Bag of skulls!

By JonHook, in Warhammer: Invasion The Card Game

Just like the Call of Cthulhu LCG has a "Bag of Cthulhu", FFG should make a "Bag of Skulls" available for Warhammer: Invasion. The skulls can be designed to have a flat bottom from the chin to the back/base of the skull, so the skull can sit upright on the table.

Most of the skulls can be light grey in color, but you could also do some blood red skulls. The red skulls could represent five grey skulls, so you would only need five or six of those in the bag.

I've decided to purchase this game, and I'm also going to purchase a bag of toy pirate gold coins to use those for resource tokens.

If only I could find a cool toy or icon to use for the burning token.

Yeah, when you're playing Dwarves or Empire, you can get zone HP well into double-digit territory. And with HE in the mix, there will be some games with a lot of damage markers on capitals. I sometimes put a burning token under a skull to represent 8 damage, just so counting is easier for both players.

I like the idea of custom resource tokens, but I don't know about pirate coins. Maybe bottle caps from bottles of ale?

Artemus Maximus said:

Those are pretty rad. My friends and I use those little dice to count damage and resources. We have two different colors to distinguish which is which.

yeah i actually use also the red FFG plastic tokens for power (to keep track on supports & units) and the gold ones for the tokens on quests. d6 from AT-43 on things like contested fortress to make adding up power more efficient (the 6 is a red dragon gran_risa.gif ).

totally unecessary, i know, but an Ugrok or Johannes or Greyseer with 4+ tokens on it is intimidating! (and probably psychologically makes them more of a target, but oh well lol). And those burn tokens from Litko i think have the reverse psychological effect, being 3D/

I put damage counters ON the developments. That way it is very easy to see how much HP your capital has left (8 minus those on the board itself), and the developments server double purpose. Abandoned Mine made this more difficult, though.

Why not just use dice to track damage and resources?

Wouldn't little plastic skulls be more fun?

why not just use the pieces that came with the game?

See reply #8 above. gui%C3%B1o.gif

I find using dice to represent damage and resources to be much more efficient than the tokens that came with the game. Maybe some kind of counter wheel built into the capital board representing damage would be nicer.

I play the way Kdansky does (damage on devs) and so does everyone I play with.

O'course, real men don't need special burning counters - they just set fire to the appropriate part of the opponent's board to indicate that a zone is burning. gui%C3%B1o.gif

LMAO!

Nice Clamatiuspartido_risa.gif

Because moving 30 resources markers for capitol and 20 for charged pistoliers is not fun, even when they are plastic.

another thing to consider: certain cards (like attachments Blood Frenzy, Fellblade) get their own resource coutners for another use (give power = to counters to attached unit in these cases). SO units with Fellblade or Blood Frenzy: say they get 8 or so counters (which can be easy with these 2 cards) - that's 8 for the attachment (which is usually placed under the unit card itself), then you put 8 MORE counters on the unit itself for additional power - and you have to do it this way in order to keep track of where the unit's additional power is coming from because there may be other cards that give it variable power too, like even both of thse attachments on one unit. Then on top of that you have damage tokens to keep in mind...it can be a mess of counters.

The counters supplied are nice, and usually there's no problem, but for certain cards/circumstances, they don't make sense.