🎲 BoardGameMate한국어
Back to home
Coup board game box image

Top 31 · #7 of 29 in Party

Coup

A concentrated game of bluffing and nerve where you may claim powerful actions without showing a card. A round takes about 15 minutes, making it easy to play several games in a row.

My collection
👥 2–6 players (best with 5·6)🔞 age 10+⏱️ 15–15 min🎯 weight 1/5
PartyDeduction & bluffing

Rules

Claim any character whether you hold it or not, decide when to expose a rival's bluff, and protect your last Influence in this compact bluffing game.

Edition: Indie Boards & Cards international base gameChecked against one official rulebook · other edition pending

Protect your two Influences

your Influence??
visible coins1×2
Court deck???
Each player starts with two face-down Influence cards and two visible coins. The other Character cards form the Court deck.

Whenever you lose an Influence, choose one of your face-down cards and turn it face up. A revealed card provides no ability. You are immediately out when both are revealed, and the last player remaining wins.

Choose one action each turn

declare one action1action
resolve a challenge to its Character claim first
?challengepass
then resolve a counteraction and challenge
apply action
Declare one action and give everyone a chance to challenge it. If the action survives, resolve any eligible counteraction and its possible challenge, then apply the result. You may not pass.

A Coup is mandatory at 10 or more coins

If you start your turn with at least 10 coins, you may choose no other action. Pay 7 coins and launch a Coup against one player; the target loses an Influence with no challenge or counteraction.

General and Character Actions

+1Income+2Foreign Aid7Coup
+3Duke·Tax3→−1Assassin+2Captain·Steal2↔Ambassador
Income, Foreign Aid, and Coup require no Character. The four lower actions claim a Character, but you may declare them without actually holding that card.
ActionEffectCounteraction
IncomeTake 1 coin from the TreasuryNone
Foreign AidTake 2 coins from the TreasuryAny player claims Duke
CoupPay 7 coins; target loses 1 InfluenceNone
Duke — TaxTake 3 coins from the TreasuryNone
Assassin — AssassinatePay 3 coins; target loses 1 InfluenceTarget claims Contessa
Captain — StealTake up to 2 coins from targetTarget claims Captain or Ambassador
Ambassador — ExchangeDraw 2 from Court, choose what to keep, return 2None

Contessa has no Character Action on her owner's turn. Her ability is the counteraction against an assassination targeting that player.

Challenges resolve before actions

Character claim?
another player challenges
DUKEshow cardclaimant winscannot proveclaimant loses Influence; action fails
?shuffle shown card and draw replacement−1challenge loser loses 1 Influence
Anyone may challenge a Character Action or counteraction. A proved card does not stay revealed: shuffle it into the Court deck and draw a random replacement.
  • If the claimant reveals the matching face-down card, the challenger loses one Influence. Shuffle the proved card into the Court deck, draw a replacement, and continue the original action or counteraction.
  • If the claimant cannot or will not prove the claim, the claimant loses one Influence. A challenged action fails, and any coins paid as its cost return to the player.
  • Once play continues, a challenge cannot be issued retroactively. A counteraction is a separate Character claim and may itself be challenged.

Who can block what

Foreign Aid+2DUKEDuke blocks
Assassinate me3→−1CONTESSAContessa blocks
Steal from me+2CAPTAINCaptain blocks+2AMBASSADORAmbassador blocks
Anyone may claim Duke to block Foreign Aid. Only the target may block an Assassination or Steal. An Assassin's three-coin fee stays spent when a successful counteraction blocks the Assassination.

A counteraction may also be a bluff. If nobody challenges it, or the blocker wins the challenge, the action fails. If the blocker loses the challenge, the blocker loses one Influence and the original action continues.

An Assassination can cost two Influences

target with 2 Influence??
?challenge Assassin−1lose challengeCONTESSAclaim Contessa−1false block exposed
Assassination continues
−1lose another Influence
A target who wrongly challenges the Assassin, or whose false Contessa block is exposed, can lose one Influence for the failed challenge and another when the surviving Assassination resolves.

Know when the fee returns

If the Assassin claim fails a challenge, the entire action fails and the three coins return. If the Assassin was proved but a valid Contessa blocks the action, the three coins remain spent.

Negotiation and two-player rules

  • Negotiation is unrestricted, but no promise is binding. Players may not reveal cards to each other or give or lend coins.
  • In the standard two-player game, the starting player begins with one coin while the other player begins with two.
  • For the optional two-player variant, divide the Characters into three sets containing one of each. Each player secretly keeps one card from a set and discards the rest, then each receives one card from the third set; its remaining three cards form the Court deck.

Edition and background

Designed by Rikki Tahta, Coup was published in 2012 through La Mame Games and Indie Boards & Cards. The Korean Deluxe edition includes the Reformation expansion, but this guide covers only the international base game.

The Korean Deluxe expansion is separate

This guide does not include Reformation's factions, new role, or additional player-count rules. Follow that box's Korean booklet when using the expansion.

Frequently confused rules

Q. May I claim a Character I do not hold?

Yes. Both Character Actions and counteractions may be bluffs. You prove the claim only if another player challenges it.

Q. Does a Duke revealed to win a challenge become exposed Influence?

No. Shuffle the proved Duke into the Court deck and draw a random replacement, so the claimant keeps that Influence.

Q. Does an Assassin recover the three coins when Contessa blocks?

No. A successful counteraction leaves the fee spent. The coins return only when a challenge proves the Assassin claim false and the action itself fails.

Q. Can a Coup be challenged or blocked by Contessa?

No. Coup is not a Character claim and has no counteraction. Pay seven coins and the target immediately loses one Influence.

Q. Must I launch a Coup as soon as I have exactly seven coins?

No. Coup becomes available at seven coins and becomes mandatory only when you start a turn with at least ten coins.

💡 Master tip

Track the combinations your opponents may hold and choose your bluffing moments carefully; when the evidence is thin, letting a claim pass can be safer than challenging. Remember that if you start a turn with 10 or more coins, you must spend 7 coins to launch a Coup.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Character action and counteraction reference

Quick guide to counteractions and the penalties for challenges

Comments

Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.

Links are not allowed. Up to 5 comments per day.

Loading…