(This could be a design problem, or a component problem -- I'm not sure which. This topic may be more appropriate in the Design forum. My apologies if it seems out of place here.)
How would you solve this problem:
You have to slide a penny (or glass bead) across a 2D playing field composed of cards placed next to one another. There are no gaps between cards. You can't keep your finger on the penny -- you have to "flick it" from its source to its target. The problem arises when the penny moves from one card to the next -- if the surface isn't flat, it will catch an edge and bounce or stop.
There aren't that many cards in the game (16, total), so my first thought involved laying the cards such that the penny was always sliding from an upper edge to a lower edge along the "shot path". I think that involves way too much fiddling.
My next thought was to place a flat, transparent plastic surface (like a smooth ruler) along the shot path and flick the penny along that. I like this idea a lot, but, assuming this is a Cheapass Games style product, is it reasonable to expect people to have a component like this lying around?
Can anyone out there think of an alternate solution (including a better "shooting" mechanic that sliding a penny or bead)?
Thanks, everyone.
K.
That's exactly what I was thinking--which brought me to the "place a ruler on the shot line and flick the pennies along it's surface." Of course, it would have to be one of those clear plastic, flat flexible rulers in order to work.
The ball-bearing/ring idea is good, too -- though it's not exactly a component people are likely to have around.
I like rolling a die. I wonder about the trajectory problem, though. I'll have to experiment with that. I also think that, after a while, even a die might not work as the cards warp.
Finally, introducing more cards and a combat system would make all this moot, but I'm trying to keep the cards to a limit of 16 (all this came about as a result of the 16-card challenge. This game certainly isn't appropriate for a war-gaming journal, but I found that working within the limitation of a small fixed-card limit forces helps produce some interesting designs...).
Thanks for the help, everyone.
K.