Well, token mamagement still bothers me a bit, so I'm experimenting with ideas to rid of it.
Here is my currently favored one.
Instead of putting number of recharge tokens on an action card, put only one token depending on the card recharge rating:
- hammer token (bronze token) when recharge is 2-3
- eagle token (silver token) when recharge is 4-5
- comet token (golden token) when recharge is 6 or more
At the end of players turn instead of removing 1 recharge token from each card do the following:
1. Remove ONE hammer token (bronze token) from ONE of the recharging cards recharging it completely. If there are more cards with hammer token (bronze token) on them, choose one, and only one. This step is MANDATORY, if at least one hammer symbol (bronze token) is present on any card. If there are no hammer tokens, skip this step.
2. Change ONE eagle token (silver token) from ONE of the recharging cards to hammer token (bronze token). If there are more cards with eagle token (silver token) on them, choose one, and only one. This step is MANDATORY, if at least one eagle symbol (silver token) is present on any card. If there are no eagle tokens (silver tokens), skip this step.
3. Change ONE comet token (golden token) from ONE of the recharging cards to eagle token (silver token). If there are more cards with comet token (golden token) on them, choose one, and only one. This step is MANDATORY, if at least one comet symbol (golden token) is present on any card. If there are no comet tokens (golden tokens) skip this step.
IMPORTANT: Do not change the token on card used in the same turn! That means, if you just used a card, and placed a token on it. you may NOT change it at the end of turn. It stays as it is.
In this way, cards with recharge of 2-3 can be used no more than once per 2 turns, cards with recharge 4-5 once per 3 turns, and cards with recharge 6 or more once per 4 turns.
Every time some effect adds/removes tokens to/from recharging card, change token accordingly:
- instead adding recharging tokens, change the token to higher tier (raising token): hammer to eagle, eagle to comet. Comet token is the highest possible
- instead removing tokens, change token to lower tier (lowering token): comet to eagle, eagle to hammer. Removing hammer recharges the card.
Additionally/optionally, at the beginning of player turn, let him roll one white [W] die.
If the result is a blank, nothing happens. If the result is a symbol, then that player may immediately raise/lower (as above) ONE token of corresponding symbol on ONE card.
If player have no cards recharging, or no symbols on cards match the rolled one, skip this step.
Tokens can be coloured dice, color beads, color paperclip, cardboard pieces with symbols, or anything you see fit.
Easiest way I found to exhaust a talent not using tokens is to turn it 90 degrees clockwise, or counterclockwise each turn (just remember to rotate it in the same direction every turn ). When it gets to its original position its fully recharged.
Some quick dry tests of the above rules were... interesting, so I'm introducing them to my players on a nearest session