I have realized that pinball is a subset of Roll and Write games I rather enjoy. Which is odd because I'm not actually interested in actual physical pinball machines (lol) WhizKids Super-Skill Pinball is an excellent use of the theme. Metal Snail's Paper Pinball is a system I play all the time. And I want to try Pinball Builder before the end of the year.
But the very first Roll and Write Pinball game I ever played, well before I realized Roll and Write was even a medium, was Sid Sackson's Pinball from his book Beyond Solitaire from 1976. So I decided it was time to revisit it.
The game sheet consists of a grid of dots with some shapes scattered about, as well as entry points at the top and the bottom row that has point values. You get four rounds of play per game. The rules say to use different colored writing tools for each round, which you don't have to do but does make it easier.
Each round consists of drawing a line dot-to-dot from top to bottom. And you use a compass rose and dice to determine what your options are. You roll two dice and then choose to use one or two dice. Each of the eight directions on the compass rose has a different number so any roll will always give you two to three choices. You cannot go to the same dot twice and, if you make a roll that won't let you move, just roll again.
Each of the shapes on the playing sheet have a number in them. Each dot is worth that many points. If you fill in an entire shape, it is worth the number times the number of colors you used to tp fill it in. (Like I said, you don't need different colored pencils/pens/markers/chalk/etc., but it does make it easier) And you get the points for whatever dot you end on when you reach the bottom.
Try and score lots of points. 30,000 is considered a winning score. Play bunches of times and try to beat your high score.
Looking at Sackson's Pinball now, with a lot more experience and familiarity with Roll and Write as a medium, there are three things that strike me:
First, it is a very simple system, particularly compared to games like Voyages that use a similar core mechanic.
Second, it could be rethemed as Pachinko just by changing the name. While it doesn't really feel like Pinball, it really feels like Pachinko.
Third, the compass rose, the heart of the game's mechanics, is a really solid design. It's very simple, very intuitive and very flexible. Pinball, while it is no Acquire or Can't Stop, is a reminder of why Sid Sackson is so important as a designer. Pinball offers you a steady supply of limited but meaningful choices.
Sackson's Pinball is barely thematic as pinball but it is very solid as Roll and Write.