Arcane Wonders Forum

Mage Wars => General Discussion => Topic started by: flamespeak on April 05, 2014, 01:50:54 PM

Title: Additional tokens
Post by: flamespeak on April 05, 2014, 01:50:54 PM
Hey, is there anyway I can get some more tokens for damage and such without having to drop cash on a whole new game set?

When playing Druid vs Necromancer on 3 separate occasions me and my gaming bro have had to start using other tokens like veteran tokens and melee plus 1 tokens to represent damage and it got a little wacky. It was going pretty well each game until I activated the Altar of Skulls and everything kept taking damage left and right.

I find it kind of funny how we were tripping over slam tokens, burn tokens, and the like but the damage and mana tokens were in really short supply in late game sessions.

What do you guys use when you run out of tokens?
Title: Re: Additional tokens
Post by: sIKE on April 05, 2014, 02:14:20 PM
Here is a third party solution that I use...

http://go7gaming.com/damage-tokens-for-mage-wars/

Title: Re: Additional tokens
Post by: lil_drag_n on April 05, 2014, 05:22:19 PM
We can also use some extra mana token.  I'm glad they didn't include another iniative maker in fif. Got too many of those already.
Title: Re: Additional tokens
Post by: Zuberi on April 05, 2014, 09:43:33 PM
my current solution is to put just one marker on a creature and then use a dice on top of the marker to represent how many there are. This works for all of the condition markers (we run out of Weak quite often). I plan on buying a set of red d6 to simply represent damage by themselves and not use the damage markers at all.
Title: Re: Additional tokens
Post by: ScaredyCat on September 11, 2014, 04:25:11 PM
We can also use some extra mana token.  I'm glad they didn't include another iniative maker in fif. Got too many of those already.

I agree - more mana tokens are needed especially in multiplayer games.  We have three complete core sets through the current expansions and still run short on mana.
Title: Re: Additional tokens
Post by: Wildhorn on September 11, 2014, 04:40:05 PM
I switched to dice some months ago. It is way better and easier.
Title: Re: Additional tokens
Post by: ScaredyCat on September 11, 2014, 06:39:35 PM
I like the dice idea a lot - I'm surprised we never thought of this before  :-[
Title: Re: Additional tokens
Post by: Maverick on September 11, 2014, 07:23:51 PM
Dice is the rout I have gone as well. I like the look of the tokens so I purchased swirled d6's that keep to the same color scheme.
Title: Re: Additional tokens
Post by: barriecritzer on September 15, 2014, 12:36:25 PM
wishes I had more vine tokens, I use dice for both mana and damage
Title: Re: Additional tokens
Post by: Recon022 on September 15, 2014, 12:50:44 PM
Here is also a pretty good site if you want to get into custom tokens and such...

http://www.litko.net/
Title: Re: Additional tokens
Post by: jacksmack on September 15, 2014, 02:14:33 PM
Here is also a pretty good site if you want to get into custom tokens and such...

http://www.litko.net/

omg. i gotta pimp out my burn makers with the tokens from this site!
Title: Re: Additional tokens
Post by: sIKE on September 15, 2014, 02:33:58 PM
I like these a lot, a friend of mine makes them. I am trying to get him to add in some purple ones for mana on Mage Wars Set.

http://go7gaming.com/product/damage-tokens-for-games/
Title: Re: Additional tokens
Post by: V10lentray on September 15, 2014, 03:40:13 PM
We can also use some extra mana token.  I'm glad they didn't include another iniative maker in fif. Got too many of those already.

I agree - more mana tokens are needed especially in multiplayer games.  We have three complete core sets through the current expansions and still run short on mana.

When we are playing casually and not filming matches for Arcane Duels, we use dice for everything except contition markers.We have sets of red dice to represent damage, and sets of Purple dice to represent Channeling.
Title: Re: Additional tokens
Post by: BoomFrog on September 15, 2014, 06:21:40 PM
@flamespeak: I'm guessing you and your opponent are both extremely defensive players. Try mixing things up with an aggressive warlock or Beastmaster book. The game suddenly becomes much faster.
Title: Re: Additional tokens
Post by: ScaredyCat on September 15, 2014, 07:57:09 PM
Quote
I'm guessing you and your opponent are both extremely defensive players.

Actually the problem arises when we play 2v2, 1v1v1, or 1v1v1v1.  So many mages and their channeling objects we tend to start running out.  Aggressive players that make their move too early often find themselves ganged up and dead.  Tactics are very different in games other than 1v1.
Title: Additional tokens
Post by: Sailor Vulcan on September 16, 2014, 05:02:34 AM
Quote
I'm guessing you and your opponent are both extremely defensive players.

Actually the problem arises when we play 2v2, 1v1v1, or 1v1v1v1.  So many mages and their channeling objects we tend to start running out.  Aggressive players that make their move too early often find themselves ganged up and dead.  Tactics are very different in games other than 1v1.

In free for alls, making the win condition be "last mage standing" biases the game in favor of control mages. If the win condition were "first to kill an enemy mage", this biases in favor of aggro. In a 4 player free for all, having exactly two winners and two losers doesn't really work. If you're looking for balance, I would say play a game with two teams of even size, or a much larger free for all. Or just 1v1.
Title: Re: Additional tokens
Post by: Recon022 on September 16, 2014, 12:06:48 PM
Here is also a pretty good site if you want to get into custom tokens and such...

http://www.litko.net/

omg. i gotta pimp out my burn makers with the tokens from this site!


I know huh. I really like litko. I have had them make completely custom tokens for me for other games, including custom shape...
Title: Re: Additional tokens
Post by: ScaredyCat on September 16, 2014, 07:29:17 PM
Quote
In free for alls, making the win condition be "last mage standing" biases the game in favor of control mages.
I agree - that is the natural tendency but aggro play has worked on occasion especially when the opponents were too focused on control/turtle-ling.

Quote
If the win condition were "first to kill an enemy mage", this biases in favor of aggro. In a 4 player free for all, having exactly two winners and two losers doesn't really work.
We've never tried this but I would agree it would definitely encourage aggro and discourage control.

Quote
If you're looking for balance, I would say play a game with two teams of even size, or a much larger free for all.
Agreed - We enjoy team-play the most.  Very interesting mage-combos and inter-player collaboration open a whole new aspect to the game.

We are in the process of training a 6th player into our group and looking forward to a 2v2v2 or 3v3 game.  Wish you [Imaginator] and others were close by; I'd like to introduce you to the group and the hex board. I've solicited for others in the San Antonio - Austin corridor but no takers yet  :-\ 

BTW - see the following topic regarding the "hex board" I was referring to.
http://forum.arcanewonders.com/index.php?topic=14232 (http://forum.arcanewonders.com/index.php?topic=14232)