Trading card games are big business. Just take a look at the number of new ones popping up in the last few years, both digitally and in physical form. The appetite for new card games is there but, one thing (largely) in common with most of the new games in IP.
Most, if not all, of the biggest releases in the TCG scene in recent memory are based on existing IP; Star Wars Unlimited, Disney Lorcana and even Magic The Gathering’s foray into Universes Beyond with the likes of Dr Who, Jurassic Park, Final Fantasy and Fallout.
By leaning into existing IPs, a new (or established) TCG can take some of the risks out of the venture by ensuring a built-in fanbase. Players can instantly be excited about their favourite characters and how the lore of “their thing” will be used within the game’s mechanics. Altered, from Equinox, takes a different approach…
Altered TCG Review
Altered is set in a universe where the worlds of our reality and the worlds of myth, legend and lore have collided. In this new, combined, universe the world is inhabited by all manner of familiar faces. While they may not be related to current IP, they are certainly recognisable. Altered draws from history and the collective stories of centuries of human history (as well as some things from the public domain) so that, even though you won’t be seeing a Luke Skywalker or a Spider-man, you’ll still get a hit of dopamine from the recognition and fun that comes from a character you know.
For example, the pantheon of gods from all religions is wide open to Altered, so the likes of Sun Wukong and the Titans of Greek myth appear in the first set. Historial figures like Joan of Arc have also been included and seeing Dorothy Gale (The Wizard of Oz) alongside the weird and wonderful creatures from all of human history is a real treat.
So, even without a big, beefy IP behind it, Altered isn’t entirely without a hit of nostalgia and a whiff of instant recognition. These existing characters, whether more obscure (Ratatoskr) or more well-known (The Frog Prince), are an easy gateway into the world of Altered and its original characters and concepts. It also helps that the artwork is absolutely lush. Every card is lovingly painted and features some truly breathtaking imagery. There’s a sense of whimsy and fun to every piece and it really feels as though Altered is trying to occupy a very different space to other TCGs.
This different point of view is never more apparent than when you’re actually playing. Altered does not feature any combat and unlike most other TCGs, the aim of the game isn’t to defeat your opponent. You’re not vying to destroy their health or kill their units. Instead, the goal is to unite your Hero and their Companion by successfully completing an expedition. It’s a tricky concept to grasp initially and sadly, the included rules are a bit vague and unclear, but once you’ve watched a tutorial video and played a couple of games, it becomes second nature.
The first game I played took a rather long time as me and my opponent went back and forth with the rules, struggling to understand the nuances of the game and just how things were supposed to work. By the second game, we were flying through our turns and managed to finish within 20 minutes. Altered seems designed to be played quickly, allowing for players to get a quick grip on their decks and cards and formulate strategies to try different tactics over and over.
But how do you actually play it? The best way to learn Altered is simply to play it, and you should because it’s excellent. However, let me try to explain.
Each player has a game board with a space for their chosen Hero. Either side of the hero is your hero’s expedition and the companion’s expedition. You also have a space for cards in Reserve and Landmarks. Finally, there’s a space for your mana. Turns are treated as Days with different phases. Each day starts with Morning which is essentially the upkeep phase. You draw cards, ready your Mana and place a new Mana card if you choose. Like many TCGs of late, Altered uses a system whereby you must choose to add a card from your hand to be used as Mana. This adds a layer of strategy as you need to decide which card to turn into Mana and which cards to keep for use in the game.
After the Morning comes Noon. At Noon, you simply trigger any effects on your cards that take place at Noon. For example, Kojos & Brooda, the Hero from the Bravos starter deck states “At Noon, if you are the first player – Create a Booda 2/2/2 Companion token in your Companion Expedition.” This, essentially allows you to play a free unit when you are the player going first on that turn. More on this in a bit.
After Noon comes Afternoon (duh) and this is where the meat of the gameplay happens. During Afternoon, you are able to take Quick Actions and then play a card or pass. Players can take as many Quick Actions as they like, but only before they play a card. Once a card has been played on their turn, no more Quick Actions can be taken. Quick Actions provide support to your main cards and can boost your characters/units. For example, Haven Warrior can be discarded as a Quick Action and grants “The next character you play this turn gains 1 Boost”.
After you’ve exhausted your Quick Actions, players take turns playing cards until they’re no longer able to and Pass. Once both players have passed the game moves into Dusk. During Dusk, players tally their total unit scores to determine the winner of each Expedition. As mentioned previously, units can be played into either the Hero or Companion Expedition and units all have three stats; Mountain, Forest, Water. Each region corresponds to a region on the Expedition Track and by having a higher score than your opponent in the region you currently occupy on the track allows you to move forward. It’s a little confusing at first, but is a pretty simple concept once you understand.
Night is the final phase of the round and here is where things start to get tricky. Every card in the Expeditions must be placed back into Reserve, however, the number of cards allowed to remainin Reserve is capped by your Hero. In these initial sets, the maximum is two. So, you need to decide which two cards you’ll keep in Reserve and which cards will be sent to the discard pile. Cards in Reserve can be played just like cards from your hand, however, when playes from Reserve they may have a different Mana cost or additional/different effects. For example, Sun Wukong costs 3 to play from your hand, but 4 from Reserve. When played from Reserve Sun Wukong gains 2 boosts so he goes from being a 2/4/2 unit to a 4/6/4 unit, which is a pretty powerful tradeoff for one additional Mana. There’s a tonne of strategy within Altered, from choosing which cards to turn into Mana, which cards to play and in what order and which cards to keep in Reserve. It’s simple but very deep.
You win Altered by being the first player to have your Hero and Companion meet on the Expedition Track. Each round becomes a fast-paced battle of wits and increasing numbers to ensure you have a higher number than your opponent in the Region or Regions you need. Like all great TCGs, pulling of a spectacular combo in a turn is a huge thrill, especially when you see your opponent’s face drop when they realise what you’ve done.
One other interesting and unique feature of Altered are its Unique Cards. Some cards in your packs will have green text instead of the standard white. This is to notate a deviation from the base card and can include any number of changes. Some have a lower or higher Mana cost accompanied by unique text, actions and more. For example, in the image above you can see a variety of Unique Ratatskor cards with different stats, abilities and costs.
Having unique cards can really shake up a deck and make a huge impact in play. It also makes a nice change from standard TCGs where cards become very well known and players know what to expect. With a chance that whatever you’re playing is going to be a little bit of a surprise comes a nice feeling of mystery and makes games feel more engaging and strategic.
Overall, I’m a big fan of Altered. While it may not have the backing of a massive IP or the pedigree of MtG, it feels fresh, fun and interesting. Removing combat from a TCG is a big swing, but there are plenty of games sans-combat that work really well, including Disney Lorcana. Altered is set within a magical world, full of whimsy and intrigue while still offering some form of nostalgia and recognition. The artwork is fantastic, the cards feel high quality and the game mechanics, while tricky at first, are a breath of fresh air.
Anyone who enjoys tabletop gaming, fantasy and TCGs will be right at home with Altered. In fact, aside from Lorcana, Altered may be the perfect game to introduce your kids or tabletop-resistant partner too, cause once it clicks, they won’t want to stop playing.
Altered’s first set “Beyond the Gates” is available now.
A new set, “Trial by Frost” will be available 31 January 2025.
Altered is available at the following retailers;
Vault Games | Milsims Games | Gameology
Two Starter Decks and Booster Packs were provided to PowerUp! for the purposes of this review.