Penny Hit Me

Introduction

This game is not for the fainthearted or for members of society of sober habit, but is for 2 or more players with an hour or more to spend in the company of similarly-jovial characters.

You'll need a table of whatever dimension but preferably large - the surface must have the requisite degree of stickiness, so if smooth, tip a glass of worst bitter over it and let it dry au natural (go get another beer).

You'll also need:

  • a 1 pence or 1 cent coin (the Penny)
  • Six 5p coins or dimes (the Hexagons)
  • A 10p coin or a quarter (the Spinner) for each player
  • 3 or more pints of beer per person prior to the start of play

Before You Start

Arrange the Hexagon coins in (you've guessed it) a hexagon shape at the centre of the table, each coin at a point in the hexagon; ensure that the gap between the coins is at least twice the diameter of a Spinner.

Place the Penny in the centre of the hexagon.

Have another beer each and clear the table top of remains of crisps and other food items.

Decide whether players will play in teams or individually, and any other requisite niceties.

How to Play

Player 1 (the player who bought the last round) places the Spinner on edge at the edge of the table (or at some pre-agreed distance from the hexagon), and flicks it towards the hexagon. The aim is to spin the coin into or over the hexagon, into the centre, strike the Penny, and exit the hexagon again. This is known as a Hit.

The Spinner must fully exit the hexagon - if it come to rest on the imaginary line between any two adjoining hexagon coins, it has not successfully exited the hexagon.

If the Spinner moves one of the hexagon coins in its travels, that hexagon coin remains where it falls for the purposes of that turn, and the line between it and adjoining hexagon coins becomes the line of demarcation for determining whether or not the spinner has successfully exited the hexagon. The coin is replaced at its original position only at the completion of that player's turn.

One point is scored for a successful Hit.

Should the Spinner strike the Penny more than once in any successful turn, a point is scored for each strike.

Once player 1's turn is completed, their Spinner is left on the table.

Player 2 then repeats the above; at the completion of their turn, their Spinner is left on the table and player 1's Spinner is removed.

Repeat until the game is over, the point of which shall be determined by any of the following means:

  • when a pre-arranged number of points has been attained by one player (the boring ending)
  • when any 2 or more players are too drunk to spin
  • when the beer runs out
  • when the bar closes
  • any or all of the above in combination

Other Rules

On a point being scored, all players at the table except the scorer are required to drink.

Should a player's spinner enter the hexagon, hit the Penny but fail to exit the hexagon, that player must drink.

Should a player fail to achieve a spin with their Spinner, they must forfeit their turn and take a drink – the Spinner of the previous player remains on the table.

Should a Spinner fly over (rather than spin through) the hexagon wall and into the centre, and have a successful hit, then all players (including in particular the scorer) are required to shout the word 'Arsenal!' and drain their beer; failure to do so may result in disqualification from the game and certainly means that "it's your round".