2024 Altered TCG Comprehensive Rules 1.0 EN
2024 Altered TCG Comprehensive Rules 1.0 EN
Comprehensive Rules
1 Overview 6
1.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.1.1 This document . . . . . . . . . . . . . . . . . . . . . . 6
1.1.2 Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.1.3 Collectible card Game . . . . . . . . . . . . . . . . . . 6
1.1.4 Constructed play . . . . . . . . . . . . . . . . . . . . . 7
1.1.5 Limited play . . . . . . . . . . . . . . . . . . . . . . . 7
1.1.6 Numbers and symbols . . . . . . . . . . . . . . . . . . 9
1.1.7 Material . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.2 Game concepts . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.2.1 Players . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.2.2 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1.2.3 Zones . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1.2.4 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.2.5 Costs . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.2.6 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.2.7 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.3 Game Progress . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.3.1 Starting the game . . . . . . . . . . . . . . . . . . . . 14
1.3.2 Day progress . . . . . . . . . . . . . . . . . . . . . . . 15
1.3.3 Ending the game . . . . . . . . . . . . . . . . . . . . . 15
1.4 Golden rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.4.1 Can’t beats can . . . . . . . . . . . . . . . . . . . . . . 16
1.4.2 Specific beats general . . . . . . . . . . . . . . . . . . . 16
1.4.3 My cards, my zones . . . . . . . . . . . . . . . . . . . 16
1.4.4 New zone, new object . . . . . . . . . . . . . . . . . . 16
1.4.5 Initiative order . . . . . . . . . . . . . . . . . . . . . . 17
1.4.6 Nothing is forever . . . . . . . . . . . . . . . . . . . . 17
2 Objects 18
2.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.2 Characteristics . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.2.1 Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.2.2 Subtypes . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.2.3 Name . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
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2.2.4 Rarity . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.2.5 Version . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.2.6 Hand cost . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.2.7 Reserve cost . . . . . . . . . . . . . . . . . . . . . . . . 25
2.2.8 Faction . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.2.9 Statistics . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.2.10 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2.2.11 Reserve limit . . . . . . . . . . . . . . . . . . . . . . . 29
2.2.12 Landmark limit . . . . . . . . . . . . . . . . . . . . . . 29
2.2.13 Duration . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.2.14 Timestamp . . . . . . . . . . . . . . . . . . . . . . . . 30
2.3 Applying passive abilities . . . . . . . . . . . . . . . . . . . . 31
2.3.1 Base Characteristics . . . . . . . . . . . . . . . . . . . 31
2.3.2 Dependency . . . . . . . . . . . . . . . . . . . . . . . . 32
2.3.3 Order of application . . . . . . . . . . . . . . . . . . . 32
2.4 Statuses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.4.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.4.2 Anchored . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.4.3 Asleep . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.4.4 Boosted . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.4.5 Exhausted . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.4.6 Fleeting . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.5 Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
2.5.1 Boost coounters . . . . . . . . . . . . . . . . . . . . . . 36
3 Zones 37
3.1 Zone properties . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.1.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.1.2 Shared or private . . . . . . . . . . . . . . . . . . . . . 37
3.1.3 Visible or hidden . . . . . . . . . . . . . . . . . . . . . 38
3.1.4 In play . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.2 Zone-specific rules . . . . . . . . . . . . . . . . . . . . . . . . 38
3.2.1 Adventure . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.2.2 Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
3.2.3 Discard pile . . . . . . . . . . . . . . . . . . . . . . . . 40
3.2.4 Expedition zone . . . . . . . . . . . . . . . . . . . . . 40
3.2.5 Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.2.6 Hero zone . . . . . . . . . . . . . . . . . . . . . . . . . 40
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3.2.7 Landmark zone . . . . . . . . . . . . . . . . . . . . . . 41
3.2.8 Limbo . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.2.9 Mana zone . . . . . . . . . . . . . . . . . . . . . . . . 41
3.2.10 Reserve . . . . . . . . . . . . . . . . . . . . . . . . . . 42
4 Game progression 43
4.1 Beginning of the game . . . . . . . . . . . . . . . . . . . . . . 43
4.2 Day structure . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.2.1 Morning . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.2.2 Noon . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.2.3 Afternoon . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.2.4 Dusk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.2.5 Night . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.3 Ending the game . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.4 Checking reactions . . . . . . . . . . . . . . . . . . . . . . . . 48
7 Vocabulary 60
7.1 Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
7.1.1 Trigger symbols . . . . . . . . . . . . . . . . . . . . . . 60
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7.1.2 Region types and statistics . . . . . . . . . . . . . . . 60
7.1.3 Faction symbol . . . . . . . . . . . . . . . . . . . . . . 60
7.1.4 Cost symbols . . . . . . . . . . . . . . . . . . . . . . . 61
7.2 Pronouns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
7.2.1 I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
7.2.2 You . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
7.2.3 They . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
7.2.4 It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
7.3 Keywords actions . . . . . . . . . . . . . . . . . . . . . . . . . 62
7.3.1 Activates . . . . . . . . . . . . . . . . . . . . . . . . . 62
7.3.2 After you . . . . . . . . . . . . . . . . . . . . . . . . . 63
7.3.3 Create . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
7.3.4 Discard . . . . . . . . . . . . . . . . . . . . . . . . . . 63
7.3.5 Draw . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
7.3.6 Exhaust . . . . . . . . . . . . . . . . . . . . . . . . . . 64
7.3.7 Gain (counters) . . . . . . . . . . . . . . . . . . . . . . 64
7.3.8 Gain (status) . . . . . . . . . . . . . . . . . . . . . . . 64
7.3.9 Lose (status) . . . . . . . . . . . . . . . . . . . . . . . 64
7.3.10 Move backward . . . . . . . . . . . . . . . . . . . . . . 65
7.3.11 Move forward . . . . . . . . . . . . . . . . . . . . . . . 65
7.3.12 Ready . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
7.3.13 Roll a die . . . . . . . . . . . . . . . . . . . . . . . . . 66
7.3.14 Play for free . . . . . . . . . . . . . . . . . . . . . . . . 66
7.3.15 Put . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
7.3.16 Resupply . . . . . . . . . . . . . . . . . . . . . . . . . 66
7.3.17 Return . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
7.3.18 Sabotage . . . . . . . . . . . . . . . . . . . . . . . . . 67
7.3.19 Sacrifice . . . . . . . . . . . . . . . . . . . . . . . . . . 67
7.3.20 Send . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
7.3.21 Spend (counters) . . . . . . . . . . . . . . . . . . . . . 67
7.3.22 Switch expeditions . . . . . . . . . . . . . . . . . . . . 67
7.4 Keyword abilities . . . . . . . . . . . . . . . . . . . . . . . . . 68
7.4.1 Defender . . . . . . . . . . . . . . . . . . . . . . . . . 68
7.4.2 Eternal . . . . . . . . . . . . . . . . . . . . . . . . . . 68
7.4.3 Gigantic . . . . . . . . . . . . . . . . . . . . . . . . . . 68
7.4.4 Seasoned . . . . . . . . . . . . . . . . . . . . . . . . . 69
7.4.5 Tough . . . . . . . . . . . . . . . . . . . . . . . . . . 70
7.5 Keyword descriptors . . . . . . . . . . . . . . . . . . . . . . . 70
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7.5.1 j, h, r abilities . . . . . . . . . . . . . . . . . . . . 70
7.5.2 Becomes . . . . . . . . . . . . . . . . . . . . . . . . . . 70
7.5.3 Fails to move forward . . . . . . . . . . . . . . . . . . 70
7.5.4 Join . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
7.5.5 Leave . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Glossary 72
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1 Overview
1.1 General
1.1.1 This document
1.1.1.b It is not expected that players know the content of this document.
However, reading the first section and particularly Subsection 1.4 “Golden Rules”
should help solve most questions
1.1.1.d Remarks and examples, written in italics are not rules. They are
meant to clarify the meaning of the rules.
1.1.2 Scope
1.1.2.b If other official documents contradict these rules, the other docu-
ments take precedence.
1.1.3.a Altered is a collectible card game: players do not play with cards
from a common pool, but from their own collection.
6
1.1.3.c For the purpose of the rules, a player is the owner of the cards in
their deck, regardless of legal ownership. Nothing in the game can change the
owner of a card.
1.1.4.a In constructed play, a player may use any card from their collection
to build their deck.
1.1.4.d A constructed deck can only include cards of the same faction as its
Hero.
1.1.4.e A constructed deck can include at most 3 cards with the same name.
1.1.5.a In limited play, players must build their deck from a restricted pool of
cards provided to them for a specific event, plus any number of Mana Convergence.
7
Sneezer Shroom Sneezer Shroom Sneezer Shroom
8
1.1.5.c A limited deck must include at least 29 other cards.
1.1.5.d A limited deck can include cards from at most 3 factions; if that
deck include a Hero, that Hero’s faction counts as one of the three.
9
1.1.7 Material
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 Com-
panion Region Card, and three different Tumult cards (one V |MO, one M |VO,
and one O |VM) to represent the Adventure.
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1.2.1.c Each player in a game of Altered needs to have their own deck.
1.2.1.d Each player has a number of private zones in the game: Deck, Dis-
card pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.
1.2.2 Objects
• Sub-type
• Name
• Version
• Hand Cost
• Reserve cost
• Abilities
1.2.3 Zones
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1.2.3.a Zones are the game board of Altered. They are sets of cards or
objects.
1.2.3.b There are ten kind of zones (Adventure, Deck, Discard pile, Expe-
dition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, Reserve)
1.2.3.c Three zones are shared: Adventure, Expedition zone, Limbo. There
is only one of each in a game of Altered.
1.2.3.d The seven other zones are private. Each player has their own Deck,
Discard pile, Hand, Hero zone, Landmark zone, Mana zone, and Reserve.
1.2.3.e Seven zones are visible: Adventure, Discard pile, Expedition zone,
Hero zone, Landmark zone, Limbo and Reserve. They contain objects; players can
know the number and characteristics of all objects in these zones at all times.
1.2.3.f Three zones are hidden: Deck, Hand, and Mana zone. They
contain cards; players can know the number of cards in each of these zones at all
times.
1.2.4 Abilities
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1.2.4.d Abilities only work when the object is in play (i.e. in the Expedition
zone, the Hero zone, or the Landmark zone) unless it specifies that it works in
another zone. Furthermore:
• Abilities of an object that say that it can be played from a specific zone
work in that zone.
• Abilities of an object that change the way it may be played, including its
cost, work in any zone from which that object can be played.
1.2.5 Costs
1.2.5.a A cost is a change in the game state that a player can do in order
to do something, e.g. playing a card or a quick action.
1.2.5.b A player is never forced to pay a cost. Not paying a cost may
preclude certain game actions, such as playing a card, or have some things happen
or not happen.
1.2.5.c Costs must always be paid in full. If a player cannot pay part of a
cost, they cannot pay the cost at all.
1.2.6 Effects
1.2.6.a An effect is a change in the game state that happens during the
resolution of a spell, a quick action, a reaction, or a daily effect.
1.2.6.b Effects may have several steps. There is usually one step for each
verb in an effect, unless these verbs are said to happen simultaneously.
1.2.6.c Effects are usually mandatory. Optional steps use the word “may”.
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1.2.6.d Some steps are conditional. They are written “If [condition], do [step
]”. Conditional steps whose condition is not met are ignored.
1.2.6.e Some steps contain internal actions which can be played if the con-
troller of the effect wishes to pay their cost. They are written “You may [pay cost
] to [do effect ]”. Internal actions whose cost is not paid are ignored.
1.2.6.f If part of an effect cannot happen, that part is ignored, but the rest
of the effect happens normally.
1.2.7 Events
1.2.7.c There is a different event for each step in the resolution of an effect.
1.2.7.d Some events involve no change in the game state, for example if they
act on an empty set of objects or if they only provide information to one player.
1.3.1.a The players build a common Adventure with the Hero Region card
on one end, the Companion Region card on the other, and three face-down Tu-
mult cards in random positions and orientations between the Hero Region and the
Companion Region.
1.3.1.b Each player’s hero expedition counter is put on the Hero Region,
and each player’s companion expedition counter is put on the Companion Region.
1.3.1.c Each player puts their Hero (if they have one) in their Hero zone,
shuffles the rest of their cards and puts it in their Deck.
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1.3.1.d In the Morning of the first day, instead of the normal daily effects,
players draw six cards and put three of them in their Mana zone.
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 alter-
nate 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:
1.3.3.a The game continues until one player’s hero expedition and compan-
ion expedition meet or cross each other.
1.3.3.b At that point, count the distance between each expedition and its
starting Region. If the total distance of one player’s expeditions is greater
than its opponent’s, that player wins the game.
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1.3.3.c Otherwise, tiebreakers start: all regions in the Adventure are imme-
diately replaced by the Arena (on the back of the Companion card).
1.3.3.d During tiebreakers, all Expeditions are in the Arena, and the statis-
tics of all Characters are summed up during Dusk.
1.3.3.e If one player wins on more Region types than their oppo-
nent, that player wins the game.
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1.4.4.a Objects do not change Zones, the items that represent them does.
Most effects that relate to an object in a zone will not be able to follow it to
another zone, a common exception being the event which moves an object.
1.4.5.a If both players need to take decisions simultaneously, the player with
initiative (the player who is currently taking their turn, or the first player
during non-Afternoon phases) must decide first. If that choice involves an object
from a visible zone, their opponent knows which object they have chosen. If the
choice involves a card from a hidden zone, they must make their choice explicit,
but they do not need to reveal the chosen card.
1.4.6.b A given quick action may only be played a hundred times per day.
1.4.6.c A given reaction may only activate a hundred times per day.
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2 Objects
2.1 General
2.1.a Objects exist in every visible zone. Each object belongs to a single
zone at any given time.
2.1.d If a token would leave the Expedition zone, it ceases to exist immedi-
ately after joining its new zone. This is an additive event-modifying rule.
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Example. Moonlight Jellyfish has the reaction “When I'm
sacrificed, if I'm not Fleeting — Put me in Reserve”.
2.1.f Rule 2.1.e can apply through more than one zone change, as long as
they all come from the ability itself.
2.1.h Zones are not objects: they are sets of objects or cards.
2.1.i Counters are not objects: they are markers placed on objects.
2.2 Characteristics
2.2.1 Type
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2.2.1.b Each object has a single type.
2.2.1.c The type of a card is written on the type line, just below the name
of the card. It is the first word of the type line, before the dash.
Remark. The tokens printed by Equinox have the word “Token” in their
type line. This is for clarity and has no rules implications.
Remark. The type Emblem does not appear on cards. It is reserved for
temporary objects in Limbo created by reactions or effects whose impact
on the game lasts longer than their own resolution.
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2.2.1.i When a cost or an effect checks whether a specific card or object is
“a [type ]”, it checks whether that card or that object has the appropriate type,
regardless of its location.
2.2.2 Subtypes
2.2.2.f The list of region sub-types is: Forest (V), Mountain (M), Water
(O).
2.2.2.g The list of spell sub-types is: Boon, Conjuration, Disruption, Ma-
neuver, Song.
2.2.2.i The sub-types of a card are written on the type line, just below the
name of the card. They are to the right of the dash; if there is more than one
sub-type, they are separated by commas.
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2.2.2.j The sub-types of a token are defined by the effect that creates it.
They are written after the statistics of the token, separated by commas.
2.2.2.k The sub-types of the hero region, companion region, and the arena
are Forest (V), Mountain (M), and Water (O).
2.2.2.l The sub-types of regions represented face-up Tumult cards are de-
scribed by symbols on the side of the regions.
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2.2.2.n When a cost or an effect refers to “a sub-type”, it refers to an object
in play with the appropriate sub-type.
2.2.2.p Some effects have objects gain or lose types. These effects actually
mean gaining or losing sub-types.
Example. The Kraken has the ability “All regions are O and
lose their other types”. When the Kraken is in play, regions keep the type
Region and lose the V and M sub-types.
2.2.3 Name
2.2.3.b An object has only one name, even if it contains several words.
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2.2.3.e The name of an object represented by a non-Permanent card is
written on the top of the card, below the rarity gem.
Remark. Cards with the same name may have different characteristics,
if they have different raritys, different factions, or they are unique.
2.2.3.f The name of a token is defined by the effect that creates it. It is
composed of the words written before its statistics.
2.2.4 Rarity
2.2.4.b The rarity of a card is indicated by a gem just above the card’s
name. A gray gem indicates a common card; a blue gem indicates a rare
card; an orange gem indicates a unique card. It is also written as a letter (C,
R, or U) on the legal line at the bottom of the card.
2.2.5 Version
2.2.5.b The first three letter correspond to the set release. The list of sets
and their code is: Beyond the Gates (BTG).
24
2.2.5.c The next three numbers are the number of the card in the set.
2.2.5.d The single letter is the rarity of the card, which can be C for commom
( ), R for rare ( ), F for faction-shifted ( ), or U for unique ( ).
2.2.5.g In the Beyond the Gates set, different c ards m ay s hare t he same
number if one comes from the Kickstarter release and the other one from the
Retail release. They may be distinguished by a stylized A on the bottom left of
the card.
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2.2.8 Faction
2.2.8.a A faction is one of the following: Axiom, Bravos, Lyra, Muna, Ordis,
Yzmir.
• Axiom: , brown
• Bravos: , red
• Lyra: , pink
• Muna: , green
• Ordis: , blue
• Yzmir: , purple
2.2.9 Statistics
2.2.9.b There are three statistics: Forest (V), Mountain (M), and Water
(O).
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2.2.9.d The statistics of a Character card are represented on the left of the
card, with V on top and in green, M in the middle and in orange, and O on the
bottom and in blue.
2.2.9.e The statistics of a token are defined by the effect that creates it.
They are written between the name and the sub-types of the token, separated
by forward slashes, with the V statistic first, the M statistic second, and the O
statistic third.
Example. Kojo & Booda has the reaction “At Noon, if you are the first
player l Create a Booda 2/2/2 Companion token in your companion
Expedition”. The statistics of this token are 2, 2, and 2.
2.2.10 Abilities
2.2.10.d Some abilities are written in a box inside the ability box with a
coloured background and white or yellow text. Such abilities are support abilitys.
27
Example. The textbox of Haven Trainee has the following text:
r I gain two boosts.
“All right, lad, show me what you’ve learned.”
D: The next Character you play this turn gains 1 boost. (Discard me from
Reserve to do this.)
Haven Trainee (rare) has a two abilities: “r I gain two boosts.” and “D:
The next Character you play this turn gains 1 boost.”. The first one is an
in play ability and the second one is a support ability. “All right, lad, show
me what you’ve learned.” is flavour text and “(Discard me from Reserve
to do this.)” is reminder text.
Example. Lindiwe & Maw has the quick action “T: Create a Maw
0/0/0 Companion token in your companion Expedition with “When you
sacrifice a Character l I gain two boosts”. This action costs 1 more if
you are not the first player”. The token created by this quick action has
the reaction “When you sacrifice a Character l I gain two boosts”.
2.2.10.f Unless otherwise specified, the abilities of an object only work while
this object is in play.
2.2.10.g Support abilities only work while the object is in the Reserve.
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2.2.10.i Reactions are written “Triggerl Effect”.
Remark. If a player does not have a Hero, the default reserve limit is 2
(see Rule 4.2.5.d )
29
2.2.12.c The landmark limit of a Hero is represented by a number of rect-
angles on a line below the illustration and above the ability box, to the right of
that Hero’s faction symbol.
Remark. If a player does not have a Hero, the default landmark limit
is 2 (see Rule 4.2.5.d )
2.2.13 Duration
2.2.14 Timestamp
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.
30
2.3 Applying passive abilities
2.3.1 Base Characteristics
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.m In order to determine the order in which passive abilities are applied,
Altered uses timestamps and dependency.
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2.3.2 Dependency
2.3.2.c A passive ability [A] directly depends on another passive ability [B]
if either:
Example. Character [B] has ”all other characters loses their abilities”.
Character [A] has ”All regions are Forests”. Applying B removes [A]’s
ability. Therefore, [A] directly depends on [B].
• if [A] depends on [B] and [B] depends on [C], then [A] depends on [C].
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2.3.3.a An ability [A] is free from dependency if either:
• for each unapplied ability [B], if [A] depends on [B], then [B] depends on
[A].
2.3.3.b The next ability that is applied is the one with the smallest times-
tamp that is free from dependency.
2.3.3.c Once an altering ability has been applied, dependencies are re-
evaluated to determine the next ability to apply.
2.4 Statuses
2.4.1 General
2.4.1.b An object entering a new zone has no status until specified otherwise.
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.
2.4.2 Anchored
• During Rest, an Anchored character is not sent to Reserve.
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2.4.3 Asleep
• During Progress, an Asleep character’s statistics are not counted in their
expedition’s statistics.
2.4.4 Boosted
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.
2.4.5 Exhausted
2.4.6 Fleeting
34
2.4.6.b When a Fleeting Character in Limbo resolves, it gains Fleeting as it
enters the Expedition zone.
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.
2.5 Counters
2.5.a Objects may have counters on them.
2.5.c Counters with the same name on the same object are indistinguishable.
2.5.d Some Heroes start the game with counters. Such counters are on the
Hero from the moment it is revealed and placed in the Hero zone.
2.5.e Some steps have an object “gain [X] [name] counters”. After the reso-
lution of such a step, that object has [X] more [name] counters than before.
2.5.f Some steps “remove [X] [name] counters”. After the resolution of such
a step, if that object had [X] or less [name] counters, it has now zero [name]
counters; if it had more than [X] [name] counters, that object has now [X] less
[name] counters than before.
35
2.5.g Some objects have quick actions whose costs include “spending [X] of
their [name] counters”. In order to pay such costs, the object in question must
have at least [X] [name] counters. Once the cost is paid, it has [X] less [name]
counters.
2.5.i When an object leaves the Expedition zone or the Landmark zone, it
loses all its counters.
2.5.j When an object leaves the Discard pile, the Reserve, or the Limbo, it
keeps its counters.
2.5.1.a Boost counters, also called +1/+1/+1 counters are a specific type
of counters.
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3 Zones
3.1 Zone properties
3.1.1 General
3.1.1.c There are ten kind of zones: Adventure, Deck, Discard pile, Expe-
dition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone, and Reserve.
Remark. At the beginning of the game, all zones are empty, except from
the Adventure, the Hero zones, and the Decks.
3.1.2.a Some zones are shared: there is only one instance of each shared
zone in the game.
3.1.2.b Some zones are private: each player has one instance of each private
zone.
Remark. Deck, Hand, Hero zone, Landmark zone, Mana zone, Reserve
and Discard pile are private zones.
3.1.2.c If a card or an object would go to a private zone that does not belong
to its owner, it goes to the corresponding zone of its owner instead.
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3.1.3 Visible or hidden
3.1.3.b All players know the number and characteristics of objects in all
visible zones.
3.1.3.e All players know the number of cards in all hidden zones.
3.1.3.f Players cannot look at cards in hidden zones unless a rule, effect, or
passive ability allows them to do so.
3.1.4 In play
3.1.4.a An object is “in play” if it is in the Hero zone, the Expedition zone,
or the Landmark zone.
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3.2.1.a The Adventure is a shared, visible zone.
3.2.1.b During regular play, the Adventure contains eight regions in a row:
the hero region on one side, six regions represented by three Tumult cards, and
the companion region on the other side.
3.2.1.c During tiebreakers, all regions are replaced by a single region called
the Arena.
Remark. At the beginning of the game, the three Tumult cards are
face-down. The six objects they represent have the type Region due to
Rule 2.2.1.e and no other characteristics.
3.2.2 Deck
3.2.2.b The cards in the Deck are ordered in a pile: the first card is called
the top card, the last card is called the bottom card, and other cards are designated
by their position relative to one of these cards.
3.2.2.e If that position still does not exist after shuffling the Discard pile at
the bottom of the Deck, any atomic action affecting that position does nothing.
39
3.2.2.f If a step moves a card or a set of cards at a specific position and the
Deck does not contain enough cards, that card or set of cards is moved to the top
or to the bottom, respectively, if they were sent “X cards from the bottom” or “X
cards from the top”.
3.2.4.d An object that moves from one expedition to another does not change
zones.
3.2.4.e Each player knows in which expedition every object in the Expedition
zone is at all time.
3.2.5 Hand
3.2.5.b Each player can look at and reorder their own Hand at any time.
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3.2.6.a The Hero zone is a private, visible zone.
Remark. Players may have more objects in their Landmark zone than
their landmark limit. They need only to discard excess objects during
Night.
3.2.8 Limbo
3.2.9.b When a player puts a card in the Mana zone, it enters the Mana
zone face-down and Exhausted unless specified otherwise.
Remark. If that card was in a hidden zone prior to the move, that card
is not revealed as it changes zones.
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3.2.9.c Objects in the Mana zone have the type Mana Orbs.
3.2.9.d Players can look at the cards in their Mana zone at any time.
3.2.9.e Players can exhaust a Mana Orb to ready another Exhausted Mana
Orb at any time.
3.2.10 Reserve
Remark. Players may have more objects in their Reserve than their
reserve limit. They only need to discard excess objects during Night.
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4 Game progression
4.1 Beginning of the game
4.1.a As the game starts, all zones are empty.
4.1.b Place the two Adventure cards representing the Hero region and the
Companion region on either end of the Adventure.
4.1.c Shuffle three different Tumult cards (position and orientation) and
place them face-down in the Adventure, between the Hero region and the Com-
panion region.
4.1.d Each player put their hero expedition counter in the hero region and
their companion expedition counter in the companion region.
4.1.e Each player present their deck and their Hero, face-down.
4.1.f If a player has no Hero, they may present a face-down card from outside
the game (not from their deck) to disguise this fact until 4.1.h .
4.1.h Each player reveals their Hero and place it in their Hero zone. If a
player had a non-Hero card face-down, it is removed from the game.
4.1.i Each player shuffles their deck and puts it in their Deck zone.
4.1.j Start the first day at Noon, replacing the first Morning
with the following setup:
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4.2 Day structure
4.2.a A day contains five phases: Morning, Noon, Afternoon, Dusk, and
Night.
Remark. Only reactions that trigger “at [that phase]” should exist in
Limbo at that moment.
4.2.c During Morning, Dusk, and Night, some daily effects resolve.
Remark. After a daily effect, both reactions that triggered during this
effect and reactions that trigger “after [that daily effect]” exist in Limbo.
They can be played in any order, as described in Section 4.4.
4.2.e Once there are no more Reactions in Limbo, the next daily effect is
resolved; if there are no more daily effects in this phase, the next phase starts.
4.2.f During Afternoon, the players take turns in succession, until all players
have passed.
4.2.1 Morning
4.2.1.b Succeed The player to the left of the first player becomes the first
player.
4.2.1.c Prepare Each player readies all their Characters and Permanents.
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4.2.1.e Expand Each player may put one card from their Hand face-down
and ready in the Mana zone.
4.2.2 Noon
4.2.3 Afternoon
4.2.3.a During Afternoon, players alternate taking turns until all players
have passed.
2. Check Reactions;
3. If a quick action was played, the turn continues and goes back to 1;
• if at least one player has not yet passed: the next player in turn order
who has not yet passed starts a new turn;
• if all players have passed: Afternoon ends and Dusk starts.
Remark. A player may take several turns in a row, if all other players
have passed.
4.2.4 Dusk
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4.2.4.a There is one daily effect during dusk.
4.2.4.e An expedition advances only once, even if they win in more than one
statistic.
• it moves forwards;
Remark. An expedition may move forward due to more than one statistic
at the same time.
46
4.2.5 Night
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.
4.3.b If a single player’s expeditions cross each other, they win. This is an
additive event modifier.
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4.3.c If both players’ expeditions meet at the same time, or both players’
expeditions cross each other at the same time, tiebreakers start.
4.3.d When tiebreakers start, turn the companion region card face-down and
put all expedition markers on it. Discard all other regions.
3. If a player wins on more statistics than their opponent, they win. Otherwise,
the game continues.
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Remark. Reactions are not checked after an internal action is played.
Reactions created by an internal action will only be played after the end of
the effect containing that internal action.
4.4.c Once that Reaction has been played, Reactions are checked again.
Remark. If more than one player has Reactions to play in Limbo, the
player with initiative plays all their Reaction before the next players play
their own. If new Reactions are created during this process, they may be
chosen by their controller just like already existing Reactions.
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5 Playing cards and objects
5.1 General
5.1.1 Timing
5.1.1.a At certain times during the day, players have the possibility to “play”
cards, quick actions, internal actions, or reactions.
5.1.1.b During their turn, a player may play a card or a quick action.
5.1.1.d When Reactions are checked, the first player in initiative order who
owns a Reaction in Limbo must play a Reaction.
1. Reveal the card being played, if it is in a hidden zone (usually, the Hand);
5.1.2.c The game state should not change during the declaration of intent.
Once all these decisions have been taken, check whether the declaration is legal.
If it is, proceed to the payment of costs. If it is not, the player must take different
decisions (including the decision to play that particular card, quick action, reaction,
or internal action).
50
5.1.2.e During resolution, a Character card joins an Expedition, a Perma-
nent card joins the Landmark zone, and a Spell, quick action, reaction or internal
action performs its effect, as described in 6.5.
5.2.1.a During the declaration of intent, the player must choose in which of
their Expedition they play their Character card.
5.2.1.c During the resolution of a Character card, the Character enters the
chosen Expedition. If it had Fleeting in Limbo, it gains Fleeting.
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.
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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.
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5.3.b As internal actions are not objects, they do not change zones.
5.3.c Some quick actions have the symbol T in their cost. That cost is paid
by exhausting the object bearing that quick action.
5.3.d A given quick action may not be played more than 100 times in a single
day.
5.4.b As internal actions are not objects, they do not change zones.
Remark. Effects of the form “Do [step A]. If you do, do [step B]” are
not internal actions. Step A is mandatory, and the condition for step B
is that the player was able to do step A.
5.5.c Reaction usually do not have costs, but they may get extra cost due
to some passive abilities such as Tough.
5.5.d If a Reaction has a cost, its controller may chose to play it wihout
paying its cost. In this case, the Reaction has no effect.
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6 From costs and effects to events
6.1 General
6.1.a Costs and effect are sequences of instructions that affect the game
state. Paying a cost or resolving an effect consist in following these instructions.
6.1.c There is a separate step for each verb in an effect description, unless
these verbs are said to happen “simultaneously”
Example. Subhash & Marmo have the Reaction “At Noon l You may
pay 1 and put a card from your Hand in Reserve to create a Brassbug
2/2/2 Robot token in target Expedition”. Paying 1 and putting a card
from Hand to to Reserve happen in the same step.
6.1.e A single step may involve multiple objects. In this case, there is a
separate atomic action for each affected object.
Example. Open the Gates has the effect “Create two Ordis
Recruit 1/1/1 Soldier tokens in each of you Expeditions”. There is only
one step in the resolution of Open the Gates. It has four atomic actions,
one for each token.
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6.1.g Some steps require decisions by more than one player. Such choices
are made in initiative order. If that choice involves an object from a visible zone,
other players know which object has been chosen. If the choice involves a card
from a hidden zone, they must make their choice explicit, but they do not need to
reveal the chosen card.
6.2 Modifiers
6.2.a Some rules and passive abilities are modifiers, which change the way a
step affects the game state.
6.2.b Some modifiers change what a step or an atomic action does. These
modifiers are called replacing modifiers and use the word “instead”.
6.2.c Some modifiers add atomic actions to a step. This modifiers are called
additive modifiers and use the word “also”.
6.2.e When a step is about to happen, check whether a modifier would apply
to that step or an atomic action in that step. If one does, the controller of that
step chooses one of them and applies it:
1. Replacing modifiers that apply to the whole step must be applied first;
55
3. Additive modifiers are applied last.
6.2.f If there are multiple applicable modifiers, the controller of the step, or
the first player in initiative order if that step has no controller, chooses which one
is applied first.
6.2.g Once a modifier has been applied, check whether another modifier
applies to the modified step.
6.2.h Once a modifier has been applied to a whole step, it cannot apply
again to that step.
6.2.j Modifiers have to exist before the step they try to modify, unless they
are a passive ability of an object which modifies specifically how that object enters
a zone.
6.3 Reactions
6.3.a Some abilities are Reactions. They are written “Triggerl Effect”.
6.3.b Reactions are additive modifiers which apply to events matching their
trigger and add the atomic action “Create an Emblem-Reaction in Limbo with the
effect of that reaction”.
6.3.c A Reaction that modified an event has been “activated” by that event.
6.3.d A reaction has to exist before the event that triggers it, except if it is
a reaction of an object that triggers specifically on that object entering a visible
zone.
56
Example. Régis plays Mind Apotheosis and puts Asmodeus
in play while resolving Mind Apotheosis’ effect. The j reaction of
Asmodeus triggers, even though it did not exist before the event that trig-
gered it.
6.3.e A reaction does not need to exist after the event that triggers it.
6.3.f A given Reaction cannot be activated more than 100 times in a single
day. If a Reaction would be activated a 101st time, the event that would activate
it stays unmodified.
6.4 Costs
6.4.a Costs always have a single step, even if their description involves mul-
tiple verbs.
6.4.c If a player chooses to pay a cost, they must be able to pay it in full.
6.4.d If a player declines to pay the cost of a card, they may not play that
card. The game goes back to the point where the player was offered the possibility
of playing that card.
6.4.e If a player declines to pay the cost of a quick action, they may not play
that quick action. The game goes back to the point where the player was offered
the possibility of playing that quick action.
57
6.4.f If a player declines to pay the cost of an internal action, that internal
action is ignored and the effect that contains it continues to resolve.
Remark. Reactions do not have base costs, but they may have extra
costs, for example if they target an opposing Character with Tough.
6.5 Effects
6.5.a Effects are usually mandatory.
6.5.b Some effects have optional steps. They are written “You may [do step
]”. The controller of the effect chooses whether to do [step ] or not just before
that step would happen. If they choose not to, the step is ignored and the effect
continues resolving.
6.5.c Some effects have conditional steps. They are written “If [condition],
[do step ]” or “[Do Step ] unless [condition]”. The condition is evaluated just before
that step would happen. If it is false in the first case, or true in the second, the
step is ignored and the effect continues resolving.
6.5.d Some conditional effects are written “[Do X]; if you did, [do Y]” or
“[You may do X]; if you did, [do Y]”. The condition is true if the player started do
[do X], even if that event was modified.
6.5.e Some effects are modal. They are written “Choose on” followed by
multiple lines starting with •. The choice of mode is done when the spell, quick
action, Reaction or internal action is declared, before its resolution. Modes that
were not chosen are ignored.
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Example. Anubis has the reaction “j Each player sacrifices a
Character”. If a player controls no Character and thus cannot sacrifice a
Character, the other players still have to sacrifice a Character.
6.5.g Some effects include an internal action. They are written “You may
[pay cost ] to [do effect ]”. Paying the cost of an internal action is optional; if the
player declines to pay the cost, the internal action is ignored and the resolution of
the effect resumes.
59
7 Vocabulary
7.1 Symbols
7.1.1 Trigger symbols
60
7.1.3.e The symbol represents the Ordis faction.
7.2 Pronouns
7.2.1 I
7.2.1.a When an ability uses the first person, it refers to the object that is
bearing it.
7.2.1.b When an emblem or a reaction uses the first person, it refers to the
object which created that emblem or reaction.
7.2.2 You
7.2.2.a When an ability uses the second person, it refers to its controller.
61
7.2.3 They
7.2.4 It
7.2.4.a Altered uses the neutral third person for objects and cards.
7.3.1.a An “event activates [a reaction]” means that that event has been
modified by that reaction (by creating an Emblem- Reaction) with that Reaction’s
effect.
7.3.1.b Some steps say “Activate [a reaction]”. When that step occurs, it is
modified by that reaction.
7.3.1.c Some earlier printings have effects that say “Activate [a trigger]”
instead of a
Example. Brassbug Hub has the reaction “j I gain three Kelon coun-
ters” and Dr. Frankenstein has the reaction “r You may activate the j
triggers of target Permanent you control”. If Brassbug Hub is chosen as
the target Dr. Frankenstein’s reaction, Brassbug Hub gains three Kelon
counters, not Dr. Frankenstein.
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Example. The Council has the ability “The j, h, and r triggers of
Characters facing me don’t activate and Hua Mulan has the ability “r
I lose Fleeting.”. If Hua Mulan is played from Reserve in the expedition
facing The Council, it does not loose Fleeting.
7.3.2.a “After you” means “End the turn once there are no Reactions in
Limbo”.
Example. [ Alice] have the support ability “D: After You”. If a player
plays this action, the next player in initiative order gets the initiative as
soon as there are no reactions in Limbo. Alice’s owner has not passed,
and they will be able to play actions and cards in this afternoon.
7.3.3 Create
7.3.3.b Costs and effects that create tokens use the following template: “cre-
ate a [name] [x/y/z] [sub-types] token with [abilities] in [expedition]”.
Example. Open the Gates (common) has the effect “Create two Ordis
Recruit 1/1/1 Soldier token in each of your Expeditions”. When Open
the Games resolves, four tokens are created. They all have the name “Ordis
Recruit”, the type “Character”, the sub-type “Soldier”, all three statistics
equal to 1, and no abilities.
7.3.4 Discard
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7.3.4.a To “discard” an [object or card] is to move this object or that card
from its current zone to the Discard pile.
7.3.5 Draw
7.3.5.a To “draw X cards” is to move the top X cards of one’s Deck to their
Hand.
7.3.6 Exhaust
7.3.6.b The symbol T in the cost of a quick action means “exhaust me”.
7.3.7.b Counters with the same name on the same object are fungible: they
do not need to be distinguished from one another.
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.
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7.3.9.b An object without a given status cannot lose that status.
7.3.10.a To move [an expedition] backward means “to move the correspond-
ing counter from its current region to the next region in the direction whence it
came (towards the hero region for the hero expedition and towards the companion
region for the the companion expedition).
7.3.11.a To move [an expedition] forward means “to move the corresponding
counter from its current region to the next region in the direction it is going
(towards the companion region for the hero expedition and towards the hero region
for the the companion expedition).
7.3.12 Ready
7.3.12.a To ready [an object] means that [that object] loses the status
Exhausted.
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7.3.12.b An object that does not ready object cannot be readied.
7.3.13.a To “roll a die” is to roll a fair six-sided die and to note the result.
7.3.13.b Effects that have “roll a die” as one of their steps have a subsequent
step that uses the result of that roll.
7.3.13.c Some passive abilities allow a player to roll multiple dice and choose
one of them or give them the option to modify a roll. A player who benefits from
one of these abilities may look at the result of the rolled dice before deciding which
die and which modifiers to use.
7.3.14.a To “play [a card] for free” to play that card while skipping the steps
“determine costs” and “pay mana”.
7.3.15 Put
7.3.15.a To put [an object] or [a card] in [a zone] means “to move [that
object or that card] to [that zone]”.
7.3.16 Resupply
7.3.16.a To “resupply” is to put the top card of one’s Deck into one’s Re-
serve.
7.3.16.b If a player with an empty Deck would resupply, they shuffle their
Discard pile into their Deck before putting the top card into the Reserve. If the
Deck is still empty at that point, Resupply does nothing.
7.3.17 Return
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7.3.17.a To return [an object] to [a zone] means “to move [that object] to
[that zone]”.
7.3.17.b It does not matter whether the object ever was on that zone earlier.
7.3.18 Sabotage
7.3.19 Sacrifice When a player has to “sacrifice” [an object ], they have to
discard an object in play they control.
7.3.20 Send
7.3.20.a To send [an object] to [a zone] means “to move [that object] to
[that zone]”.
7.3.21.b An object cannot spend more counters with a given name that it
has on it.
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7.3.22.b A Character that switches expeditions leaves its former expedition
and joins its new expedition. It neither leaves not joins the Expedition zone.
7.4.2 Eternal
7.4.3 Gigantic
7.4.3.c When a player plays a card with Gigantic or creates a token with
Gigantic, they play it or create it in a specific Expedition. They do not put two
cards or two tokens in play.
7.4.3.d When a Gigantic object enters the Expedition zone, its j, h, and
r trigger only once.
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7.4.3.e A gigantic character’s statistics are counted in each of its controller’s
expeditions.
7.4.4 Seasoned
7.4.4.b If an object with Seasoned would move from the Expedition zone
to the Reserve, it keeps its boosts as it moves.
Remark. In order to keep its boosts, the former object in the Expedition
zone needs to have Seasoned; the new object in Reserve does not need to
have it.
7.4.4.c Seasoned applies to any move from the Expedition zone to the
Reserve, including but not limited to the Rest daily effect at Dusk.
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7.4.5 Tough
Remark. If a Spell is played “for free”, the extra cost from Tough X is
also waived.
7.5.2 Becomes
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.
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7.5.3.a An expedition “fails to move forward”, if it does not move forward
during Progress and if tiebreakers have not started.
7.5.4 Join
7.5.4.b A token created in the Expedition zone joins the Expedition zone
and the expedition in which it was created.
7.5.4.c A Character that switches expeditions joins its new expedition, but
not the Expedition zone.
7.5.4.d A token that moves from the Expedition zone to another zone joins
the new zone before it ceases to exist.
7.5.5 Leave
7.5.5.b A token that ceases to exist because it moved to a zone other than
the Expedition zone does not leave the new zone (it does leave the Expedition
zone).
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Glossary
Ability Object properties described in the text box; abilities are either quick
actions, reactions, modifiers, or effects. 0.0.0, 1.2.2, 1.2.4, 2.1.0, 2.2.10,
2.4.6, 6.3.0, 7.2.1, 7.3.1, 7.3.3, 7.5.1, 7.5.5
Adventure A public, shared zone which contains the hero region, six regions
represented by three Tumult cards, and the companion region. 0.0.0, 1.1.7,
1.2.3, 1.3.1, 1.3.3, 3.1.1–3.1.3, 3.2.1, 4.1.0, 7.5.5
Afternoon The third phase of the day, in which players alternate turns. 0.0.0,
1.3.2, 1.4.5, 2.2.13, 4.2.0, 4.2.3, 7.3.2, 7.5.5
Altered The best TCG in the world. 1.1.1–1.1.4, 1.1.7, 1.2.1–1.2.3, 2.1.0, 7.2.3,
7.2.4
Arena A special region, on the back of the companion expedition card, where
expeditions go during tiebreakers. 1.3.3, 2.2.2, 3.2.1, 4.3.0, 7.3.10, 7.3.11
Asleep A status; an Asleep character’s statistics are not counted at dusk. 0.0.0,
2.1.0, 2.4.3, 4.2.5, 7.5.5
Atomic action Part of a step; an atomic action does a single thing to a single
object or card. 3.2.2, 6.1.0, 6.2.0, 6.3.0
Boosted A status; a character is boosted if it has at least one boost. 0.0.0, 2.4.4,
7.5.5
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Card An Altered card. 0.0.0, 1.1.1, 1.1.3–1.1.7, 1.2.3–1.2.5, 1.3.1–1.3.3, 1.4.2,
1.4.3, 1.4.5, 1.4.6, 2.1.0, 2.2.1–2.2.10, 2.2.13, 2.4.1, 2.4.4, 3.1.2, 3.1.3, 3.2.1,
3.2.2, 3.2.5, 3.2.8, 3.2.9, 4.1.0, 4.2.1, 4.2.3, 4.4.0, 5.1.1, 5.1.2, 5.2.0–5.2.3,
6.1.0, 6.4.0, 7.2.4, 7.3.18, 7.4.3, 7.5.5
Character A card type. 0.0.0, 1.1.6, 1.1.7, 1.2.2, 1.3.2, 1.3.3, 1.4.5, 2.1.0, 2.2.1,
2.2.2, 2.2.9, 2.4.2–2.4.4, 2.4.6, 2.5.1, 4.2.1, 4.2.4, 4.2.5, 5.1.2, 5.2.1, 6.1.0,
6.4.0, 6.5.0, 7.2.2, 7.3.1, 7.3.3, 7.3.22, 7.4.1–7.4.5, 7.5.4, 7.5.5
Characteristic A property of objects; there are thirteen characteristics: type,
sub-type, name, rarity, collector number, Hand cost, Reserve cost, faction,
statistics, abilities, reserve limit, landmark limit, and duration. 1.1.4, 1.1.7,
1.2.2–1.2.4, 2.2.3, 2.2.10, 3.1.3, 3.2.1, 7.5.5
Clean-up The second and last daily effect of the night, in which players discard
excess cards in Reserve and landmarks in Landmark zone. 4.2.5, 7.5.5
Companion The hero’s companion. 1.1.7, 1.3.1, 1.3.3, 4.1.0, 7.3.10, 7.3.11, 7.5.5
Companion expedition A sub-zone of the expedition zone. 3.2.4, 7.5.5
Companion region A region on one end of the Adventure. 2.2.2, 3.2.1, 4.1.0,
4.3.0, 7.3.10, 7.3.11, 7.5.5
Counter A marker that objects can gain or lose; counters with the same name
on the same object do not need to be distinguished. 0.0.0, 1.1.7, 1.3.1, 2.1.0,
2.5.0, 2.5.1, 4.1.0
Cost A sequence of steps to perform in order to play a spell, quick action, or
reaction, or as part of the resolution of a spell, reaction, or phase. 0.0.0,
1.1.6, 1.2.4–1.2.7, 1.4.1, 2.1.0, 2.2.1, 2.2.2, 2.2.10, 2.4.5, 2.5.0, 3.1.3, 3.2.5,
5.1.2, 5.2.3, 5.3.0, 5.5.0, 6.0.0, 6.1.0, 6.4.0, 6.5.0, 7.3.3, 7.5.5
Daily effect An effect which happens every day. There are seven daily effects:
succeed, prepare, draw, expand during the morning; progress during dusk;
rest and clean-up during night. 1.2.6, 1.3.1, 4.1.0, 4.2.0, 4.2.1, 4.2.4, 4.2.5,
4.3.0, 7.4.1, 7.4.4, 7.5.5
Day A cycle of play consisting of five phases: morning, Noon, afternoon, dusk,
and night. 0.0.0, 1.3.1–1.3.3, 1.4.6, 2.2.2, 2.2.13, 4.1.0, 4.2.0, 4.2.4, 4.2.5,
4.3.0, 4.4.0, 5.1.1, 5.3.0, 6.3.0, 7.5.5
Deck The set of cards a player uses in a game of Altered; an exclusive, ordered
zone where all cards except hero cards start the game. 0.0.0, 1.1.3, 1.2.1,
1.2.3, 1.3.1, 2.1.0, 3.1.1–3.1.3, 3.2.2, 4.1.0, 7.3.5, 7.3.16, 7.5.5
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Defender A keyword; an expedition containing a character with defender cannot
move forward during dusk. 0.0.0, 7.4.1
Discard pile An exclusive zone where Fleeting spells and characters are sent.
0.0.0, 1.2.1, 1.2.3, 2.1.0, 2.2.2, 2.4.6, 2.5.0, 3.1.1–3.1.3, 3.2.2, 3.2.3, 5.2.3,
7.3.4, 7.3.16, 7.5.5
Draw The second step in the morning, in which each player draws two cards.
1.3.2, 4.1.0, 4.2.1, 7.5.5
Dusk The fourth phase of the ; it contains one daily effect: progress. 0.0.0, 1.3.2,
1.3.3, 4.2.0, 4.2.3, 4.2.4, 4.3.0, 7.4.1, 7.4.4, 7.5.5
Emblem A type of object that exist only in Limbo; there are no cards with the
type emblem. 1.2.2, 1.2.4, 2.1.0, 2.2.1–2.2.4, 2.2.6–2.2.8, 2.2.13, 3.2.8, 4.4.0,
6.3.0, 6.4.0, 7.2.1, 7.3.1, 7.5.5
Event A transition between one game state and the next. 0.0.0, 1.1.7, 1.2.4, 1.2.7,
1.4.1, 1.4.4, 2.1.0, 2.2.13, 2.3.1, 6.0.0, 6.2.0, 6.3.0, 7.3.1, 7.5.2, 7.5.4, 7.5.5
Exhausted A status; Exhausted objects are usually turned sideways. 0.0.0, 1.1.7,
2.4.5, 3.2.9, 7.3.6, 7.3.8, 7.3.12, 7.5.5
Expand The fourth and last step of the morning, in which each player may put
a card face-down from their hand into their Mana zone and ready it. 4.1.0,
4.2.1, 7.5.5
Expedition A part of the Expedition zone; each player has a hero expedition and
a companion expedition. 1.3.1–1.3.3, 2.2.2, 2.2.3, 2.4.4, 3.2.4, 4.1.0, 4.2.4,
4.3.0, 5.1.2, 5.2.1, 6.1.0, 7.3.1, 7.3.10, 7.3.11, 7.3.22, 7.4.1, 7.4.3, 7.5.3–7.5.5
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Expedition zone A shared zone where characters are played. 0.0.0, 1.1.6, 1.2.3,
1.2.4, 2.1.0, 2.4.4, 2.4.6, 2.5.0, 3.1.1–3.1.4, 3.2.4, 4.2.5, 7.3.3, 7.3.22, 7.4.3,
7.4.4, 7.5.4, 7.5.5
First player The player who acts first during a ; each morning, during the suc-
ceed step, the player to the left of the first player becomes the new first
player. 1.3.2, 1.4.5, 4.2.1, 4.2.3, 4.2.5, 7.5.5
Fleeting A status; Fleeting characters and spells go to the Discard pile instead
of the Reserve. 0.0.0, 2.4.6, 4.2.5, 5.2.1–5.2.3, 7.3.1, 7.5.5
Forest A region type and a statistic represented by the symbol V. 2.2.2, 2.2.9,
2.3.2, 7.1.2, 7.5.5
Hand An exclusive zone; each player can look at their own Hand. 0.0.0, 1.1.6,
1.2.1, 1.2.3, 1.3.2, 1.4.5, 2.1.0, 2.2.10, 3.1.1–3.1.3, 3.2.5, 4.2.1, 4.2.3, 5.1.2,
6.1.0, 7.1.1, 7.3.5, 7.5.5
Hero A card type. 1.1.4, 1.1.5, 1.1.7, 1.2.2, 1.3.1, 1.3.3, 2.2.1, 2.2.2, 2.2.4, 2.2.11,
2.2.12, 2.5.0, 3.2.6, 4.1.0, 4.2.5, 7.3.10, 7.3.11, 7.5.5
Hero region A region on one end of the Adventure. 2.2.2, 3.2.1, 4.1.0, 7.3.10,
7.3.11, 7.5.5
Hero zone An exclusive zone containing each player’s hero. 0.0.0, 1.2.1, 1.2.3,
1.2.4, 1.3.1, 2.5.0, 3.1.1–3.1.4, 3.2.6, 4.1.0, 7.5.5
Hidden A characteristic of zones; Deck, Hand and Discard pile are hidden zones.
0.0.0, 1.2.3, 1.4.5, 3.1.3, 3.2.2, 3.2.5, 3.2.9, 5.1.2, 6.1.0, 7.5.5
Initiative During afternoon, the player whose turn it is has initiative; during
other phases, the first player has initiative. 1.4.5, 4.4.0, 7.5.5
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Initiative order The game order for whenever multiple players could take actions
of make decisions at the same time; the player with initiative is the first in
initiative order, then the player to their left, and so on. 2.2.14, 4.2.5, 5.1.1,
6.1.0, 6.2.0
Keyword A noun or verb with a specific meaning in Altered, which might differ
from its usual English definition. 1.2.4
Landmark zone An exclusive zone in which landmarks are played. 0.0.0, 1.2.1,
1.2.3, 1.2.4, 2.2.2, 2.5.0, 3.1.1–3.1.4, 3.2.7, 4.2.5, 5.1.2, 5.2.2, 6.3.0, 7.5.5
Limbo A shared zone, which contain cards during their resolution, reactions be-
tween their creation and their resolution, and emblems. 0.0.0, 1.2.3, 1.2.4,
2.1.0, 2.2.1, 2.2.2, 2.2.13, 2.4.6, 2.5.0, 3.1.1–3.1.3, 3.2.8, 4.2.0, 4.4.0, 5.1.1,
5.2.1, 5.2.3, 6.3.0, 7.3.2, 7.5.5
Mana Orb A face-down card in the Mana zone. 1.2.5, 1.3.2, 2.2.1, 3.2.9, 7.5.5
Mana zone A hidden zone containing Mana Orbs. 0.0.0, 1.2.1, 1.2.3, 1.3.1, 1.3.2,
2.1.0, 2.2.1, 3.1.1–3.1.3, 3.2.9, 4.1.0, 4.2.1, 7.5.5
modifier A rule or a passive ability which changes the way that a sequence affects
the game state.. 0.0.0, 6.2.0, 6.3.0, 7.5.5
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morning The first phase of a Day; it contain four daily effect: prepare, succeed,
draw, and expand. 0.0.0, 1.3.1, 1.3.2, 4.1.0, 4.2.0, 4.2.1, 7.5.5
night The fifth and last phase of a ; it contains two daily effects: rest and
clean-up. 0.0.0, 3.2.7, 3.2.10, 4.2.0, 4.2.5, 7.5.5
Noon The second phase of a day; when “at noon” reactions trigger. 0.0.0, 1.3.2,
2.2.2, 2.2.9, 4.2.0, 4.2.2, 7.5.5
0.0.0, 1.1.7, 1.2.2–1.2.4, 1.2.7, 1.4.4, 1.4.5, 2.1.0, 2.2.1–2.2.8, 2.2.10, 2.2.14,
2.3.1, 2.4.1, 2.4.4, 2.4.5, 2.5.0, 3.1.2–3.1.4, 3.2.1, 3.2.4, 3.2.7, 3.2.9, 3.2.10,
4.2.3, 4.2.5, 5.2.3, 5.3.0, 5.4.0, 6.1.0, 6.2.0, 6.3.0, 7.2.1, 7.2.4, 7.3.1, 7.3.12,
7.3.19, 7.3.21, 7.4.3–7.4.5, 7.5.2, 7.5.4, 7.5.5
Owner The owner of a card is the player in who brought it to the game as
part of their deck.. 1.1.3, 3.1.2, 7.5.5
player A participant in a game of Altered. 0.0.0, 1.1.3, 1.1.7, 1.2.1, 1.2.5, 1.3.1,
1.3.3, 1.4.5, 3.1.3, 3.2.9, 3.2.10, 4.2.0, 4.2.3, 4.2.5, 4.3.0, 4.4.0, 5.2.3, 6.1.0,
7.5.5
progress The daily effect of dusk, in which expeditions move forward. 2.4.3,
4.2.4, 4.3.0, 7.4.1, 7.5.3, 7.5.5
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passive ability An ability that modifies rules, characteristics, or events. 0.0.0,
1.2.4, 1.4.1, 2.2.2, 2.2.10, 2.2.13, 2.3.0–2.3.2, 3.1.3, 5.2.3, 5.5.0, 6.2.0, 7.3.13,
7.4.1–7.4.5, 7.5.5
permanent An object type. 0.0.0, 1.2.2, 1.3.2, 2.2.1–2.2.3, 4.2.1, 5.1.2, 5.2.2,
7.4.5, 7.5.5
phase Part of a Day; there are five phases each day: Morning, Noon, Afternoon,
Dusk, Night. 1.3.2, 1.4.5, 2.2.2, 4.2.0, 4.4.0, 7.5.5
prepare The second daily effect of the morning, in which each player readies
their characters, permanents, and Mana Orbs. 1.3.2, 4.2.1, 7.5.5.
ready adjective: not Exhausted; verb: to lose the Exhausted status. 3.2.9, 4.1.0,
4.2.1, 7.3.12
region A step in the Adventure, represented by the hero region card, half a Tu-
mult card, or the companion region card. 1.1.7, 1.2.2, 1.3.1–1.3.3, 2.2.1,
2.2.2, 2.2.4, 2.3.2, 3.2.1, 4.2.4, 4.3.0, 7.3.10, 7.3.11, 7.5.5
region type A sub-type of regions; there are three region types: forestV, moun-
tainM, and waterO. 4.2.4, 4.3.0, 7.5.5
Reserve An exclusive zone in which spell go after their resolution and character
go during rest. 0.0.0, 1.1.6, 1.2.1, 1.2.3, 1.2.4, 2.1.0, 2.2.1, 2.2.2, 2.2.10,
2.4.2–2.4.4, 2.4.6, 2.5.0, 3.1.1–3.1.3, 3.2.10, 4.2.3, 4.2.5, 5.2.1–5.2.3, 7.1.1,
7.1.4, 7.3.1, 7.3.16, 7.3.18, 7.4.2, 7.4.4, 7.5.5
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Reserve cost A numeric characteristic of objects; the amount of mana needed
to be paid to play this object from Reserve. 0.0.0, 1.2.2, 2.2.6, 2.2.7, 7.5.5
rest The first step of the night, during which characters are sent to the Reserve.
2.4.2, 2.4.3, 4.2.5, 7.4.2, 7.4.4, 7.5.5
resupply A keyword action which means “put the top card of your Deck in your
Reserve. 1.4.5, 6.1.0
sabotage A keyword action which means “discard target card from a Reserve”.
6.1.0, 6.3.0
seasoned A keyword; a seasoned character keeps its boosts as it moves from the
Expedition zone to the Reserve. 0.0.0, 7.4.4
spell A card type; when a spell resolves, follow the instructions of its effect.
0.0.0, 1.2.2, 1.2.6, 2.2.1, 2.2.2, 2.4.6, 5.1.2, 5.2.3, 5.3.0, 5.4.0, 5.5.0, 6.5.0,
7.4.5, 7.5.5
status The current state of an object; there are five statuses: Anchored, Asleep,
Boosted, Exhausted, and Fleeting. 0.0.0, 1.1.7, 2.4.0, 2.4.1, 2.4.6, 4.2.5,
7.5.2, 7.5.5
step Part of a sequence; usually one verb in an effect. 1.2.6, 1.2.7, 2.5.0, 3.2.2,
4.4.0, 5.2.3, 5.4.0, 6.1.0, 6.2.0, 6.4.0, 6.5.0, 7.5.5
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succeed The first step of the morning, in which the player to the left of the first
player becomes the new first player. 1.3.2, 4.1.0, 4.2.1, 7.5.5
support ability An ability written in the support box, which works only while
the object bearing it is in Reserve. 1.2.4, 2.2.10, 2.2.13
tiebreakers A state of the game which happens when both players’ expeditions
meet or cross each other at the same time. 1.3.3, 3.2.1, 4.2.4, 4.3.0, 7.4.3,
7.5.3, 7.5.5
Tumult card A card representing two regions on the path between hero region
and the companion region. 1.1.7, 1.3.1, 2.1.0, 2.2.1, 2.2.2, 3.2.1, 4.1.0, 7.3.11,
7.5.5
turn Part of the afternoon, typically composed of a series of quick actions followed
by playing a card. 1.3.2, 1.4.5, 2.2.13, 4.2.0, 4.2.3, 5.1.1, 6.1.0, 7.5.5
type A characteristic of objects; there are five types: Character, Emblem, Hero,
Permanent, Reaction, Region, and Spell. 1.2.2, 1.3.2, 1.3.3, 2.2.1–2.2.3, 7.5.5
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water A region type and a statistic represented by the symbol O. 2.2.2, 2.2.9,
7.1.2, 7.5.5
zone A set of objects; there are ten types of zones: Adventure, Deck, Discard
pile, Expedition zone, Hand, Hero zone, Landmark zone, Limbo, Mana zone,
Reserve. 0.0.0, 1.1.3, 1.1.7, 1.2.1, 1.2.3, 1.2.4, 1.4.3–1.4.5, 2.1.0, 2.2.1, 2.2.14,
2.4.1, 2.4.4, 3.0.0, 3.1.1–3.1.3, 3.2.0–3.2.10, 4.1.0, 4.2.5, 5.1.2, 5.2.3, 5.3.0,
5.4.0, 5.5.0, 6.1.0, 6.2.0, 6.3.0, 7.5.2, 7.5.4, 7.5.5
81