Slug and token layout for new prototype

Figured it would be easier to post this here than in an email!

Here are a few images of the tokens so far. I started with just filling up the spaces with tokens, but quickly realized that with the different shapes I would end up with an unnecessary amount of different cut line files. This isn’t a problem when it comes to cost, but it will be less complicated for you to order the punchouts the fewer different cutlines we have! Also I believe a more organized layout of tokens makes it easier for a new player to visualize and learn about the different components when first punching them out.

This photo from my sketchbook shows one suggestion for how I could get the different cut files down to six:​

I have put just one hero per slug, so the first five slugs have 1 hero and 4 time. This gives us 20 time instead of 15. Not sure if this is useful or not! Of course, it could also have just 3 time per slug, for a total of 15. The time tokens are shaped like hourglasses, and don’t have the word Time on them - I figured that would be obvious enough:

​For the explore tokens I’m using hexagons. The back face of the tokens have a new icon and no text. For 2nd wind and Respite I attempted a design using the already established Boost icon. I’m not sure if the visual grammar is clear, though. It’s supposed to be read as [GRIT cube] gets [Boost card] +1. This related to how, for example, Determined is shown on the Vitals tracker, where it’s [GRIT cube] +1. But maybe [GRIT cube] + 1 + [Boost card] would be clearer? Note: on this image I have mixed Explore tokens with Time, but as my sketchbook shows, Explore tokens would get their dedicated slugs.

For the other tokens, I’m just using the current icons for now:

POI/Barricade and Backtrack are also tokens placed on the map tiles, so they are also hexagons, but with a different colour to separate them from the Explore tokens. I had a few different ideas for the Barrier icon. Since both Locked and Barricade are picures of doors, I wanted Barrier to be something more abstract that shows that this is a permanent dead end, not something that might be opened later. I’m most partial to the ones to the right.

For POI I have versions with or without text. I think text might be a good choice for both POI and Barrier, as they are not that obvious otherwise.

Persistent conditions are squares, only slightly smaller than the old ones, 17,8mm vs 19mm. I talked about making individual shapes for each type of token, but for now these will do! I’m also starting to reconsider that idea, for two reasons: some conditions are easier than others to find good shapes for; and having just one shape communicates that these are related to each other.

Combat status are slightly assymetric (that is, bottom heavy) diamonds. Visually, they stand on an unstable point, as opposed to the stable, persistent Conditions. HP tokens are hearts, using the same icon as on Denizen cards (which, to be honest, is a first draft that stuck). I think red is a good colour for Combat status, so I wanted to avoid that for the hearts. The HP tokens could either be used to keep count of damage (in which case they could say -1, -2), or the player could make a stack of tokens on the Denizen, and remove them as damage is dealt. Not sure which would be more intuitive, or need fewer tokens!

As you can see on the sketchbook page, my current layout has two HP tokens on every Condition or Combat Status slug, for a total of 16 HP tokens, compared with the curren 9.

There are a few errors with this layout. For example, this gives us 4 Shaken, which you already pointed out isn’t needed. It also gives 4 Backtrack. Oh, and I put question marks on slug 19, because I forgot about the ready/exhausted tokens!

You asked about having two maps on one slug. The current maps tiles are about 79mm across. To fit two maps on one slug they would need to be 66-67mm across. That’s quite a bit smaller, but still usable as far as space to place things go - you need space for the player standee, an explore token, and one or more POI/barrier/backtrack tokens. It gets crowded, but is not impossible.

Of course, the text and iconography on the map tiles would need to be compensated a bit so they’re still readable. They would consequently take up more relative real estate. Also, the illustrations would be smaller.

If we did use two maps on each slug, that means 9 slugs would be used for the maps, plus one for the stop tile. The current token count (excluding vitals widgets and ready/exhausted, which I failed to account for in my previous mail) is 83 tokens, and with the suggested layout in my sketchbook, we can fit 98 (plus vitals widgets and ready/exhausted). If all 98 tokens go on slugs with 15 tokens each, we would need 7 slugs. For 83 tokens we need 6 slugs. So with two maps on each slug, the total amount of slugs needed is 16 or 17.

Here’s an image showing the size difference. If you print it at 100% size it should turn out natural size, if you want to get a better feeling for how smaller maps would work. The inner edge of the thick gray line is the actual edge of the map tile, the gray line represents the 3,2mm distance that’s mandatory between cut lines and the edge of the slug, and between two cutlines.

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Everything looks great :slight_smile: Love the design choices so far.

I will break my response up into a series of posts to make feedback as clear as possible.

First things first though… lets stick with one map per slug.


I think it just gets too small at two per slug. Lets stick with what we have for now. It will be expensive on Gamecrafter but if we move to a mass production option, we’ll need to redo cut-outs in any event.

Time Tokens

These look great; love the shape – and it can’t hurt to have more time tokens.

Explore Tokens

I like the change to hexagons – makes it obvious they are map tokens. The backs look great.

i like the way the Respite/2nd Wind are rendered. It’s intuitive and makes sense – plus starts to reinforce the iconography around boosting. Leaving the loot explore tokens as is for now is fine.

Barrier/POI token

With respect to Explore tokens, the barriers are are supposed to be thematic obstacles that slow down the hero’s progress. So doors work well. SHADOW for doors you have to lockpick and MUSCLE for obstacles that need to be broken down. (I did have LORE for magical barriers at some point but I needed to save tokens).

But the BARRIER/POI token is a little bit different.

The POI matches the POI type on certain location encounter cards that might persist when the hero leaves the location – ie. something that the hero can return to at a later turn if they want to. I like the POI icon with the word on it best – agree that its clearer. However, this icon also needs to work at the bottom of the relevant encounter cards.

For example, each of these may persist and need to be placed next to the map. The POI icon helps remind the player that the location still has an active encounter.

The BARRIER side is used to show a blocked doorway based on instructions from the quest or location encounter cards. It might be permanent, or some action by the hero described on the encounter may remove it.

It makes sense for this not to have any specific theme associated with it – like a door. With that in mind I agree, I like the barrier token with the stripes and the word BARRIER. It’s clear and straightforward.

Note re BACKTRACK tokens. It’s ok to have 4 of these – I have been working with a set of three, but I can’t see any reason why 4 would break the balance of the game. And if it does, then having a spare in case you lose one is probably ok.

Conditions

I think its important that these share the same shape and colour. Although they differ considerably in meaning, they all share the condition of being persistent beyond the scope of a battle or turn. It makes sense in the rules to keep them together.

Combat Status

I like the new shape for combat status – it’s interesting.

Note, Weakness should now be Weaken. I’m trying to standardise the combat status as actions; stun, wound, weaken, entangle.

As for hearts, I agree having them straight red is not as good as doing “something else”. I’m not sure black and grey is the right combination.

With respect to the numbers – keep them positive. I think a player will choose to increase or decrease health depending on their mental model – having a negative only confuses me.

I see a lot of games do 1 and 3 on the reverse. I think the overall count for HP in the game is quite low ~6HP for a denizen is normal. Maybe we keep 1 and 2. Having a sort of double heart, or heart with a second heart “shadow” works well for 2 hearts. But I’m happy to be guided by you in the final design.

Having 16 health tokens is probably good.

4 Backtrack probably not a bad idea.

Having 4 Shaken is not the end of the world. The conditions I run out of in playtesting (though not often) is Poison and Fungal, if I have a large party. There are several monsters that do Splash Poison or Splash Fungal. Maybe we add an extra Posion and an Extra Fungal/Undead condition.

Here are some alternatives for the heart tokens.

I went back to red hearts - I figured a read heart on a dark background is sufficiently different from a white icon on a red background (for combat statuses) that they don’t feel related. Especially as the tokens are different shapes. I also made the combat status red more of a maroon, while the heart red has more orange in it. That said, there are many possible ways to treat the colour on these tokens:

The reason I first picked black hearts on a grey background is to match how the HP stat is shown on the Denizen cards. But now I’ve changed my mind, it’s better to have something that shares the heart shape, but has different colours.

I also altered the shape of both the token and the heart itself. The token is rounder, and the heart is more balanced than before. It’s a small difference, but if you want to switch out the icon on the Denizen cards to match this more refined heart, I’ve exported a black version so be used in the stat block on Denizen cards. But it’s not a critical change for the prototype, so if you don’t feel like exporting the entire Denizen deck again just for this icon, that’s ok!

denizen-HP2

I also made some square versions of the POI icon that you can use on Location encounter cards. I like the orange on red version best, it uses the same colours as the token, so the connection is clear, but it’s inverted, which makes the red stand out better on the white background of the cards.

I also sent these icons as a zip via email.

I will get back to you soon with a completed manifest of tokens and their layout on the slugs. Once you’ve approved that, I can go ahead and optimize the cutfiles, and you should be ready to go!

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Here are the different slug layouts as they look now. Here are not images of every slug, but every type is represented:

  • Cutline type 1: Standee and Hourglass
    • Slugs 01-05: 1 Standee; 4 Time
    • Total: 5 Standees; 20 Time

  • Cutline type 2: Hexagons
    • Slug 06: 3 Second Wind; 3 Respite
    • Slug 07: 3 Chest; 3 Puzzle box
    • Slug 08: 3 Locked; 3 Barricade
    • Slug 09: 6 Barrier/POI
    • Slug 10: 3 Barrier/POI; 3 Backtrack (I figured an extra Barrier is more useful than an extra Backtrack, but you can decide which is better - they use the same hexagon at any rate)
    • Total: 18 Explore tokens; 9 Barrier/POI; 3 Backtrack

  • Cutline type 3: Squares and Hearts
    • Slug 11-13: 4 each of Undead/Fungal, Poison, and Sunder; 2 HP
    • Slug 14: 2 Sunder; 1 Undead/Fungal; 1 Poison; 2 HP
    • Total: 16 Persistent Conditions; 8 HP

  • Cutline type 4: Diamonds and Hearts
    • Slug 15-18: 4 each of Stun, Weaken, Wound, Entangle; 2 HP
    • Total: 16 Combat Status; 8 HP (for a total of 16 between types 3 & 4)

  • Cutline type 5
    • Slug 19: Min/Max Widgets, 4 ready/exhausted tokens

I dont remember just now which version of the stop tile you picked, but I included one of the sketches here for completeness. I’ll change the image like you asked, and I might see how circular tokens would look for Ready/Exhausted, just to differentiate them from the other square tokens. I also need to switch out the font used on this one.

Let me know if you would like to make any changes to this layout/manifest of the tokens, or if there’s anything else I need to consider before finalizing these designs next week!

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