TGC’s Mint Tin Challenge has certainly been a fun ride, albeit a bumpy one. This is, of course, the second post in my Design Journal Series for No Quarter , this one on its design(if you want to know where it all started, check out NQ ’s Ideation post ). In the last post, we had a prototype consisting of a mint tin, twelve coins, and two d10s(for life trackers). This version was not very exiting, but here’s how it worked: Each player had one ‘move’ coin(hit or block), one direction coins\(left or right), and 5 power coins(1, 2, 3, 4, and 5, with blank backs). Every round, players would secretly make a move(place one coin of each type in a pile), then simultaneously reveal the pile. A Hit would deal damage equal to the number on the power coin, and a Block would counteract a Hit, provided that they were in the same hand. If two hits were in the same hand, only the one with the highest power hit. At first, that incarnation was actuall...
Game Design & Geek Culture with a Twist