We played a ton of SotM this weekend, which was fantastic. I don't usually get to play that many back-to-back games, so this was a chance to really see what aspects of our game experience I thought I could improve on. And the one that stood out to me was the tokens.
We usually use little plastic nuggets to indicate effects on cards (deals additional damage, reduce the next damage, etc.) They're small, colorful, are 3D so are hard to overlook when you're scanning the table for effects, and so work pretty well. But other than the red ones (damage) and green ones (preventing damage), the colors don't really line up with most of the effects in the game ("that card has a purple nugget on it. What did that mean again...?"), so they're not perfect.
We could use the new tokens that came with the Expanded Edition, but those don't really do it for me for various reasons. That got me thinking, what do I think would be a more perfect solution, and could I make it myself. Here are the criteria I came up with:
1) They should be small to aid in portability, and also to not obscure the cards they're sitting on too much.
2) They should be 3D, in that they should stand up off of the cards so that they're easy to see.
3) There should be a relatively small number of token types so that you don't have to dig through a pile of the ones you don't want to find the one you do want. Because I want a small number of types to be able to be used for any situation you'd need a token, that means that each type needs to straddle a fine line between generic and specific.
4) Each type should be immediately recognizable, different from each other, and require no reading, so that a quick scan of the table will show you what's going on.
With those criteria as my guide, I sat down at Photoshop to see what I could come up with. The result is on my SotM page (www.spiffworld.com/sotm) if anyone else thinks they might want to try them out. It's a one-page PDF that has tokens you can cut out and fold into little pyramids. There are ten token types, which match effects I had in mind when I made them, but people can use them however they like. They are:
1) Green shield (reduce damage to this target)
2) Blue shield (reduce the next damage to this target)
3) "S" (this card has a start-of-turn effect)
4) "E" (this card has an end-of-turn effect)
5) Explosion (increase damage dealt by this card)
6) Cog (kind of generic, maybe I'll use it to indicate when a card deals reduced damage, or when there's some other change in game mechanics, like if all damage is fire)
7) Exclamation point (a generic "don't forget something on this card" marker)
8) A backward-pointing arrow (indicates a reactive effect, like one that happens when something else happens. My wife forgets those all the time)
9) A "not" symbol (indicates when a card or player can't do something, like can't deal damage or can't draw cards)
10) Skull (indicates nemesis, to help you remember to apply the damage bonuses).
I'm not prepared to say that this is the most perfectest solution for me yet, since I've just thrown them together, but I think it's a step in the right direction, so I thought I'd share them here. Let me know if you have any feedback.