Game Info
Year
2026
Players
1-4
Age
8+
Playtime
25 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
A print-and-play kingdom-building game where players flip coins each month to trigger actions and grow their realm
Featured Videos
Playthrough
Master of Coin
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video -2YWatkiIqM
slickerdrips Playthrough at 25:20 sentiment: positive
video_pk 100043 · mention_pk 278143
Click to watch at 25:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Offers strategic choices in how to spend limited coins.
- Engine-building elements with technologies and buildings.
- Allows for different playstyles (e.g., combat-heavy or peaceful development).
- Multiple sheets available, suggesting variety and replayability.
- Publisher (Post Mark Games) supports their games with additional content.
Cons
- Coins can run out fast, requiring careful management.
- Locked coins, while providing benefits, reduce the available coin pool for other actions.
- Luck of coin flips can sometimes hinder specific strategies (e.g., getting too many heads when needing tails).
Thematic elements
- Overseeing the economic development of a kingdom, assigning coins to spaces to perform actions, develop technologies, build buildings, and engage in combat with other provinces.
- A kingdom, spanning 12 months/rounds
Comparison games
none
Mechanics (from transcript analysis)
- Area Control/Combat — Players can assign coins to 'barracks' to engage in combat with other provinces. Success in combat requires a certain number of 'heads' from flipped coins.
- Building/Construction — Players can build 'buildings' by assigning coins, which provide abilities or points when activated.
- Coin Flipping — Players flip a number of coins (e.g., 4 in spring) at the start of a round, and the outcome (heads/tails) determines where those coins can be assigned.
- Dice Locking (Coins) — The host mentions 'locking all of the coins of a building' to activate it for free, implying a mechanism to keep coins on spaces for continuous benefits.
- Resource Production — Abilities from buildings or technologies can provide resources, such as gaining additional coins or prosperity.
- Set Collection (Coins) — Some actions require multiple coins of the same type (all heads or all tails) to be placed simultaneously to activate.
- Technology Tree/Unlocking — Players can assign coins to 'technologies' which, once unlocked, provide permanent abilities for the rest of the game.
- Track Movement (Prosperity) — There is a 'prosperity' track that players move along, which awards points at the end of the game and abilities at certain steps.
- Worker Placement (Coins) — Coins are assigned to spaces on a printed sheet to perform actions, unlock technologies, or build structures. Some spaces require specific coin outcomes (heads/tails) or multiples.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm Tom and today I'm going to be playing Master of Coin, which is the latest game from Post Mark Games.
- So in Master of Coin, as you may notice, we use coins. We've had roll and write, we've had decks of cards, now we are using coins.
- So in solo, there's no change, it's just do the best that you can.
- Sounds like a lot right now cuz you only get four per round to do anything with, but as you start to unlock things and develop things, they run out fast.
- I'm not very combat heavy here. That's okay. It doesn't have to always be.
- Post Mortem are excellent for supporting their games and adding more and more maps and sheets and things.
References (from this video)
No references stored for this video.
Video yUP1hobX9nE
Heavy Cardboard Discussion at 17:08 sentiment: positive
video_pk 86402 · mention_pk 223368
Click to watch at 17:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- like the old school video game implementation that'd be interesting to see how it is
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Stressbotics Odyssey is probably the heaviest Euro, biggest Euro, craziest Euro I've ever played.
- We're trying to make it more brand friendly.
- Spain has late dinner times (9:30 PM to 10:30 PM).
- The fact that war games continuously using real conflicts to base their games on... I kind of fall on the opposite side of that.
- You lose the passion with AI you can see him working works of art that's fair yeah like I don't want AI making movies and so like where do you draw the line or making music and right yeah no just anyway I'm curious I'm I'm going to delve into that briefly to just get a feel for it I'm glad I've had nothing never heard of the game nothing yeah
- Over easy it's probably number one.
- I think Clinic's great I love small City more that is a top 50 game for sure probably higher
- all AI art looks the same to me it's instantly identifiable to me and that's not a good thing
- you lose the passion with AI you can see him working works of art that's fair
- I am grateful to that uh it's just another benefit for yall for sure
- Please like And subscribe legitimately it helps half yall that watch this don't subscribe it really does help the channel
References (from this video)
No references stored for this video.
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