How to play

Objective

Reduce two of your opponent’s coins to zero Health Points (HP) to win the game.

Setup

Each player selects three coins to use in battle.

Each coin has Health Points (HP), Attack Damage (AD), and may have a special ability.

Each players selects 9 hexagon battle tiles:

Between both players place 3 Standard Tiles in the center in a line.

Players then take turns placing their remaining tiles adjacent to the center, one at a time on the players side, until all tiles are placed (7 tiles each); which can be a mix of standard, Trap and Boost Tiles

Tile Types:

Standard Tile: No special effect.

Trap Tile: A coin that lands fully on this tile takes 1 damage.

Boost Tile: If a coin with an ability marked with a Boost Symbol lands on this tile, the ability activates.

*Tip for better gameplay-

Use Dice to Track HP: Use a die for each coin and adjust the number as HP is lost, making it easy to track health at a glance.

1. Both players simultaneously slide one coin into the battlefield.

2. The player whose coin lands closest to the center goes first.

No damage is dealt during this initial launch.

Both coins remain in the battlefield.

3. If its too close to tell who is closer to center, both players re-slide their coin until a clear winner is determined.

Starting the Game

Gameplay

Each round consists of multiple turns where players launching their coins into battle in the following order:

Turn-1. First Player slides their second coin into the battlefield, trying to hit an opponent’s coin to deal damage.

Turn-2. Second Player slides their second coin into the battlefield.

Turn-3. First Player slides their third coin into the battlefield.

Turn-4. Second Player slides their third coin into the battlefield.

*Declaring Abilities: Players must declare any coin abilities before launching that coin into battle.

Valid Launches

When a player launches a coin, it must meet one of the following conditions:

Enter a different tile than the one it started from

OR

Make contact with another coin (ally or opponent)

If the coin fails to meet either condition, the move is invalid:

The coin is returned to its original position.

The player loses their turn with that coin.

Combat Mechanics

When a coin collides with an opponent’s coin, it deals damage equal to its Attack Damage (AD) to the opponent’s coin’s HP.

If a coin hits multiple opponent coins, each coin hit takes full damage.

A player’s coins cannot damage their own allied coins.

If a coin is knocked out of the battlefield, no damage is taken for that turn. The coin is returned to the battlefield by its owner, who can place it flat anywhere inside the battlefield.

*Tips

If a coin hits an ally coin, which then hits an opponent’s coin, only the ally coin deals damage, not the original coin.

If a coin collides with two allied coins, and both of those coins hit opponent coins, each hit deals damage separately.

Abilities

Each coin may have one or more special abilities. There are three types of abilities, each with specific activation rules:

1. Passive Abilities

Passive abilities are always active once the coin is in play.

These effects remain in effect until the end of the round unless otherwise stated.

Example: "This coin cannot be damaged by trap tiles."

2. Boost Abilities

Boost abilities are marked with the Boost Symbol.

They activate only when the coin lands on a Boost Tile.

Boost abilities may include extra damage, movement effects, or defensive buffs.

A coin may only trigger its Boost ability once per tile.

3. Clash Abilities

Clash abilities activate when the coin makes contact with another coin (ally or opponent).

Example: "ally heal 1 health"

*All abilities end at the conclusion of the round.

Evolution

When one of your coins is reduced to zero HP, you may evolve one of your remaining coins.

Only one coin per game may evolve per player.

Evolution upgrades that coin’s stats and/or abilities as listed on its evolved form.

You must announce the evolution immediately after the ally is defeated.

Evolved coins keep any current damage but gain their evolved form’s new stats and abilities.

Note: Evolving is optional. You can choose not to evolve if the timing doesn’t work for your strategy.

End of a Round

After all coins have been played, both players return all their coins to the launch zone.

A new round begins, repeating the starting process:

Both players slide one coin toward the center.

The coin closest to the center determines who goes first in the next round.

Winning the Game

The game ends when a player reduces two of their opponent’s coins to zero HP. That player is declared the winner!

Even if the opponent evolves a coin, they still lose if two of their coins are defeated.

Special Rules

Sliding Out of the Battlefield : If the active player’s coin slides completely out of bounds, that coin loses 1 HP as a penalty.

Landing on Trap Tiles: A coin that lands (more then half) on a Trap Tile takes 1 damage.

Activating Boost Abilities: A coin with a Boost ability symbol activates that ability if it lands (more then half) on a Boost Tile.