This page contains a list of Game and World terminology within the Altered TCG.
Term | Type | Explanation |
Anchored | Game | At night I don't go to the Reserve and I lose the anchored ability. |
Anchored Token | Game | A token to signify that a character have the anchored ability. |
Arkaster | World | The Capital city of the World, run by the Ordis. |
Asgartha | World | The name of the world |
Asleep | Game | A character who is asleep ignores their biome statistics to the expedition count at dusk |
Banish | Game | Send the card to the discard pile instead of the Reserve |
Base Stats | Game | The three biome strengths printed on the card |
Black Wave | World | A magical phenonenom that holds many mysteries and perils |
Boost | Game | A +1/+1/+1 counter that goes on a creature to increase its abilities in the biomes. It is removed when the creature goes to the reserve. |
Boost Counter | Game | A counter that sybolises one or more boosts on a creature |
Confluence | World | An earth shattering catalysm whereby the real world collided with the imaginary world which reshaped the Earth. |
Companion | Game | A being of the imaginary world that has made a connection with your hero - also know as the Alter-ego of the Hero. |
Concord | World | A peace treay between the factions after the Three Factions' War. |
Dawn | Game | The first phase of the day. |
Delay | Game | End your turn as though you have played a card. You may play a card after the opponent this turn. |
Dusk | Game | The third phase in the game turn when the count is made for both expeditions to see which ones advance. |
Eidolon | World | An Eidolon is the materialization of a sentient being; a phontom image that can also be conjured from memories and is sustained by mana for some time. |
Expedition | Game | There are two expeditions. A Hero expedition and a Companion expedition that start at the opposite ends of the path. |
Fleeting | Game | After this effect finishes the card goes to the discard pile instead of the reserve |
Fleeting Token | Game | A token to indicate that a character is fleeting and should go to the discard pile rather than the reserve |
Gigantic | Game | A keyword that means that the character's biome stats apply to both hero and companion expeditions |
Hero | Game | The hero is an Alterer capable of reaching out through to the imaginery world to connect with a Companion. The hero chracater starts at the hero end of the Path. |
Kaibara | World | Agartha's dreaded Leviathan that bonded with Niahve who founded the Muna. |
Kasirga Clan House | Wolrd | A floating city that houses the Kasirga Lyra Clan and also is home to Asmodeus' Gambling den |
Kelon Ingots | World | Energy crystals found in the Kelon mines by the Axiom Surveyor's Guild |
Kurung Barracks | World | Where Hua Mulan trains the Bravosi warriors |
Path | Game | The sei randomised area on which the game is played and the two expeditions move towards each other. |
Rampart | World | A wall built by the Ordis to keep the Kraken, a ruthless Leviathan at bay who invaded the beautiful Caer Oorun at bay |
Reserve | Game | An area where cards go to during dusk that can be recast during subsequent turns for their reserve cost |
Region | Game | The half side of the path card that the expeditions must traverse. It will have 1-3 biomes printed on it |
Resupply | Game | Put the top card of the deck into your reserve face up. |
Sabotage | Game | A keyword that allows the player to remove a card from the opponent's reserve |
Skein | World | The energy network connecting all things and all beings used by the Muna. |
Sleep Counter | Game | A counter representing that a character has been put in a sleep state |
Tumult | World | The remnant of the Confluence that still torments the world mutating all beings in its wake to hostile forms. |