Welcome Warlords to the Battleground! Battles rage between fearsome factions on the continent of Terra, and you must command your army to crush your opponent in a savage skirmish!
In Token Terrors: Battlegrounds, two players each draft an army of 10 Token Terrors from a variety of factions, and use them to completely eliminate their opponent's army on the 7x7 battleground grid. Through strategic movement, well-timed attacks and clever use of each factions' unique abilities, one army will conquer the Battleground, and reign victorious.
This compact strategy battle game is deceptively simple, with remarkable strategic depth. The combat is packed with decisive choices, action point management, area control, press your luck, and sometimes a bit of puzzle-solving.
The Token Terrors miniatures themselves, are also durable, inexpensive, dice-sized mini-monsters with a ton of character, that make great MTG token creature representations or RPG minions.
See you on the Battleground!
- Asymmetric powers create meaningful counterplay and strategic depth
- High replayability due to multiple factions and combinations
- Solid physical components with appealing artwork and a comic-book companion
- Accessible two-player skirmish core with a clear victory condition
- Standalone solo modes (battle blocks) that expand game time and variety
- Dice randomness can feel disruptive to careful planning
- The graveyard bag is unusually large relative to game scale
- Solo rulebook can be unclear and may lack sufficient pictures for quick learning
- Outer box glue quality is weak and can affect durability
- Balancing multiple factions and interactions can be nontrivial for newcomers
- Asymmetric faction powers collide in a skirmish setting with a narrative backdrop supported by a comic book within the product suite.
- Fantasy battlefield with six factions fighting to exhaust opponents and claim victory by preserving their tokens while eliminating others; the board includes a graveyard bag to collect defeated tokens.
- Expository with banter between hosts; thematic tone reinforced by faction rivalries and optional upgrades/achievements.
- Cape May
- Chess
Mechanics (from transcript analysis)
- asymmetric factions — Each faction has unique, asymmetric powers that influence strategy and counterplay. Players choose 10 tokens from their faction pool each game.
- Bag Building — Defeated tokens are placed into a graveyard bag; a player wins by reducing all opponents to zero tokens while still having at least one token remaining.
- Combat: Dice — Attacks from a distance require rolling a die; a result of 4-6 allows the target to dodge by moving up to three spaces, while 1-3 results in elimination.
- Enrage and surge points — Turning a figure enraged increases its threat; resting converts surges into additional actions via surge points that can be spent to extend actions.
- Graveyard bag — Defeated tokens are placed into a graveyard bag; a player wins by reducing all opponents to zero tokens while still having at least one token remaining.
- Grudges (optional advanced rules) — Optional rules that introduce additional interactions between opposed tokens; recommended for advanced play and not included in base setup.
- Miniature/battlefield components — Physical components include six factions of miniatures, a simple board, and a large graveyard bag; the components influence aesthetic and perceived quality.
- Ranged combat with dice — Attacks from a distance require rolling a die; a result of 4-6 allows the target to dodge by moving up to three spaces, while 1-3 results in elimination.
- Special abilities per faction — Each faction has its own special abilities that can be activated via actions; these allow tactical variety and tactical counterplay.
- Threat-based combat (adjacent) — When attacking adjacent targets, combat is resolved by comparing token threats; ties resolve in favor of the attacker.
- Three actions per turn — On a turn, a player takes exactly three actions from available options (move, attack adjacent, or enraged attack), with the option to rest for surge points.
- Unlockable envelopes (achievements) — In-game envelopes unlock new rules and abilities as players complete criteria; these augment play without immediately changing core rules.
Video topics + discussion points
Quotes (from this video)
- The goal of the game is to defeat all of your opponents tokens and put them in the graveyard bag.
- On your turn you get up to three actions.
- Combat is determined by threats.
- There are six factions with asymmetrical powers and they each have unique abilities.
- This is a two-player skirmish game that also comes with six solo modes.
- Unlock these envelopes here that open up new rules and abilities.
References (from this video)
- Deep strategic two-player experience
- campaign and multiple modes
- Solo modes require standalone purchases
- Asymmetric powers and special abilities with campaign-esque progression
- Two-player grid-based skirmish with minis
- Twisted chess-like duel with campaign elements
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Each side has unique abilities affecting the board.
- Asymmetric powers — Each side has unique abilities affecting the board.
- Campaign progression — Unlockable missions and varying difficulty modes.
- Grid Movement — Small grid with minis; positioning matters.
- Track Advancement — Unlockable missions and varying difficulty modes.
Video topics + discussion points
Quotes (from this video)
- Fathers and Sons should play games together so don't panic
- it's a simple idea, super fun
- Twisted chess
- it's not for your Cooperative playing Son this will stress him out don't do it to him
- Small Islands beautiful artwork lots of strategy
- I adore this game I think this is a family game and this is a father-son game
- this is a great father-son night