Lukas Desjardins
United Arab Emirates
Florida
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Introduction

What is coin wars? Coin wars is an exciting game of knights and armor, bows and arrows, and chivalrous battles between warriors! How cliche this must be, just like any other wargame ever made? While this may be correct, Coin wars has an interesting new mechanic; you can play it with nothing but a pocket full of coins.

Now wait a minute... How is that possible to play a game with only a pocket full of coins? Well, I may have lied a little bit. All you need is a pocket full of coins, the rule book, and possibly some terrain. Terrain will be discussed in the rulebook.


What You Need

To play coin wars, first you need the rule book. The second item you need is your army. I would suggest collecting about 25 pennies, 20 nickels, 10 dimes, and 4 quarters. That's about $3.25 in change. Of course, you can have as much change as you need! For large scale battles, you could go up to $10 armies! The final things you need is an opponent, a place to play, and a scenario. More about scenarios later in the book.

To get a copy of the rule book, send me a PM with your email, and the format you would like the rulebook (Word document, pdf, odt, etc.)
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Sam Mercer
United Kingdom
Southampton
Hampshire
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I live in England - we don't have Quarters
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Luke Morris
England
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Kent
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Maybe every country's coins can represent different specialist troops from said country.

In which case the £2 coin in Britain is definitely special forces.
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Steve Hope
United States
Woodside
California
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What happens if battle rolls are tied?

Quarters look pretty overpowered to me.

EDIT: Actually it may just be that nickels are very underpowered. You might want to run the math on how many pennies it takes on average to kill a nickel or quarter.
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Lukas Desjardins
United Arab Emirates
Florida
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Think of it this way, one quarter is 25 pennies.

If a battle roll is tied than you re-roll, forgot to say that.

A plan I had was to build specialists by stacking coins. Different stacks would have different specialist powers.

EG- Dime stacked on penny is a stealth type, and costs $0.11

Here are some conversions for the Brittish people-
One Penny- Penny
Five Pence- Nickel
Ten Pence- Dime
Twenty Five Pence- Quarter
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ElKitch Tasso
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I think its a fun idea! If you create a perfect ruleset that can be applied to any set of coins then you instantly create numerous battles with all the existing different valuta's.

People can battle eachother's set of coins. Both players may deploy coins to a certain amount of money. Valuta's can be different, the numerical sign on the coin is the value. (If you bet your army then you do want the same valuta ofcourse )

To get a standard set of rules, then it may be good to pick some standard features of coins: size and thickness. They could be some kind of characteristic for the coin. (eg: thickest coin strikes first) Some coins are made from two metals, like the €1 and €2. I suggest you make those very very strong 8)
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ElKitch Tasso
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This is how the warhammer idea started
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Sven Kaiser
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Instead of using inches or centimeters for movement, why not use the diameters of the respective coins?

You would need one extra coin of each and then a dime has for example M5 where you alternate placing your game coin and the extra coin until the dime is where you want it to be (within the movement allowance).

Additionally, why not find a way to solve battles through head or tails? I know that there are only 2 possible outcomes per coin but you could throw 4 coins together to increase those outcomes. Yeah, the distribution is not the same but hey, it's just an idea and someone might build on this.

Please put a small rulebook together, this sounds really cool!

I can also imagine different periods with different unit characteristics:
- Ancients: foot soldiers, archers, cavalry, chariots...
- Modern: infantry, armored, artillery, air force...

I love your idea.
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Lukas Desjardins
United Arab Emirates
Florida
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Thanks guys! I'm going to start working on this some more. My current dilemma is kind of important, how will two armies be distinguished? Anybody have any ideas?

I'm working on a full rulebook. Once I have that together then I'll email that to anybody who wants a copy.

Edit: Heres an idea, one player plays as heads and the other is tails.
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Brook Gentlestream
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Long Beach
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My suggestion would be:

Penny represents the typical grunt unit.
They have a special ability that allows them to "hold ground" if they do not move.

Nickels represents a commander unit, to support the Pennies.
They have additional movement, and can cause confusion if the enemy ranks has no Nickels.

Dimes represent light, quick skirmishers that can be deployed anywhere on the battlefield to render assistance. They lack defensive capability, however, and their special ability allows them to retreat, undeploying off the board.

Quarters represent artillery, fortifications, and other relatively important but stationary assets. They do not move once placed, but they can fire ranged shots, and receive great amounts of protection on rounds that they do not fire. Pennies and Nickels can be deployed from any Quarter.


I would lose the "each unit is worth points equal to its value" idea. I don't think I would use their real-world values at all.
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Lukas Desjardins
United Arab Emirates
Florida
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I may use something along those lines for the modern military version, but right now it's a medieval battle. A modern version may be an "expansion" of sorts.

In other news, I've compiled the latest rules into the rulebook. If anybody would like a copy, message me with your email and the format you would like and I can send it to you.

Also, on the coin values, I think it's a very useful mechanic. You don't need to check tables and such to find the cost of your army!

Edit: If you would like me to put in the conversions for the coins in your country, please post here and list all coins in your country as well as their values, and I will add that to the rulebook.
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