Altered is one of the rare trading card games that doesn’t just tweak familiar formulas – it rebuilds them into something smoother, brighter, and genuinely refreshing. Created by Régis Bonnessée (the mind behind Dixit, Mysterium, Seasons, and Dice Forge) and developed at his French studio Equinox, Altered arrives with the backing of Asmodee, meaning this isn’t some experimental boutique TCG destined to vanish in a year.
It plays like a whimsical fantasy adventure, looks like a storybook come alive, and somehow manages to feel new while still being comfortable for long-time card gamers. No life totals. No direct combat. No hyper-complex timing traps. Instead, Altered focuses on strategic progression, character abilities, and a clever race toward the center of the board.
And honestly? It works.

Developer: Equinox
Publisher: Asmodee
Designer: Régis Bonnessée
Playtime: 15–30 minutes
Players: 2–4
Genre: Tactical TCG / Narrative Adventure
Overview / How Altered Actually Plays
Altered is a two-player competitive card game where both players race their character’s Expedition token across three distinct regions – Forest, Mountain, and Water – represented on the central Tumult path. Each region contains Encounters (little challenges) that must be overcome using the stats and abilities of the Allies (Characters) you play.
Your Hero sits at one end of the board.
Your Companion sits at the opposite end.
Your Expedition tokens must travel through all three regions to reach your each other.
The first player whose Expedition reaches in any region wins the game.
Not “reduce life to zero.”
Not “achieve alternate goals.”
Not “build a combo loop.”
Just travel the path, overcome Encounters, and reach the middle first.
The twist is:
Your opponent is trying to do the exact same thing – and both of you can manipulate, slow, or disrupt each other’s progress along the way.
Mechanics & Flow
The 5-Phase “Day” Structure
Altered’s turn structure is built around a “Day,” broken into five phases. This creates pacing that feels intuitive, thematic, and smooth.
Morning – Action Window 1
You play Characters, Spells, and Landmarks, use your Hero ability, or place cards into your Reserve to generate Energy. Morning sets up your strategy.
Noon – Timing Window
A smaller phase where you can play fast effects or make adjustments before the main window returns.
Afternoon – Action Window 2
You get another full round of action. This dual-window setup gives Altered a surprising amount of flexibility – you’re rarely stranded with nothing to do.
Dusk – Expedition Movement
This is the heart of the game. Your Expedition token advances into the next region. You check whether your Characters’ stats meet the Encounter’s requirements. If they do, you push forward. If they don’t, you stall and lose precious tempo.
Every Character card has stats tied to one or more regions:
- Forest
- Mountain
- Water
Your Expedition only advances in a region if the Characters you currently have in play beat or match that region’s requirement.
Dusk is where preparation pays off – or blows up.
Night – Cleanup
Cards reset, temporary effects end, and the next player begins their Day.
Expedition, Region Stats, and Why This System Works
Instead of one linear track, the three regions require different stat profiles. Maybe your Forest path is easy but your Mountain is brutal. Maybe your deck has tons of Water specialists but struggles in the Forest. Your Characters define which sections you dominate and which you have to engineer solutions for.
Each Encounter challenges you with:
- Stat thresholds
- Traits
- Region requirements
- Or sometimes penalties
Characters aren’t fighters – they’re problem-solvers. Their abilities help you generate Energy, change stats, reposition cards, or interact with the opponent’s Expedition.
This creates a “race,” but one with strategy and tension. You aren’t trying to overpower an opponent – you’re trying to outpace, outmaneuver, and out-engineer them.
And importantly:
Going first in this race does NOT automatically mean you win.
Because if you reach the Arena without the proper stats, support, or setup, you stall – and your opponent can surge ahead.
It’s not about speed.
It’s about timing and preparation.
Interaction Without Combat
Altered avoids direct damage or creature brawls entirely, but it still has meaningful player interaction.
You can:
- Temporarily disable enemy Characters
- Add or alter their Encounters
- Block their stat progression
- Force inefficient sequencing
- Exhaust or return their cards
- Manipulate their Energy usage
It’s disruption – not destruction – and it keeps the game competitive without feeling toxic.
This is one of Altered’s strongest design choices. You always interact, but you’re never shut out.
Digital Scanning & Print-and-Play
Every Altered card has a unique digital ID. When you scan it with the app:
The card is permanently added to your collection
You can build digital decks
You can print official physical proxies
You can replace damaged or lost cards for free
This is easily the most consumer-friendly system used by any TCG to date.
You’re collecting ownership rights, not fragile cardboard.
Collectors keep their cards safe. Players keep their cards accessible.
And the best part?
Printed proxies are tournament legal.
Theme & Components
Altered looks stunning. The art blends soft fantasy, French storybook whimsy, and Ghibli-style energy. Characters feel alive. Creatures feel vibrant. The whole game has a sense of motion and adventure.
Component quality is strong right out of the box:
- Crisp cardstock
- Easy-to-read icons
- Beautiful Heroes and Companions
- A well-designed Tumult board
- Starter decks that don’t feel weak or “tutorial only”
Learning Curve & Accessibility
Altered is extremely easy to teach. The rulebook pamphlet is shockingly clean, the Day structure is intuitive, and the Expedition system teaches itself as you play.
There are no complicated chains, no giant keyword dictionaries, and no overwhelming card text.
A brand-new player can grasp the basics within the first few turns. My wife and I both learned to play in 15 mins.
Yet experienced TCG players still find depth through tempo manipulation, sequencing, and ability synergy.
Final Verdict
Altered is one of the most refreshing trading card games to hit the scene in years. It’s gorgeous, mechanically tight, welcoming to newcomers, and designed with a level of respect for players that you just don’t see often anymore.
If you’re tired of resource screw, endless combat loops, or toxic interaction, Altered offers something genuinely different – a strategic, character-driven race full of choices without the baggage of older TCG systems.
Learn to play here
Summary
Altered is refreshing, friendly, and genuinely clever – a TCG with heart, personality, and zero of the usual headaches. One of my favorite games to play.
Pros
- Unique puzzle-based gameplay with no combat neededNo resource screw – every card can become Energy, similar to Lorcana
- Gorgeous, whimsical artwork
- Scan-to-digital + print-and-play is incredibly player-friendly
- Easy to learn but still deep for veterans
Cons
- Players wanting creature combat may feel disconnected
- Digital scanning might bother tech-averse players
- Competitive scene is still developing





