Canadian Landmines

Origins and Premise

: Canadian Landmines is a skill and endurance based beer-drinking competition usually involving players of four or more. The victor is declared when all other players surrender, usually due to an over-consumption of alcohol. Games typically last between one and three hours. The games origins have been traced back to White Rock, British Columbia. Originally used as a simply game to pass the time, the game evolved over several years into a serious competition laden with intricacies and strategy.
Supplies
*Canadian Landmines is a table and quarter-based game. Table selection is of utmost importance. The table must be completely smooth and void of any large surface abrasions or cracks. Table size is agreed upon by the players.
*A shotglass. Whether it be single, double, or triple is agreed upon by the players.
*A quarter. It is always a good idea to have several backup quarters, as the coins may be lost during a particularly difficult turn.
*Copious amounts of beer. Preferrably all in cans, and of different brands in order to identify which cans belong to which player. Often a time an "ante" of 12 beers or more is required in order to join the game.
*A rag, or "shammy". This will become necessary as players become intoxicated and spill beer on the table, which can ruin the integrity of the playing surface.
Basic Gameplay
:All players sit around the chosen table spaced out as evenly as possible. One player is designated as the first to go (Drinker 1). Drinker 1 gathers the shotglass, his or her opened beer, and the quarter, in front of them. Drinker 1 must spin the quarter on the table in any direction they deem fit. While the quarter is spinning on the table, Drinker 1 must pour a shot of beer, and drink it. They must then place the shotglass down, and only then pick up the quarter. You must pick up the quarter with the same hand that you used to drink from the shotglass - this rule prevents an individual from drinking the beer with one hand and picking up the quarter with the other. If Drinker 1 successfully drinks the shot and manages to then pick up the quarter, their turn is complete, and the shotglass and quarter is given counterclockwise to the next player, Drinker 2. However, if Drinker 1 fails to pick up the quarter, he or she must repeat their turn and try again. If the quarter stops spinning before it can be picked up, the turn must be repeated. If any player spins the quarter off the table, they must take the required shot of beer, and try again. An important note: You may drink at any time. You do not have to wait for your turn in order to consume your beer.
Landmines
:Landmines are essential. A landmine is considered any empty can or bottle of beer. As a rival player anywhere on the table spins their quarter and begins to pour their shot, any Drinker can place one of their empty cans on top of the spinning quarter. This can is officially a "Landmine". The quarter is removed from underneath the can, and the can is put back on the table in the same location in which it was placed. The landmine will stay on the table in the exact same spot for the remainder of the game. Anytime a Drinker's spun quarter strikes a landmine, they must take one penalty shot, and repeat their turn. By the end of a game, anywhere from 30 to over a hundred landmines will be placed on the table, constantly shrinking available space for players to spin their quarter. This causes longer turns, and in turn more drinking. Some common rules for landmines are as follows:
* You must not "stockpile" landmines. This is an important rule with severe consequences. If any player finishes his or her beer and has an empty can (a landmine), they must use said landmine before their turn arrives. In other words, when a player is handed the shotglass and quarter to attempt a turn, that player is not allowed to have any landmines remaining in their arsenal. All should have been used in the previous round. If a player is found to have kept a landmine and not used it before their turn arrives, the landmine is not allowed to be used, and the player must consume five shots of beer before beginning their turn.
* You may not landmine yourself.
* If a quarter spun by a player strikes one landmine, they must do one shot. If the quarter ricochets off one landmine and hits another, the player must do two. This goes for three, four, or however many landmines a quarter hits on a spin.
* If a landmine is accidentally struck by a spin and moved or tipped over, the landmine needs to be put back to its exact position.
* If a player attempting to pick up their spinning quarter brushes a landmine, they must place the landmine back to it's original position, and only then can they pick up the quarter, if it is still spinning. If a player tips a landmine over, they have failed, must take a penalty shot, and repeat their turn.
* Unless "The Removal Rule" (see Rules of the Dangle below)has been voted in, their is no way to remove a landmine from the game. Once a landmine is placed, it remains stationary and in its exact location for the entirety of the competition.
* It is common etiquette to bend the tab on the top of the beer to point vertically in the air, representing an "antennae". This helps differentiate a landmine from a players drinking can (see Striker Rule in Rules of the Dangle below).

Spinning
Every player spins differently. Different spins may be called for in different situations. Many experienced players have mastered all three. The most commonly used methods are the "Flick" and the "Thumbspin".
Flick
The flick involves holding the quarter with the edge flush against the table. The top of the quarter is held by a spinners index or middle finger. The side of the quarter is then struck with the spinners other index finger, sending it spinning. If a player "swings" his finger at the quarter and misses or the quarter falls immediately flat, it is considered a "Fault". If another fault occurs, the player must take a punishment shot of beer before continuing. If a spinner holds the coin with his left index finger, and strikes it with his right, the coin's path will start to curve left. If a spinner hits with his left index finger, the coin will curve right. This is invaluable for curving a coin around a specific landmine in order to gain access to a patch of free land.
Thumbspin
The thumbspin usually comes into play when a players land has been depleted so much by rival landmines that the flick becomes difficult to complete. It involves holding one edge of the coin with the middle or index finger, and holding the other edge of the coin with the thumb. The coin is then spun by quickly pulling the fingers away in opposite directions. A players participation in the competition is usually coming to an end if they are employing the thumbspin.
Rules of the Dangle
Rules of the Dangle are common rules used by players across Canada. It is important to note that it's the responsibility of the rival players to remember the rules and call an offending player. If a player gets away with cheating, it is not the offending players fault. Some rules are decidedly ommitted at the beginning of a game by all the players involved through a majority vote, others cannot be ignored (most notedly the Hand Rule, Slider Rule, and Striker Rule). They are as follows:
* The Hand Rule: a player must not pick up a quarter with their left hand if they drank from the shotglass with their right, and vice versca.
* The Slider Rule: The quarter must be picked up off the table. If a player simply slams their hand down on the quarter and slides it off the table, that is NOT a pickup. The player must consume a shot, and go again. If a player picks up the quarter, but immediately drops it back on to the table, he or she can recover it if it is still spinning. The rival players can decide whether or not it is a clean pickup.
* The Striker Rule: When a player is spinning their quarter, the table is theirs. No other player should have their cans (aside from placed landmines) on the table (beers are usually held underneath the table). If an absent minded player has left the can they are currently drinking from on the table, that can is now a target. If a spinning player can strike a rival players drinking can with their spun quarter, the rival player must finish the beer in the can, regardless of how much is left. If a spinner manages to hit an opposing players drinking can, the spinner's turn is over, and a shot does not have to be consumed at all. This strike is often very difficult, and often results in a quarter flying off the table and the spinner having to repeat their turn. This rule can be modified to "Free For All", in which case a players drinking can does not have to be on the table in order for it to be considered a target. In Free For All, a quarter can be bounced off the table in order to strike a drinking can anywhere in the room. However, the same rules apply, and if a quarter is spun or bounced off a table, the spinner/bouncer must consume a shot if it does not hit the intended target. If a spun quarter hits a landmine and then a drinking can, the spinner must take the shot, and the rival must drink the remainder of his or her beer. The turn is completed.
* The Falling Quarter Rule: a quarter that has fallen off the table cannot be caught in mid-air and be considered a pickup.
* The Double Jeopary Rule: rarely used. If a spun quarter strikes two or more landmines in a single spin, a shot of hard alcohol is consumed.
* The Alliance Rule: verbally formed alliances are frowned upon. One must ally without words, only using body language. Anyone who mentions allying with another player must do three shots.
* The Shammy Rule: if a particular player's surface has become soaked with spilled beer (this often results from an individual pouring a shot overzealously), he or she can call "Shammy". That player can then wipe their area down in order to clean it for the next turn. However, a player cannot ask for a shammy during their turn, they must wait until their turn is complete before wiping up any mess.
* Delay of Game Rule: if an individual delays the game a considerable amount of time, a rival player may call "delay of game". A vote is then taken. If agreed upon by all seated players that an individual is slowing the game by a long bathroom break, phonecall, etc., that player must do two shots before beginning their turn. Or, "double time" can be called into effect on the offending player, in which when the player returns, the punishments for the turn (if he or she recieves any) will be doubled. If a double timed player strikes a landmine, they must do two shots instead of one, etc.
* The Removal Rule: rarely used. A player may bounce the quarter, and if it lands and remains on top of a landmine, that landmine is removed. It can either become part of the players arsenal (which must then be used by the time his or her next turn begins), or it can be thrown away (decided on by the players).

Strategy
Canadian Landmines is a strategy based game. The victors are usually the drinkers who manage to outsmart his or her rivals through alliance, cheating (not being caught breaking a rule), traitoring, and tolerance. The keys are as follows:
* Keep the area in front of you ("your land") free of landmines, in order to make your spins easier. The most simple way to do this is to not spin in your area. Spin in a rivals area across the table. That way, if someone does decide to place a landmine, it will be in the rival players land, not yours. Granted, you will have to take a punishment beer shot for being landmines, but it will make your rival's lives much more difficult.
* Constantly look for rule breakages in order to make an offender drink
* Always be aware of opportunities to call delay of game. If you must go to the bathroom, try and go as soon as you finish your turn, hopefully you will be back before your turn begins.
* Alliances can be important. If an individual besides yourself has a landmine, and you are aware of it, team up with one another to place a landmine in a rivals land.
* An individual has to use up their landmine before their turn begins again. If the person right after you still hasn't used their landmine, you hold a massive advantage. If you complete your turn, and that person does not use their landmine, they are "stockpiling", and must take five shots. Most likely your rival will know this, and knows that they must landmine you in order to get rid of their empty can. Shoot your quarter directly into their land. They will have to landmine themselves in order to rid themselves of the landmine, or face five shots of beer.
* Make a wall if necessary. Although you cannot landmine yourself, if a barrier of rival cans is made around your land, it can keep other rivals' invading quarters out, making it difficult for anyone to team up on you.
* Constantly be on the lookout for other players drinking cans. If it is another players spin, but an absent minded rival has left his or her drinking can on the table, tap that player in the leg or make some sort of subtle hint in order to let that spinner know a target is available.
 
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