The name Coup alone invokes some idea of chaos, and this game (at least when I played it) did exactly that. The rules are quite straightforward and simple, but they also don’t really invoke a lot of creative freedom from the game. Despite this, the players invoke the chaos of Coup and truly tests the validity and character of each player.
The rules and mechanics of the game are simple. You as the player try to be the last one standing with influence cards while also targeting the cards of other players using coins. It takes 10 coins for a player to lose their card. The cards all serve a straightforward function: the Duke taxes the coin reserve and can take 3 coins each turn AND block others from taking foreign aid (takes 2 coins), Assassin forces a player to give up a card, Captain steals coins and also blocks stealing attempts, Ambassador swaps your cards in the deck (also blocks steals), and the Contessa blocks assassination attempts. Each card serves their own unique function and doesn’t really deviate much from their primary action. So how does this game invoke so much chaos?
Well, every successful Coup involves some dirty tricks and deceit, and the game encourages you to do just that. The player can choose to do any of the characters’ actions WITHOUT having their card. So, for example, I can steal coins for the entirety of the game claiming I have a Duke card when I have 2 Assassin cards. Only when the player’s action is challenged does the player reveal if they have that card or not. If they are lying, they lose a card. If not, the one who accuses loses their card.
This one simple mechanic of lying is what causes players to invoke chaos and panic. I’ve played games where EVERYONE has claimed to have the duke and constantly steal coins from the bank, and yet no one challenges because they are afraid to lose their card. I’ve seen games where a player assassinates on literally EVERY turn they get, and whenever called out on their bluff they reveal they do have an assassin card and picks up a new assassin card (by luck!) on every draw.
On top of the chaos, the lies also open crazy opportunities for players to play and direct the game. Being drawn a bad hand isn’t the end for you, and you can choose to act out any other card’s functions if you are confident in your lies. For a game with such linear card functions and rules, the freedom in actions a player takes makes this game extremely dynamic.
Despite the lies, the game’s mechanic also draws on a bit of the truth. As seen in the previous examples, there can be games where players can create opportunities for victory solely by sticking to what cards they have. Lying has a risk, as getting called out would result in you losing a card. However, if you play by your cards, that fear is completely negated.
The game also invokes some fear with the players too. There has been times where a player will attempt to assassinate someone, that someone claims they have a Contessa, and no one challenges it for the fear of they may ACTUALLY have it. I’ve also seen slipups with players occur. With players having to keep track of who has what card, it can be easy for someone to simply say I assassinate or I tax, and no one challenges it, or worse, they FORGET to challenge it! On top of the lies, one must be attentive to win the game.
The game is tailored for both those who are honest and confident in their lying skills. It challenges those who doubt or trust what other players claim to have. Much like poker, Coup is a game where literally anything can happen. Yet, the social deduction aspect of Coup favors both those who are honest and those who lie. Players who are confident in their lies and truths alike excel. I always see myself recommending or coming back to this game because it makes your friends partake in lying and bluffing – something friends (at least I hope) don’t usually do. The lies make the game exciting and fun, and once those lies become enough, the truth starts to take an advantageous role for the player. The game is filled with lies, but a little truth can be the turning point in winning the game.
The rules and mechanics of the game are simple. You as the player try to be the last one standing with influence cards while also targeting the cards of other players using coins. It takes 10 coins for a player to lose their card. The cards all serve a straightforward function: the Duke taxes the coin reserve and can take 3 coins each turn AND block others from taking foreign aid (takes 2 coins), Assassin forces a player to give up a card, Captain steals coins and also blocks stealing attempts, Ambassador swaps your cards in the deck (also blocks steals), and the Contessa blocks assassination attempts. Each card serves their own unique function and doesn’t really deviate much from their primary action. So how does this game invoke so much chaos?
Well, every successful Coup involves some dirty tricks and deceit, and the game encourages you to do just that. The player can choose to do any of the characters’ actions WITHOUT having their card. So, for example, I can steal coins for the entirety of the game claiming I have a Duke card when I have 2 Assassin cards. Only when the player’s action is challenged does the player reveal if they have that card or not. If they are lying, they lose a card. If not, the one who accuses loses their card.
This one simple mechanic of lying is what causes players to invoke chaos and panic. I’ve played games where EVERYONE has claimed to have the duke and constantly steal coins from the bank, and yet no one challenges because they are afraid to lose their card. I’ve seen games where a player assassinates on literally EVERY turn they get, and whenever called out on their bluff they reveal they do have an assassin card and picks up a new assassin card (by luck!) on every draw.
On top of the chaos, the lies also open crazy opportunities for players to play and direct the game. Being drawn a bad hand isn’t the end for you, and you can choose to act out any other card’s functions if you are confident in your lies. For a game with such linear card functions and rules, the freedom in actions a player takes makes this game extremely dynamic.
Despite the lies, the game’s mechanic also draws on a bit of the truth. As seen in the previous examples, there can be games where players can create opportunities for victory solely by sticking to what cards they have. Lying has a risk, as getting called out would result in you losing a card. However, if you play by your cards, that fear is completely negated.
The game also invokes some fear with the players too. There has been times where a player will attempt to assassinate someone, that someone claims they have a Contessa, and no one challenges it for the fear of they may ACTUALLY have it. I’ve also seen slipups with players occur. With players having to keep track of who has what card, it can be easy for someone to simply say I assassinate or I tax, and no one challenges it, or worse, they FORGET to challenge it! On top of the lies, one must be attentive to win the game.
The game is tailored for both those who are honest and confident in their lying skills. It challenges those who doubt or trust what other players claim to have. Much like poker, Coup is a game where literally anything can happen. Yet, the social deduction aspect of Coup favors both those who are honest and those who lie. Players who are confident in their lies and truths alike excel. I always see myself recommending or coming back to this game because it makes your friends partake in lying and bluffing – something friends (at least I hope) don’t usually do. The lies make the game exciting and fun, and once those lies become enough, the truth starts to take an advantageous role for the player. The game is filled with lies, but a little truth can be the turning point in winning the game.