Needs more fire and darkness tokens

By Lumice, in Mansions of Madness

When I'm keeper I find myself running out of fire and darkness tokens a lot. I feel like in an expansion there should include more.

Really? I've never seen more than onetwo of each on the board at a time in the couple games I've played. We run out of Horror tokens usually, and end up using the fire and darkness tokens as Horror tokens ...

Well, yeah, there's a Story for each marker where you can place one each turn (if threat permits), but is it really useful to do so? Did you use the pyromaniac to burn down the whole house? o_o

Just a reminder - you only use one fire/darkness token per ROOM... not per space. We did this wrong the first time we played.... makes a ton of difference in the number of markers you need.

In scenario 4 it is likely that you will run out of darkness tokens, as there is not much else the Keeper can do in that scenario than plunge the map into darkness.

I tend to use threat tokens as both darknessmadness tokens. They gave way too many threat tokens (who is seriously going to save up 20 threat?)not enough darknessmadness.

MustardTheTroops said:

I tend to use threat tokens as both darknessmadness tokens. They gave way too many threat tokens (who is seriously going to save up 20 threat?)not enough darknessmadness.

Last night, playing the Green-Eyed Boy with 4 investigators there were multiple points where I had upwards of 15 threat.... and then it all got used up the the last two turns, and I was able to scrape a Keeper victory rather than a loss for everyone!

This has been an annoyance of mine from the beginning after I played the promo at my local RPG shop. It was a big group of players. Nearly all of the investigators were in play, and we eventually ran out of horror tokens.

Here is the official solution from the Rules of Play book, p. 25:

Component Limitations

On rare occasions players will not have enough cards or tokens to
perform an action or ability. In such cases, players should follow
the below rules.

...

Other Tokens: All other tokens are unlimited. If players run
out of a token type (such as horror tokens), they should use a
suitable replacement (such as a coin) to mark such an effect.

So get out your poker chips, peanuts, Cheetos -- whatever -- to use as substitute markers. Lame.

insanimo said:

It was a big group of players. Nearly all of the investigators were in play, and we eventually ran out of horror tokens.
[...]
So get out your poker chips, peanuts, Cheetos -- whatever -- to use as substitute markers. Lame.

You DO know that the game is intended for groups of 5 players max?
I understand that, since that was a promo game at a shop, you wanted to play a bigger group. However, this experience is close to irrelevant when it comes to criticism on the amount of tokens/characters/monsters or even basic challenges in the game.

Really, what you say is "I disregard your basic rules, but that one paragraph that doesn't fit my style of play is annoying, so your rules are lame (yay ableism!)".
The game is supposed to be played with 4 investigators. Obviously, people still have problems with the supply of tokens running out. It's alright if these people are annoyed! I am too!

But if you decide to modify a game (and playing with 8 or 6 or even 5 instead of 4 investigators DEFINITELY is a mod) don't cry about the limited amount of tokens/characters/monsters/...

imanfasil said:

Just a reminder - you only use one fire/darkness token per ROOM... not per space. We did this wrong the first time we played.... makes a ton of difference in the number of markers you need.

The fire affects every space in the room though, correct? That's my interpretation, but I want to be clear on that.

Yes, the fire token effects an entire room. All spaces in the room:

Rules Of Play, p. 15:

Fire tokens are placed on a room’s name and affect
every investigator and monster in the room. The
effects are as follows:
• An investigator or monster figure in the room at
the end of its owner’s turn is dealt 2 damage.
• An investigator must test his Willpower in order to enter the
room. If he fails, he takes 1 horror. Regardless of the result, he
may then enter the room. Once in the room, the investigator
does not need to test his Willpower to move to a different
space in the same room.