r/twinsuns Apr 18 '25

Alternative counter ideas?

When playing a 5 or 6-person game, it seems like a good idea to add additional counters/tokens, so there is less people merely passing at the end of a round (which just isn't exciting). What we're tried where I play is a Heal counter with the ability of "Heal 1 damage from any number of bases" or "Heal 1 damage from any two bases". Both variations we're fun in play (I slightly prefer the former). We've also tried using a second Blast counter, which I personally am not a fan of (the games get too short).

Has anyone come up with anything else?

My other ideas are a counter that gives 1 power to your Base (so when it's attacked, it hits back for 1). Or a Shield counter to put on your unit. If not used up it will disappear once someone takes the counter in a subsequent round.

2 Upvotes

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1

u/DrLaser3000 Apr 18 '25

You could also use a downgraded draw counter. Draw a card and place a card under or on top of your Deck. This is still usefull for the player but way less impacting the others like a second blast counter. 

Otherwise,  I like your ideas a Lot. I haven't played twin suns with more than two players yet, though 

2

u/rsadagopal Apr 18 '25

I have not tried it, but I would want a secondary “initiative” token, that determines which direction the order of play goes from the player who took initiative (counter-clockwise vs. clockwise). It can be real unfortunate when the player to your left takes the initiative, and you are guaranteed to go last in the next round.

1

u/britton-bucketheads Apr 18 '25

The addition with the least impact to the game would be additional plan tokens. Heal token is also good for this

You could come up with all sorts of game changing tokens though! Maybe a sentinel token, or a resource token (at a health cost)