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BattleLore» Forums » General

Subject: mini Lore Master Tokens rss

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Joe Fling
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With nothing else to do on a Sunday evening, I pulled out all of my battlelore stuff to take a glance. I realized that the game (or one of the expansions) came with mini size Lore Master Tokens. There are 2 of each for each LM. I have never needed these in any game we have ever played, nor can I find anything in the rule book(s) about them. NOR can I find any pictures on BGG to show you what the heck I am talking about.

Any body know anyhing about these small tokens?
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brian
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There are a couple instances were the Lore cards have you mark certain units. These tokens then come in handy to distinguish that unit while the effect is in play. Not all of them are used but I think the thought process was they would put them in the base game and they would be available if future expansions needed to take advantage of them.

This was never explicitly stated in the rules but discussed a few years ago shortly after the game came out. It will take me a minute to find the instance of these in the game, but I am thinking Rogue and Warrior.....
 
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brian
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For the Warrior, there is a Specialist card in Call to Arms called "Kings' Ally" that allows you to add an extra figure to a unit. We have used the Warrior token to mark this figure so that if it loses a figure, and is subsequently targeted to regain a figure, we know the max amount of figures is +1.

For the Rogue, I am thinking it was "Shadow Walk" - however, those are supposed to use the "Eye" markers.
 
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Joe Fling
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Ah, thanks Brian! They are cool looking little tokens, I would like to have some more reasons to use them. But thanks for the quick reply.
 
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Chris Lewis
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Hi there,

I came up with some uses for the little tokens, if you get to try them out do let me know:


These rules were created to represent the personal intervention and attention of the Lore council on a unit.

Wizard -
Spend X lore to put a number of wizard tokens onto one or more friendly unit. Any lore card (hostile or benign) that targets this unit must pay an extra Lore points equal to X. Once any tokens are put on a unit no further wizard tokens can be added. X is capped by the level of the Lore master.

Cleric
Choose a unit and roll a number of dice equal to level of Cleric, any matching helmets allows you to put a Cleric token on the unit. Any benign Lore card targeting the unit now costs one less and hostile ones cost one more.

Rogue
Pick one unit and roll a number of dice equal to level if lore master, if roll is successful (see table below) then the target unit treats Woodland and Hills as clear terrain for movement and terrain caps (note woodlands still block LOS)

Unit colour Success on a
Red Matching Helmet only
Blue Matching Helmet and Lore symbol
Green Any Helmet

Warrior
Put a number of Warrior tokens equal to level of Warrior onto one or more non ordered friendly unit. Spend 1 token to get 1 bonus dice for a battle 1. No more than 1 token can be spent per battle

Commander
Choose a unit and roll a number of dice equal to level of Commander, if any matching helmets come up then that unit may move 1 hex, this includes non ordered units and creatures (though they will not be able to battle as not ordered though ordered units may battle as normal)


Lore cards that can target multiple units (eg creeping doom, HR / RR / FF) must pay the highest extra cost e.g. targeting a group of units that have a Cleric token amongst them must pay 1 extra, if there was a unit with two wizard tokens the cost would go up by 2.

When tokens have gone no more units can benefit from them until others are used up as per Lore
 
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Ted Kostek
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BattleLore » Forums » General
Re: mini Lore Master Tokens
Chris,

These are some really neat ideas.

One of the things that always bugged me is that there's not a good enough incentive to take higher level lore masters, IMO.

These little extra effects you've got are thematic and give a little extra reason to take higher level guys.

Lots of ways to tweak this. What a fun little concept!

The dice rolling in rogue and cleric are in the spirit of the game, but I'd lean toward just putting the token out w/o rolling dice. Something like when you redeem a rogue token you roll some dice and may or may not get the extra move. Dunno.

Maybe a rogue token converts a hit on me to a hit on you?

Wizard and cleric are maybe a bit too similar. What about leaving the cleric and making wizard a bit more offensive. Put tokens on a unit. If a unit spends 1 token before rolling dice, lore are treated as hits.

Commander is a bit confusing. Do you mean put tokens at beginning, then you can maybe move that unit later in the game even w/o a command card?
 
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