What Condition Colors do You Use?

Tequila Sunrise

I've collected a bunch of bottle cap rings to mark conditions for my debut as a convention DM. (Yay!) I just want to get a sense of the common color-condition associations that people use. For example, I'm sure that most people use red for bloodied, but what colors do you use for a striker mark? A defender mark?

And for the love of all that's sweet and holy, are there any non-diet drinks that have black caps?

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Hunter's Mark: Blue

Fey Pact Curse: Green
Infernal Pact Curse: Black
Star Pact Curse: Purple

Divine Challenge: Yellow
Divine Sanction: Orange

Oath of Enmity: White

Combat Challenge: Grey
(Dwarf Option: Beer Bottle Cap)


First Post
Mind, this was in MapTools, for a PbP game.

Bloodied: Red
Marked: Blue
Oath of Enmity: Green, because the Avenger was an elf
Yellow: Other, se explanatory text (or "track it yer darn self" in FtF)

I've notice a lot of people use the following colors. Note that this is across local LFR groups as well as conventions, so there seems to be some deep-seated associations here.

Yellow = paladin's Divine Challenge or Divine Sanction. I have seen yellow used for other things, but whenever someone is playing a paladin his DC/DS is always yellow. Probably mentally connected to sunlight, which fits in with the whole paladin / radiant thingy.

Blue = fighter's marks. Not as universal as yellow, but pretty common. I'd say 75% of the fighter marks I see are blue (light or dark). I'm not sure what blue has to do with fighters, though.

Black = something bad that the monsters put on the PCs (or rarely, vice versa) -- save ends conditions and the like. Whether by universal tacit agreement or what, black is always bad. This is a longstanding color connotation, of course.


Some of the common colors we use are:

Bloodied: Red
Marked (fighter): Blue
Hunter's Quarry: Light grey
Astral Seal: Light blue
Immobilized: White
Slowed: Yellow
Dazed: Purple
Ongoing damage: Dark grey (or sometimes orange for fire, green for acid, etc.)
Blinded: Black
Grabbed or restrained: Green

This is with the Alea Tools markers, so it's easy to distinguish, for example, their blue from their light blue.


the only condition that our group maintains as a single color is red=bloodied.

for character imposed marks/quarry/curses, we tend to stick to one color for the life of the character (so if that PC uses blue to divine challenge one session, we try and keep that for whenever that PC is there).

beyond that, it is ad hoc but remains consistent for the session (i.e. getting slowed might be yellow one session and pink the next).


First Post
Yeah, mostly each person gets a couple colors and we go with that.

Off the top of my head, I'd probably do:
Bloodied = Red
Movement Problem = Blue
Restricted action / penalty = Yellow
Ongoing Damage = Green
Marked* = Each player gets their own color, as long as it's distinguishable from the others. Silver, frex, is pretty good.

* Actually marked, not hunter quarried or oathed or any of those

I wouldn't track oath, quarry, doom, etc.

Most of the games I've run have been on maptool. There is a pretty standardized set of condition graphics that most everyone uses.

We use cross shaped icons for marks, each marking character picks a color, which they generally stay pretty consistent with, so the fighter might use blue, etc.

HQ uses a little burst icon, again same thing, most characters stay consistent.

Our usual warlock has always used a purple halo to signify a curse. I guess if there were multiple warlocks we'd use more than one color.

The general rule is any given character consistently uses the same color for these effects, so the warlock's HQ (he's MCed into ranger) is purple too, etc.

For tabletop use I've also used consistent color codes (pipecleaner rings with colored tags attached). Routine stuff just get tags of a specific color, so the standard conditions each have a color. Ones that represent more specific things get a symbol and if needed a number. Colors there generally represent termination conditions.


We use the full set of Alea markers so we have a lot of colors:


Hunters Quarry=Medium green

Paladins Mark= Yellow

Starpact Curse= Dk Purple

Slowed= Lt Blue

Immobilized= Med Blue

Restrained= Dk Blue

Poisoned= Lt Green

Dazed= Lt Grey

Stunned= Dk Grey

Dragonborn fighters mark= Orange

We usually assign the other colors on a per encounter basis as needed.


First Post
We use the little stands from the Fiery Dragon battlebox. They come with a sheet that you cut out and it has a graphic and the condition underneath it, fold it in half so it is on both sides, and you put it in the stand as needed (generally we keep prone/daze/etc available and switch out. Though when running with a Wizard with Sleep or a Rogue with Knockout we keep unconcious/helpless available).


I use Alea Tools as well. Red, Orange, Yellow, Green, Blue, and Purple are 'Player/Monster Colors', used for marking and curses and such; They are the darkest versions of those colors available, too. The reds used for players have notches in the sides so you can tell them apart from bloodied, but it isn't really a big deal if we're using flip-tokens, like in DDE.

The remaining colors are used as thus;

Red = Bloodied
Light Green = Deafened
Green = Blinded
Light Purple = Dominated
Light Blue = Prone
Blue = Restrained
Light Brown = Slowed
Brown = Immobilized
Dark Brown = Petrified
White = Weakened
Light Gray = Dazed
Dark Gray = Stunned
Black = Unconcious

Also, the colors are VERY easily differentiated.


We use packing straps pulled into circles that we hang on top of miniatures.

Yellow: Conditions (stun, daze tec)
Red: Bloodied
Blue: Marked (two varietied for out 2 defenders)
Green: Cursed etc.
Black: Ongoing Damage
Grey: Hidden


First Post
Frankly, once you get into Paragon there are way more conditions than colors. We have things like:

White Lotus (something?) - Minus one to one defense
Astral Seal - Minus 2 to all defenses and a healing perk
Vulnerable 10 all
Vulnerable 5 lightning
Pacify - If he attacks this round he's stunned
Umbral (something) - If he's in this area he's blind
He's the target of Sneak in the Attack
If you hit him, he gets knocked prone

Our last fight (level 14) used all of those conditions, in addition to the normal rigamarole of blind/stunned/dazed/marked/prone/immobilized.

I'd recommend you use a large whiteboard to track enemy conditions. Have one of the players in charge of keeping track of everything.

The Little Raven

First Post
I use Alea Tools, and aside from Red being Bloodied, the colors are player-based. I tend to use the Black, Dark Gray, and Light Gray markers for my monsters, and it's up to everyone to remember what colors they are using for what. One of my players uses a dry erase pad to track what condition/power he has assigned to which color he uses.


First Post
We use poker chips, small ones that just fit under the mini bases. Two of the players (I'm one of them) generally have a set that they use to put under the minis and put them back into place, as the DM's arms aren't long enough to reach all the way across the damn table and do that.

Blue = Mark (any)
Red = Bloodied

Green = Hunter's Quarry (if needed)
Orange = Warlock's Curse (if needed)

These are very rarely used. We don't have a lock, and the ranger is pretty good about remembering where his quarry is.

Yellow = Blinded or something to do with Radiant damage
White = Generic condition, most often immobilized

Many conditions we'll just keep track of internally. Like, I know who I have Oathed (this is usually easily communicated by moving my figure next to it), and the ranger knows who he has quarried.

For zones, one DM started using removable pencil erasers, since they're dirt cheap, and they don't fling themselves together like the magnetic markers he'd gotten a few months ago.



First Post
We use Alea Tools markers and I came up with this color scheme (updated with latest rules errata for conditions). I kept similar conditions on close colors to help recall. On my printer, these colors are VERY close to the Alea dics. Of course, every printer will be a bit different.

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