Coup
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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.
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.