Coup Rule Summary
(2012)
1. Overview
- Genre: Bluffing, deduction, micro-strategy
- Players: 2–6 players
- Play Time: ~15 minutes
- Difficulty: ★★☆☆☆ (Easy rules, psychological gameplay)
- Highlights:
- Fast-paced game of deception
- Lie, challenge, assassinate, or coup!
- Minimal components, maximum tension
2. Objective 🎯
- Be the last player with at least 1 card left 🏆
3. Components 🧩
- 15 Role Cards (5 characters x 3 copies)
- Coins 💰
- Each player starts with 2 face-down cards
- Dystopian setting of political manipulation 🏛️
4. Character Abilities 📜
CharacterAbility
Duke | Tax (Take 3 coins), blocks foreign aid 💼 |
Assassin | Assassinate (Pay 3 coins), can be blocked 🔪 |
Ambassador | Exchange cards with the deck 🔄 |
Captain | Steal 2 coins from another player 💰 |
Contessa | Blocks assassination 🛡️ |
5. Gameplay Flow 🔄
1️⃣ On your turn, choose one action:
- Income: Gain 1 coin (cannot be blocked)
- Foreign Aid: Gain 2 coins (can be blocked by Duke)
- Coup: Pay 7 coins to eliminate any opponent's card (unblockable)
- Character Action: Claim a role and use its ability
- ⚠️ You don’t need to have the card — bluffing is allowed!
2️⃣ Challenge & Block
- Challenge: If someone claims a role, you can challenge them
- If lying → they lose 1 card
- If telling the truth → challenger loses 1 card
- Blocking: Some actions can be blocked (e.g., assassination, stealing)
- Blockers can also be challenged
6. Win Condition 🏁
- The last player with a card still in play wins the game 🥇
7. Tips 💡
✅ Bluffing is a weapon — use it, but don’t overuse it 🔥
✅ Watch others’ coin totals — coup is coming at 7+ coins! 💣
✅ Analyze behavior — slip-ups often reveal truths 👀
✅ Play conservatively early, then strike boldly later 🎯
✅ Reading people > Knowing roles — psychology wins 🧠
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