Classic schoolyard game of strategy, reflex and skill.
The Five Coin Game is played by two players, against each other. Games can be either based on a fixed number of rounds, or whoever reaches a predetermined total.
Each round of the Five Coin Game has two segments. The first component I'm calling "Break and Flick", which is a qualifying challenge that allows players to enter the 2nd phase of each round: "The Toss".
Drop five identical coins onto a smooth player surface, the following combinations could occur:
5 coins are still stacked or connected (5stack)
The break was way too light. This attempt to game the system is punished by a lost of turn.
4 coins are stacked or connected, with the remining coin isolated (4stack-1)
An incomplete break. Take the remaining coin and throw it towards the stack of four to further break down the pile. Repeat if necessary until a different combination is achieved.
3 coins are stacked or connected, and the other two are either connected or separate. (3stack-2stack)(3stack-1-1)
Tough luck, this combination results in the loss of turn. While there are no explanation of the reasoning, the rules evolved this way and is to be honored.
2 piles of 2 coins, with the remaining coin isolated (2stack-2stack-1)
The perfect toss. Move straight onto "The Toss". The two sets of twos also means that the player doubles-up and is eligible for two tosses in the next segment.
Pile of 2, 3 separate scattered (2stack-1-1-1)
The stack of 2 is considered "good". From the remaining 3, select one coin as the "Paddle", then using the "Paddle", flick one coin towards the other free coin. There's only one flick.
If the coin misses, or comes into contact with the 2stack, the turn is over. If the coin hits its target, the player moves onto "The Toss".
All 5 coins scatter and are not touching (1-1-1-1-1)
Select one coin as the "Paddle", then the opponent will specify one to to hit another. Using the "Paddle", flick the coin towards its target without touching the remaining two coins, which are now obstacles. The offhand can be used as a "rail" to guide or bounce the flicked coin. There's only one flick.
If the coin misses, or comes into contact with an obstacle, the turn is over. If the coin hits its target, the player moves onto "The Toss".
Start by placing a stack of five coins on the thumb and index finger. Gently toss the stack into the air to transfer it onto the back of the hand. Idealy the stack should remain unchanged after the transfer. If all the coins fall to the ground, the turn is over with 0 points awarded.
Toss the remaining coins into the air, and grab in a downward, sweeping motion. Each coin grabbed out of the air is awarded a point. While the stack is in the air, the player can clap his hands to activate a multiplier. For example, if 5 coins made it to the back of the hand, 2 claps were made while the coins are in the air, and 3 are eventually grabbed, the player receives 9 points [3 coins x 3 {2 claps} = 9].
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