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Who doesn’t love political intrigue, power, and murder? Set in a world where the government is run for profit by a ruling class of CEOs, Coup is a fast-paced, exciting game of domination. The goal is to eliminate the other players so you can assume absolute power. In this article, we'll explain everything you need to know about playing Coup including setup, rules of gameplay, and strategy. The last man standing is the winner of the game!

Method 1
Method 1 of 4:

Setup

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  1. Gather 3-6 people to play a game of Coup and decide who will also be the dealer. Shuffle up the deck of character cards really well and then deal out 2 cards facedown to each player.
    • There are 5 influence cards in Coup: the Duke, the Assassin, the Captain, the Ambassador, and the Contessa. Each has its own special abilities and there are 2 copies in the deck.
    • The dealer can play and deal cards during the game.
    • Each player is allowed to look at their cards once they get them.
  2. Place the coins in the center of the table to serve as the treasury during the game. Once everyone has received their character cards, allow them to grab 2 coins to add to their own wealth. [1]
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  3. Bluffing is a big part of playing a game of Coup. So it’s super important that you keep your 2 character cards facedown and hidden at all times. Keep your coins on the table near you so other players can see how many you have. [2]
    • If you have a certain number of coins, there are actions you’re required to take, so you can’t hide them from other players.
  4. Summary cards come with the game and include a brief description of the rules and character actions. Pass out 1 to each player to help them keep track of the rules and everything going on, especially if they’re new to the game. [3]
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Method 2
Method 2 of 4:

Actions

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  1. Gameplay in Coup moves clockwise around the table. Have the person to the dealer’s left start off the game and choose an action. Each player is allowed to choose 1 action during their turn.
    • Bluffing is a big part of playing Coup. The other players don’t know which character cards you have, so you can bluff and choose a special character action. But be careful! If another player calls your bluff and challenges you, it could cost you 1 of your character cards.
  2. The income action is the safest choice and can’t be blocked by any of the other characters. Pick up 1 coin from the treasury and add it to your own pile of coins to select the income action. [4]
    • Once your turn is done, the gameplay moves to the person to your left.
  3. Foreign aid is a little riskier than income because it can be blocked by a player who has the Duke character card. If you want to take the chance, choose the foreign aid action and take 2 coins from the treasury to add your own pile. [5]
    • After you choose foreign aid, you have to wait to see if another player wants to challenge it. If they don’t, then you’re good to go!
    • If the Duke blocks you, then you don’t get any coins that turn.
  4. Choose an opponent and pay 7 coins to launch a coup against them. Your opponent will be forced to choose 1 of their influence cards to turn face up, which eliminates it from the game. [6]
    • When a player has both of their cards eliminated, then they’re out of the game.
    • If you have 10 or more coins, you must choose the coup action.
  5. If you have the Duke character card (or if you’re bluffing that you do) you can choose the taxes action. That allows you to take 3 coins from the treasury. [7]
    • Remember: if you get challenged you could end up losing a card.
  6. The Assassin character card allows you to target an opponent and take away 1 of their influence cards for the rest of the game. Add 3 coins to the treasury and choose your target. [8]
    • Only the Assassin character card is able to eliminate other player’s cards.
  7. Choose the steal option if you have the Captain card, or if you’re bluffing that you do. Select an opponent and take 2 of their coins from them and add them to your own pile. [9]
    • Only the player with the Captain card can steal.
  8. The Ambassador card allows you to potentially replace your influence cards. Choose the action and pick up 2 cards from the top of the deck. Take a look at them and decide whether you want to swap them out for your current cards. You can keep 1 or both and place your old cards at the bottom of the deck.
    • You can also choose to keep your current cards if you don’t want the cards you choose from the deck.
    • The only way to swap your influence cards is if you have the Ambassador card.
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Method 3
Method 3 of 4:

Counteractions and Challenges

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  1. After you choose an action, you must allow other players the chance to block your action with their character cards. They can choose to block your action with a character capable of stopping it. [10]
    • The only action that can’t be blocked is income.
  2. If another player chooses the foreign aid action, you can block them if you have the Duke card. You can also bluff that you have the Duke to try to stop them, but you’ll leave yourself open to a potential challenge. If you choose to block an opponent with the Duke, then they won’t collect any coins that turn. [11]
  3. Contessa is a special character card that has the ability to block assassination attempts. If another player chooses the assassination action, you can stop it with the Contessa card (or bluff that you have it).
  4. If another player has the Captain card (or they say they do), they can choose the option to steal and take 2 coins from another player. You can prevent the action with either the Ambassador or the Captain card.
  5. If a player chooses a character action, you can challenge them. If you do, they have to show you the card to prove that they do have it. If they do have the card, they can then replace it with another card from the deck. If they don’t, then they have to flip a card face up for the rest of the game.
    • Any player can challenge another player whether or not they’re involved in the action.
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Method 4
Method 4 of 4:

Winning

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  1. If you lose a challenge, or if another player successfully uses coup or assassinate against you, then you lose an influence card. Flip 1 card face up for the remainder of the game. [12]
    • Once an influence card is face-up, it can’t be used.
    • You cannot replace your cards once they’re lost.
  2. Target other players and try to get them to lose influence cards. Once both of their cards are face-up, then they lose and are eliminated from the game. [13]
    • As players get eliminated and their cards are exposed, it gets trickier and trickier to bluff your way through the game.
  3. When a player is eliminated, the game continues with the rest of the players. When every other player is eliminated, the remaining player is the winner! [14]
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      About This Article

      Article Summary X

      Coup is a fun board game for 3-6 players where players try to overthrow all of their political opponents by becoming the only player with any influence cards left. To set the game up, place the coin tokens in the middle of the table and give 2 of them to each player. Then, give each player a copy of the summary card, which lists the available actions, effects, and counteractions for each character in the game. Shuffle the influence cards and deal 2 to each player face-down. The influence cards feature 5 characters. Each character can perform a unique action and/or counteraction. The Duke can take taxes and block foreign aid, the Assassin can “take out” another influence card, the Captain can steal two coins from another player, the Ambassador can swap influence cards for a fresh set and block the Captain's attempts to steal, and the Countessa can block assassination attempts. The player to the left of the dealer goes first, and play goes clockwise. Every turn in Coup consists of one—and only one—action. There are three basic actions that all players can choose from. First, a player may take an income by taking one coin from the bank and placing it in their pile. This cannot be challenged or blocked. Second, a player may opt for foreign aid and attempt to take two coins from the bank. This cannot be challenged, but it can be blocked by the Duke. Third, a player may perform a coup by paying seven coins to the bank and removing an opponent’s influence card. This cannot be blocked or challenged. If a player starts their turn with 10 coins, they are required to take the coup action automatically. Players can also choose to perform one of their special actions listed on their influence cards, but here's the catch: since all of the influence cards are face-down, players can lie about which ones they have and carry out actions on any influence card, even if they don't have that card. However, every action (except the coup and income actions) can be challenged. A player may challenge any action before it is carried out, and the player being challenged must prove they have the influence card that matches the action they’re attempting to perform. If they do, they reveal their influence card face up to the other players, perform the action, and draw a new influence card. The player who challenged them loses one of their influence cards. However, if the player being challenged doesn’t have the card they need or they choose not to reveal it, the challenge is successful. Their action is blocked and they lose one of their influence cards. Once a player has lost both of their influence cards, they are out of the game. The last player standing wins!

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