • You’ll never meet the exact same deck twice if you play against different people (unless, of course, if they don’t play unique cards).
  • We knew from the very beginning that this question would arise and we decided to implement many features in order to limit the impact the unique cards can have on the gameplay and therefore safeguard the fun they bring to the table.

    • No more than 3 unique cards per deck.
    • We are giving some hidden limitations to the algorithm to prevent it from generating overpowered cards: a mix of rational game design and hand made work.
  • In the case where a QR code doesn’t work, players will have to provide us with:

    • A picture of the incriminated QR Code, so we can access the card history and check who claimed it and when they claimed it;
    • A picture of the booster pack where the card comes from, so that we can investigate with Cartamundi. With that information, we should have enough to investigate and solve the problem if it’s legitimate.
  • Yes, Altered is colorblind friendly. We hope you’ll love the symbols we have used to help you navigate the game as anyone else.

  • Altered cards are 2.48"×3.46" (63×88mm), Standard card size.

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