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'''Coup''' is a simple bluffing [[card game]] accommodating 2-6 players. Originally themed around an Italian city and developed by [[La Mame Games]] but published by [[Indie Board and Card Games]] in their [[Resistance]] universe. The objective is to eliminate the opposing players by forcing them to lose both of their influence cards.
'''Coup''' is a simple bluffing [[card game]] accommodating 2-6 players. Originally themed around an Italian city and developed by [[La Mame Games]] but published by [[Indie Board and Card Games]] in their [[Resistance]] universe. The objective is to eliminate the opposing players by forcing them to lose both of their influence cards.


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==Strategy==
==Strategy==
* Lie infrequently.
* Lie infrequently.
* If there are more than two players in a game, taking foreign aid is a bad option because someone with a duke will block you and you will lose your turn by having taken foreign aid.
* If there are more than two players in a game, taking foreign aid is a bad option because someone with a duke will block you and you will lose your turn by having taken foreign aid.
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* Stealing with the captain is slightly risky because there are two characters that can block it, thus invalidating your turn.
* Stealing with the captain is slightly risky because there are two characters that can block it, thus invalidating your turn.


[[Category:Card_Games]]
{{Card Games}}

Revision as of 12:23, 21 September 2017

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Coup is a simple bluffing card game accommodating 2-6 players. Originally themed around an Italian city and developed by La Mame Games but published by Indie Board and Card Games in their Resistance universe. The objective is to eliminate the opposing players by forcing them to lose both of their influence cards.

Games tend to be over in under 5 minutes unless there are many people and a lot of negotiating happening. Do not believe any negotiations: the other players are all lying. Wouldn't be a bluffing game otherwise, really.

These cards are slightly larger than Magic: The Gathering cards and require 65mm x 100mm card sleeves.

Gameplay

There are 5 types of character cards and 3 of each in a standard Coup deck for a total of 15 cards. The cards are shuffled and two are dealt out to each player. Players can see their own cards, but do not reveal their cards. It's a bluffing game, what did you think was going to happen? Players also start with 2 money.

Each turn, a player is required to take one (and only one) of 7 actions. Five of those actions require a player to claim that they have a specific character card (ex. you can only collect 3 gold if you claim you have a duke). Before that action resolves, other players can attempt to block the action by claiming they have a specific character. If none of these claims are contested, the action resolves if it was not blocked, and it fails to resolve if it was blocked and the initiating player effectively gets nothing that turn.

The characters have the following abilities:

  • Duke: Allows you to take three unblockable Credits, and also blocks Foreign Aid. Fukken balla card, hope you end up with it at the start of the game, and lie if you don't. Keep it at all costs.
  • Captain: The Cap'n lets you steal two Credits from another player, and blocks people from stealing from you. Can be good if you're so lucky as to have some opponents without steal protection, but otherwise kind of useless in the long game.
  • Ambassador: Amby also blocks stealing, but instead of drawing Credit, you may draw two Characters and then place two Characters down in the deck and the shuffle it. Mind you: You can exchange ANY card with ANY card, as long as you don't end up with more or less than before. Massively funny to use to fuck with people who think you're lying. Which you propably are, you lying sack of garbage.
  • Assassin: This beauty allows you to pay three Credit to remove another player's card (he gets to choose). Only issues is that it does nothing else and can be blocked. A lot of lies are based around wether people actually have an Assassin or not, as some players will Assassinate even if they don't have one because it's so cheap to do. Never, ever do this towards a player with only one card - They lose nothing by stating that you're lying.
  • Contessa: Does nothing, except that it blocks Assassinations. Nice, very, very passive card, and the reason why Assassins aren't the top choice.
  • Inquisitor: A later addition that replaces the Ambassador, the Inquisitor allows you to either do the Ambassador thing, or checking a single card from another player's hand. Afterwards, that player may replace the card with another card from the deck.

If at any point in the game someone claims to have a character, another person can call bullshit on ("challenge") that claim. The challenged person must show that they, in fact, have that character card. If they fail to do so, they lose an influence. If they do have that character card, the person initiating the challenge loses an influence and the person making the claim shuffles that card into the deck and draws a new influence. You can choose to lose an influence rather than reveal that you have a character, but the benefits of this strategy are dubious.

Any player that has lost an influence must choose one of their cards and flip it face-up. This card is permanently removed from the game. So, in a game where 3 of a single character have been revealed anyone claiming to still have that character, is fool.

As per the rules, discussion between players is permitted, but is never binding.

Strategy

  • Lie infrequently.
  • If there are more than two players in a game, taking foreign aid is a bad option because someone with a duke will block you and you will lose your turn by having taken foreign aid.
  • Calling bullshit on a player that's assassinating you can force you to lose both your influence in one go if that player does have an assassin. Instead, consider claiming contessa.
  • Stealing with the captain is slightly risky because there are two characters that can block it, thus invalidating your turn.
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