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SPIN
POWER
WONK — upright · saveable · past saving
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SAVE DIAL — TAP S ON THE COIN'S RING
clean scrappy risky death finger
Press and drag away from the coin,
then release — like a slingshot.
Further drag = harder flick.
The arrow shows exactly where it goes.
Right-drag / Shift — southpaw rim
Tap S or Space on the green arc — save
Hold X or Ctrl — PEASANTRY, a 6% tap
Your serve flies harder than a rally flick.
Coin states
● STABLE — spinning upright
● SAVEABLE — a dial opens round the coin
● PAST SAVING — over 80% flat
● DEAD — only once it stops rotating
Flicking against the spin destabilises it. Death finger is rare (5%).
Coinage

Coinage

v0.0.0

A four-way coin-flicking table game. Keep the coin spinning. Don't let it die in your triangle.

YOU PLAY THE NEAR TRIANGLE AS

The table

  • Square table split corner-to-corner into 4 triangles by masking tape.
  • The coin only changes hands once it is entirely over the tape — on the line still counts as yours.
  • You hold the near triangle. Foss, Patrick and Phil hold the others.
  • Beat an AI and their triangle goes neutral — flick the coin in there and it becomes your problem.
  • Down to two players the table turns and splits along a diagonal — you each defend a triangle.

The rules

  • Four-way rock-paper-scissors decides first serve.
  • Place the coin in your triangle and flick it up to a spin. The serve must leave your own triangle — off the table, a flop, or a serve that stays home is a fault, never a loss. Two faults and the serve passes left.
  • Coin in your zone? Get it out in 3 flicks or you're out.
  • The coin is only dead when it stops rotating — flat but still buzzing is still alive.
  • Let it stop in your zone, or flick it off the table — you're out.
  • A serve off the table within 1.5s is a fault. After 1.5s, if it rolls off unreturned that's an ACE and the receiver is out.
  • Once the coin is in your zone 1.5s, clearing it is your job.
  • A coin that was already past saving (red) when someone flicked it at you never counts against you.
  • Last one standing wins.

Flicking — like a slingshot

Press, drag away from the toonie, release. The coin launches opposite your drag, along the arrow, and the further you drag the harder it goes. Your finger contacts the right rim by default and the left rim on a right-drag or Shift (southpaw) — that decides which way it spins. Flick against the existing spin and it may wobble (saveable) or flop instantly (death finger). A wobbling coin is only rescuable while it's off-vertical but under 80% flat; a save restores the spin but barely moves it, so it burns one of your three touches. Fumble a save and it slaps much closer to flat.

The save dial

When the coin starts to wobble, a dial opens around it and a pointer sweeps the ring. Tap S or Space and you get whatever slice the pointer is sitting on:

  • Green — clean save. The coin stands right back up.
  • Yellow — scrappy save. It lives, but it is still leaning.
  • Orange — risky. Just under half the time it drops flat on you anyway.
  • Red — death finger. You kill it yourself.

The flatter the coin and the more rescues you have already spent this rally, the smaller the green and the faster the pointer. Leaving it alone is sometimes better than a bad grab.

Sitting a whisker from the line? Hold X or Ctrl for PEASANTRY — a tap at 6% power that nudges the coin over the tape without launching it across the table. It still costs you a touch.

Semantic versioning while pre-1.0: MINOR (0.x.0) adds features or changes the rules of play, PATCH (0.x.y) fixes bugs or adjusts presentation.

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