COINSTRIKE / THE TABLETOP EDITIONManual reels · Visible choices · Shared play
Open mint-green tabletop game case with manual reels, golden point discs and a lavender action card
THE KELORAVIK CONCEPT / A MANUAL GAME IN A COLOURFUL CASE
COINSTRIKE, AROUND YOUR TABLE

A small twist.
A lively table.

Open the case, find your seat and let the pieces do the talking. Hand-turned reels, golden point discs and a collection that grows with every good decision.

2–4 people6 turns each1 shared board

FIRST, MAKE ROOM

Your group. The same fair finish.

Changing the group size changes the number of turns around the table. Every person still receives six decisions and one Strike card.

Three player trays arranged around a shared physical reel rack

How many seats are you setting?

18turns altogether
3Strike cards
6turns per person

Three players take one turn each in every round. Advance the marker after the third collection.

THE COMPONENT CABINET

Open a piece of the game.

Each component has its own job. Expand a drawer for the short explanation, then follow its chapter when you want the finer detail.

Adult hand adjusting a brass wheel on a mint and ivory mechanical tabletop reel board
DRAWER 01The moving part

Three visible windows on each reel reveal a continuous six-symbol strip. You change one column by one position and leave that arrangement for the next person.

Look inside this chapter →
Golden wooden point discs arranged along a mint scoring tray beside a coral collection cup
DRAWER 02The point supply

These plain discs record what a turn earned. Take one, two or four; never spend them to make a move. They have no cash value.

Look inside this chapter →
Six compartments holding cherries, lemons, grapes, bells, sevens and coin-shaped board-game emblems
DRAWER 03The collection drawer

A pair or triple earns one matching emblem. Gather different types to add a variety bonus when the sixth round ends.

Look inside this chapter →

CHOOSE THE THREE THAT COUNT

Nine windows.
Five valid routes.

Rows travel straight across. Diagonals pass through the centre. Select a route below to see which three spaces belong to that pattern.

Upper row: a Cherries pair

Two point discs and one Cherries emblem. These three spaces are the only ones counted.

Ivory pattern-reference tiles, colourful emblem pieces and point coins on an emerald felt ribbon
This fixed example teaches pattern reading. For movable reels and a growing collection, open the six-turn practice tray.

THE ONE-CARD DECISION

Change a count.
Or keep a point.

A Strike card copies one symbol already present in your chosen pattern. It changes the result you collect without moving the physical board again.

Lavender lightning card standing beside physical cherry and lemon pieces
SPEND IT NOW

A pair can become a triple.

Replace the odd symbol while counting. The stronger result earns four point discs and one matching emblem.

KEEP IT FOR LATER

Unused has a value, too.

A card still face up after your sixth turn adds one point. Once spent, it stays unavailable for the rest of the game.

FROM A SINGLE MOVE TO A FULL TRAY

Six decisions.
A record you can follow.

The practice table carries the real reel positions into the next turn. Collect coins and emblem types, choose when to use Strike and watch the closing score take shape.

01 / ADJUSTMove one wheel.A single step up or down is the whole mechanical action.
02 / SELECTName a route.Compare the rows and diagonals after the shift.
03 / DECIDEConsider the card.Preview an improvement before committing it.
04 / COLLECTKeep the result.Then pass on the actual board, with no reset.
Player sorting wooden point discs and emblem collections on an emerald table mat

THE CLOSING RECEIPT

Three lines make the total.

Point discs earned across six turns14
Three different emblem types × 26
Strike card still unused1
Example final score21

Repeated emblems count once for variety. If scores tie, compare the number of different types; a second tie means a shared result.

A TABLE IS MORE THAN THE RACK

Keep the company in the game.

A clear turn order and a little room to ask questions help everybody understand the same set of decisions.

Three adult friends playing a colourful physical reel-and-coin game at a round table

Set a comfortable pace.

Keep collections separate, the centre reachable and the round marker where everyone can see it. The rules do not require a countdown.

Read the host notes →
Older adult explaining a reel pattern while another adult examines a lightning action card

Explain the next choice.

Name the column, direction and pattern while learning. A player can describe a move while someone else operates the wheel.

Explore access notes →

CLEAR UP THE SMALL QUESTIONS

Before you close the case.

These are the details most likely to matter while moving from a practice example to a shared tabletop session.

Do the reels stop at random?

No. You deliberately move one column a single position. Its six-symbol sequence is public, so the result follows directly from the adjustment you choose.

Can two separate patterns earn points on one turn?

Only one pattern is collected. Other matches may be useful to inspect, but they do not add another award to the same turn.

Is a Coin emblem the same as a point disc?

They have different jobs. The emblem is one of the six symbol types. A plain point disc records a score and carries no monetary value.

What happens to a Strike substitution on the next turn?

It ends with the count. The real reel positions remain unchanged, so the next player sees the board produced by the original one-step shift.

Can I order the illustrated game case here?

This is an independent illustrated tabletop concept. No physical set, paid download or pre-order is offered on these pages.

Will my six-turn practice run be waiting when I return?

The run belongs to the current page and is cleared on reload. Only the optional notice preference can be remembered; it does not save game results.