The most common markers are tokens, emblems, and counters. Tokens and emblems are usually represented on the back side of marketing cards found in Magic boosters, while counters are often represented by marbles or dice.
Some designations are described "to act as marker".
Some designations are not described as a marker by the rules.
The Grand Melee variant places great emphasis on turn markers.
- Turn Markers
- Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
Venture markers were introduced in Dungeons & Dragons: Adventures in the Forgotten Realms. If you venture into the dungeon for the first time you put a dungeon of your choice into the command zone and put a venture marker on the first room, at the top. Your venture marker is a way for you to track which room you're in. A venture marker is something small that you can use to keep track of what room you are in, for example a coin, a bead, a die or a miniature.
- Venture Marker
- A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”
Some marker cards were printed to highlight a placement of a card in a zone or other game area.