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Master of Coin - A micrograme for 2-4 that is played with a coaster and pocket change

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JewellGames
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JewellGames
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Complete PnP overhaul

I have completely overhauled the low ink PnP files. I plan to work on the FAQ/survey webpage tomorrow.

henry flower
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Coaster Golf

Here's an idea: Coaster Golf.

Players would have to flick a penny from one coaster to another (and into the boundary of the hole).

They could incline the coaster to adjust for loft on the drive or approach.

Landing the penny onto a coaster would count as landing on the fairway (or the green).

Landing the penny on the table would put it in the rough (a natural penalty due to the difficulty of getting loft from a table top!).

Let's say you use 3 coasters for par 3, 4 for par 4, and 5 for par 5.

You could still get away with just one dedicated coaster: the green with the flag.

For the others, you would just have to make the instruction side of all the coasters green, and you could lay them out for the fairway.

Henry

JewellGames
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Would the coins be able to

Would the coins be able to slide up onto a thicker coaster?

henry flower
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No, you probably couldn't

No, you probably couldn't just slide a coin from the table onto a coaster. That's why you'd want to land it on the fairway.

An alternative might be to allow players to launch the coins tiddlywink fashion by pressing the leading edge with a second coin. I tried it a few times (albeit with nickels as we no longer have pennies in Canada), and I'm actually surprised by the amount of control this gives.

Or maybe you just call the table out of bounds, forcing the player to take a drop...

JewellGames
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Penny Castles

Here is a new square coaster penny drop game, Penny Castles.

The rules are a little tight on the back of the coaster so I may need to refine them a bit.

Let me know what you think about the abilities and win condition. Thanks!

MarkJindra
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Thoughts

Just a few thoughts from reading the rules on the low ink pnp. First off ... great job this is a solid fun idea.

##DEFAULT

- it sounds like every penny must cover some part of the printed penny on the coaster. And it must also overlap another penny. The NOR is throwing me completely. I would reword that in a way to state that it must not overlap another penny.

##Two Up

- There is an Australian game that uses 2 pennies and might give you an idea about how dropping 2 pennies at once could be used. https://en.wikipedia.org/?title=Two-up

wombat929
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link broken

Hi there,

The first few games are easy to understand and clear to read. They work well.

The link to the Penny Castles game just leads back to this forum.

B

JewellGames
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Well, a VALID drop is one

MarkJindra wrote:
Just a few thoughts from reading the rules on the low ink pnp. First off ... great job this is a solid fun idea.

##DEFAULT

- it sounds like every penny must cover some part of the printed penny on the coaster. And it must also overlap another penny. The NOR is throwing me completely. I would reword that in a way to state that it must not overlap another penny.

##Two Up

- There is an Australian game that uses 2 pennies and might give you an idea about how dropping 2 pennies at once could be used. https://en.wikipedia.org/?title=Two-up

The NOT NOR was for if a penny does NOT overlap circle NOR does sit on another penny, its not a valid drop and is removed.

If the penny overlaps a circle its valid.
OR
If the penny is sitting on another penny its valid.

So, a VALID drop is one that sits on another penny OR overlaps one of the Abe circles.

And technically, a penny could do both if the penny's "butt" touching the coaster was overlapping an Abe circle while resting on another penny.

How should I better word it to properly convey that point?

And I will look over that game for even more ideas..thanks!

JewellGames
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wombat929 wrote:Hi there,The

wombat929 wrote:
Hi there,

The first few games are easy to understand and clear to read. They work well.

The link to the Penny Castles game just leads back to this forum.

B

Well its a little annoying I cant go back now and edit my post.

Here is the proper link to Penny Castles. Its a little more indepth than a simple bar game and requires two coasters so it may or may not fall flat.

Hook
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Rules

It might just be me...but to me the first coasters goal is a little unclear.

Do you loose is you have no pennies left?

JewellGames
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No you win, The goal of the

No you win,

The goal of the game is to get rid of all your pennies or be the one to cover the last uncovered circle.

Hook
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ah ye

ok it probably make sense if I printed it and have it in front of me. But if you say you win if you have no pennies left - why the have the B goal? If you have one on each ABE circle - then you also have completed goal A ?

(I'm not native english speaking so it might just be me :- )

JewellGames
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Explanation

Let's use a two player game as an example:

Player A has 4 pennies on the coaster (1 in hand), 3 are on circles and 1 is on another penny in play.
Player B has 1 penny on the coaster (4 in hand), the 1 is on a circle.

So, 4/5 of the circles are covered.

If it's Player A's turn, they could win by dropping their last penny on the fifth circle OR by dropping their penny on another penny so none are left in hand.

Now if it's Player B's turn instead and although they still have 4 pennies in hand, if they drop a penny on the fifth circle, they would immediately win.

The "cover all 5 circles" rule is a catch up mechanic that also causes the players to consider where and how they drop their pennies.

The "Coin Combat" coaster removes this so only pennies that sit on other coins stay in play and the only win condition is "no pennies in hand."

JewellGames
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Update

Update

Here is a NEW color version of the Payback! coaster:


Click the image and enlarge to see the rules.

Note that the center circle is 40% larger and now the special rule is that the penny must rest completely with in the circle without touching the border to activate. This is due to playtesting feedback - with the old rule where the penny just had to overlap the middle circle like the Abe circles, players were ONLY going for that middle circle. Now, its a little bit tougher and more rewarding to pull off.

I changed the wording from "DOES NOT...NOR" to "doesn't EITHER...OR" in the rules to clarify when a dropped penny stays on the coaster.

Also, I have temporarily changed the 6-8 in. drop height to 12 in. drop height for two reasons.

1) I got 1.4mm thick coasters (medium weight) and even at 9-12 inches the penny bounce is minimal. So, I have ordered 1mm thick coasters (light weight) to compare the differences.

2) By making the 12 inch drop height the default setting, 6-9 in. can be the "easy" or "drunk" setting and tossing from 12 in. away (instead of just dropping) can be the "expert" setting.

Since the PnP versions are generally on thin regular paper, they will still state to drop from 6 inches.

What are your thoughts on these changes before I update the PnP files?

JewellGames
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Penny Rescue

I have another coaster idea for two players called Penny Rescue. I'll mock up a coaster later tonight or tomorrow but these are the current rules:

Setup: Assign one player as "heads" and the other as "tails". Set 5 heads up pennies and 5 tails up pennies on the coaster on their matching circles. Set aside 1 quarter, 1 nickel, 1 dime and 1 penny that both players will share. How to determine the starting player is not yet implemented.

Coin Ranks: Quarter (starting coin) > Nickel > Penny > Dime

Gameplay: On the current player's turn (rescue mission), the player must drop a coin (based on their current rank) at a height of 6 inches.

• If the coin settles on top of one or more of the player's pennies, they "rescue" and remove those underlying pennies from play.

• If the coin settles on top of any of the opponent's pennies OR the coin flips over one of the player's pennies to the opposing side, the player loses a rank which affects the coin that they drop on following turns. So always remember your current rank!

• If the coin flips over one of the opponent's pennies to the player's side, the player gains a rank which affects the coin that they drop on following turns.

Note: A dropped coin could technically complete all three scenarios on the same turn!

Then, the current player ends their turn by returning the coin to the shared area and play proceeds with the other player taking their turn.

Winning: At the end of a player's turn, if all of the player's pennies have been rescued from the coaster, that player wins.

Losing: At the end of a player's turn, if the player's rank falls BELOW the Dime, that player loses!

Gameplay Example: A player (as heads) drops the quarter and the quarter settles on two pennies, one showing heads and one showing tails. The player removes the penny showing heads from play but also loses a rank due to settling on a penny showing tails as well. On that player's following turn, they would now drop the nickel.

What are your thoughts?

JewellGames
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First Prototype

Here is the first prototype on a 1.4mm coaster. It actually has a decent balance of bounce between 7-10 inches depending on your form and steadiness, so I really want to compare to a 1mm coaster now.

The piggybank pen is tough to score, I may make it a little bigger (10% larger) but now a lot of drops are returned to hand because the dropped penny overlaps both the middle pen and an Abe circle.

Payback! Coaster - The lower right penny drop was the winning score! Notice the far right penny off the coaster WAS on an "Abe" circle but slowly shifted off.

This is 9pt font, so I think I COULD go 1pt smaller if I must for longer rulesets.

chris_mancini
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I'm inquiring about contest terms

I've asked about their non-compete agreement they say the winner will be required to sign, as well as other general terms of their contest for the information of designers who plan on submitting a game. Frankly a non-compete sounds a bit fishy, particularly without knowing exact terms; typically a company would offer an option agreement for a set number of months in order to secure the game/IP, after which they may extend the option, offer a license to manufacture or return the game to the designer.

I've also asked about whether or not the published game will grant the designer a royalty...I would assume so, but if the prize is a few hundred bucks and a pat on the back with "congrats...you're published," well that may be enough for some, but not completely fair IMO.

They're asking for the best of the best from new as well as veteran/published/pro designers...I'll say that if anyone truly believes they have the next Jenga (or other amazing dex game) don't give it to them without knowing exactly what you're signing up for. Heck let's talk offline and if it's of that caliber, we'll get it in front of Hasbro...the woman who invented Jenga is living far more comfortably having sold the game to them!

JewellGames
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Yeah, hopefully they answer

Yeah, hopefully they answer some of your questions on the BGG thread to clear things up.

Yet even more refinements of both the rules and the logo/look. I decided to go more with the vintage and simple look instead of cartooney. The OP has been updated to reflect changes.

The next step is to updated the low ink pnp file this weekend to match the new look.

tuscansun
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I just have to say I've been

I just have to say I've been following this project for awhile now and it looks great! I go to this little micro-brewery a few times a month with friends, and they have Jenga and a PnP Cards Against Humanity in plastic baskets, stuff like that.

I see this game being PERFECT in that kind of setting. It's just supremely marketable. When I look at it, I see it being on every table like the peg game at a Cracker Barrel. And a home version with a classy styling, small rules book somewhere. I'm sorry I'm gushing a little, I think it's the coolest thing!

Does the game play about the same with just laminated paper or does the foamy coaster make all the difference? How would I put this onto a regular coaster for playtesting if I needed to?

Keep going it's awesome!

JewellGames
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Thank you! The PnP (which

Thank you!

The PnP (which still needs to be updated with the clearer rules) assumes players are printing on regular paper so that means your pennies will bounce easier on those harder surfaces. For that reason the pnp files read "drop at a height of 6 inches" versus the standard 9 on an actual coaster (which is about the height of a longneck bottle).

Once I have about 5 coaster designs completely hammered out I will be sending free prototype coasters to players willing to try out the game. I simply bought several sets of 50 coasters for $6 each and then have been glueing the printed sheets onto the coasters for my tests.

JewellGames
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Here is the old "Breaking the

Here is the old "Breaking the Bank" coaster re-envisioned with a space theme. The coaster is tentatively called Penny Planets. What are your thoughts?


Click the image and enlarge to see the rules.

Do you like the subdued version or vivid color version?

JewellGames
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Here is a new two player

Here is a new two player coaster, Centry Towers:


Click to enlarge image and view the rules.

Edit: I noticed the two spelling errors and these will be fixed in the next iteration.

chris_mancini
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contest terms

I've expanded my question to them, as after over a week they have yet to respond. They've been pretty quick getting back to others, so I imagine they're either looking into it carefully just to make things clear and fair, or they genuinely planned on offering just $250 and a pat on the back.

This concerns me as this is precisely my business; the invention and licensing of toys and games to manufacturers. If I settled for a pittance of cash and the satisfaction of having my products on the shelf, I'd be out on the street.

At worst, they're hoping for this to be enough...which is fine, as long as they clearly state that. There are many who dream of having their game published, and this contest offers that possibility. However this is a business, and if GTG should publish a game, they'll be making money on it. Dare I say if they do find the next Jenga as they so wishfully stated, they stand to make millions. The designer should obviously see a financial piece of every game sold.

Dexterity games generally stand to have a wide audience, as most are simple to understand and play, and inherently have a high level of excitement and action to them. Therefore, they have a chance for higher profitability...I imagine this is why they're looking for these types of games rather than, say, the next 6-hour war epic.

I'm sure these are great guys who are running this company and contest, and perhaps they simply don't know all of the legalities involved in taking in outside submissions. These benefit and protect themselves as much as the designers...so here's to them "righting the ship" and getting the most out of this and future contests.

JewellGames
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I have been slowly making

I have been slowly making changes to this game.

1) Bouncing In, Dropping Out. The idea started with a game variation that required players to bounce the pennies onto the coaster instead of dropping them from above. Well, this proved to be superior to dropping in all areas. One of the issues with dropping the pennies is a) it's tough to determine exactly from how high up to drop the penny and b) different conditions (hard/soft playing surface, coaster state i.e. being wet or flattened from use) made the drops either too difficult or too easy to execute. Bouncing solves a lot of these issues because the initial bounce occurs off of the coaster. Players can choose any angle, distance, and velocity they want when bouncing the penny onto the coaster.

2) Coin Coasters (tentative) In, Pennydrop Out. Some international playtesters suggested changing the name from Pennydrop to something that just had "coin" in it. I know that the penny in US is equivalent in size to the 2 cent Euro in EU, and pretty much any other ~19mm diameter coin out there so this makes sense.

3) Penny Icons Out, Universal Currency Symbols In. The symbols you see on the scoring circles are the universal symbol for currency and kind of look like targets (which you are aiming for).

4) Further streamlined rules. The previous rules had the "Special Rule" at the bottom which actually makes more sense to be the FIRST scoring condition listed in the Gameplay section.

Here is an example of a customized coaster for BWW in the US (hence the reference to pennies but this will be universally changed to coins moving forward). Company logos, copyright information, etc. not shown in the example.

Let me know if the rules are clear or not. Thank you!

HPS74
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I like it....and have some comments

I've got a friend that runs a craft beer bar. Very popular and gets a crowd of people. I approached him about some Pocket Sports in the bar, beer and tabletop sports etc

He was flat out against the idea for a few reasons.

1 They didn't want people getting rowdy and chasing rolling dice off the tables etc.
2 They didn't want people distracted from purchasing and drinking beer
3 They didn't want kids, families playing this while distracting other people from purchasing beer :)

All fair comments from a business owner. The reason I mentioned it at all is this was the first 'market' that came to mind with the Buffalo Wings logo :)

JewellGames
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Ha

LOL, he doesnt like pool/darts either eh? My Coin Cricket coaster is the most popular "bar friendly" one but the one above is the most popular "casual/family" one.

Not in this version but in another more bar focused one there is a house rule in the footnotes that the person you give a penny to (when you land a penny on center logo) has to take a drink which further promotes beer drinking/purchasing!

HPS74
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Coin Cricket

Let's talk about that one Gregg...I may be able to fast track it through.

Jump on Skype one of these days!

JewellGames
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Latest Rules

It's been a long time since I brought up my game. There have been a few changes.

Bottleground

Bottleground is a microgame for 2 players played with a coaster and some pocket change.

Setup: Give each player 6 coins. One player will be "heads" and the other will be "tails". Place the coaster in the center of the table between both players and orient it so that each player’s base is on their side of the table. Flip a coin to determine the start player.

Turn Sequence: Bounce one of your coins from your side of the table onto the map. If it comes to rest on any part of your opponent’s base, pick it up and give it to them! If it comes to rest on any part of one of the five nodes or on top of another coin, leave it in play. Otherwise, pick it back up. Coins from previous turns that are incidentally knocked off another coin or node remain in play.

Winning: If at the end of your turn you don’t have any coins in hand or there is a coin resting on all five nodes, you win the game!

JewellGames
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This is the basic prototype

This is the basic prototype coaster we've been using for Coinquest, themed as Arathi Basin (Horde=Heads, Alliance=Tails) for you WoW Players.

JewellGames
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Update

Sorry guys, I changed up the theme yet again. The adults didn't seem to like the previous design. This is simple and streamlined so that the focus is on the gameplay and not on the theme or design.

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