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Buff and De-buff

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Robbie Munn
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Joined: 07/23/2015

Greetings,

I was just wondering if anybody had a good way to represent Buffs & De-buffs within a miniature based board game?

Examples:
•Sorcerer grants +4 Defence to those within 2 Hexes.
•When adjacent to Fetid Abomination you attack with one less die.
•When attacked by a Frost Spirit, the units movement become 1.

At the moment we use cardboard minis so we could slot identifiers on the tops of the units affected or on top of those creating the effect, but we may move over to minis in the future so was wondering how to go about this. My only thoughts so far is by having something under the model that is coloured and raises it's profile, but in a busy skirmish this will be hard to see.

Any thoughts?

Many thanks

Robbie

Jarec
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Joined: 12/27/2013
Colorful tokens that have

Colorful tokens that have short description scribed on them have been a mainstay buff indicator in our games.
When a model has a bright thing following it, you know something's up.

adversitygames
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Yeah I've used discs beneath

Yeah I've used discs beneath the models before, if they're very distinct colours and each colour has a specific purpose that would make them easy to identify.

But it sounds like you have a load of different de-buffs in mind (just going by your examples, I'm guessing you intend more variety than 3 creatures with special abilities)

If you're going to have busy skirmishes, it would probably be worth making your buffs and debuffs very standardised so one coloured disc (or whatever you use to represent it) always means the same thing. Otherwise, with any busy skirmish, you're going to have to be looking up what the buffs and debuffs mean a lot.

I suppose you could use stackable buffs (so say eg you want one thing to give +2 defence and another to give +4, the +4 can be made out of a pair of stacked +2s) to have more variety with less unique markers.

Robbie Munn
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Joined: 07/23/2015
Good options

Thank you both.

Yes there shall be a large variety of buffs and de-buffs.
I'm currently thinking along the lines of what you suggested iamseph, but maybe make it simpler. Possibly just use + & - tokens near the units to be used as reminders that there's something going on there.

Too simple maybe?

radioactivemouse
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Robbie Munn wrote:Thank you

Robbie Munn wrote:
Thank you both.

Yes there shall be a large variety of buffs and de-buffs.
I'm currently thinking along the lines of what you suggested iamseph, but maybe make it simpler. Possibly just use + & - tokens near the units to be used as reminders that there's something going on there.

Too simple maybe?

The first thing I had in mind was a Pokemon-like system where your character card is oriented a certain way to indicate a certain de-buff.

But as I read, it seems there's more de-buffs/buffs you want to put on a particular character.

The most obvious one would be a token on the character sheet, but it also seems like you're not using character sheets.

Another idea could be a slot on the mini (a-la X-Wing) that you could put in a chit indicating a status effect.

Maybe poker chips?

Maybe a thin cylinder next to the character model and use colored donuts (which slot into the cylinder) for status? That way you could stack more statuses on a particular character.

I'm just spitting out ideas.

Robbie Munn
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Joined: 07/23/2015
All good suggestions

Many thanks,

I have a lot to think about. There's many good suggestions and trying to balance simplicity with practicality in a way that does not slow down the game will be an interesting experiment :)

I quite like the approach these guys use: https://www.aleatools.com/ but again, may not be ideal.

I'll have to see what the play testers say :)

radioactivemouse
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Joined: 07/08/2013
Here's one

Maybe have holes in your character base and little colored pins to indicate status...kinda like the people in the cars in the game of Life.

JewellGames
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Joined: 06/03/2012
Using those thick magnetic

Using those thick magnetic tokens as an example...

Every token has a repeating number/symbol along its SIDE for everyone to see. Its matching token is placed on the card that was played.

So, if I cast a debuff card on player B that says, "This hero deals -2 to Dragons." I can grab two matching tokens, put one under the target and one on the card (which remains in play in the affected hero's debuff zone). Now players can reference the token under the hero with the card in play to recall its effect.

It may or may not be too fiddly.

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