Coup
Coup explained: influence, character claims, challenges, counters, coups and bluffing in the 2–6 player card game.
Political intrigue in a fictional city-state
Each player begins with two hidden influence cards, but may claim any character action whether or not that character is actually in hand.
Other players can challenge a claim or counter certain actions. Lose both influence cards and you are eliminated; be the last player with influence to win.
Why it stands out
Coup compresses bluffing into a very small ruleset. Every claim creates a decision for the table: accept it, challenge it or counter it—and all three choices reveal information.
What the table needs to know
The base set has 15 character cards: three each of Duke, Assassin, Captain, Ambassador and Contessa. Everyone begins with two hidden cards and visible coins. A claim can be a bluff; challenges and blocks are part of the normal game, rather than a special variant.
Coup is fast and interactive, but players can be eliminated before the round ends. The rulebook also changes the starting money for a two-player game, so a duel should not copy the multiplayer setup without checking that note.
Game at a Glance
Claim a Character
Take an action by declaring the matching role.
Challenge Claims
Force a player to prove the claimed character.
Counter Actions
Some roles can block attacks or income theft.
Remove Influence
Lose both face-down cards and you are out.
Who Coup suits
Choose Coup for a group comfortable with direct accusations and player elimination in a short card game. It rewards attention to visible coins and revealed cards, but does not require building an engine over a long session. The base publisher listing is for 2–6 players and about 15 minutes.
Actions, claims and challenges
On your turn choose one action; you cannot pass. Income takes one coin and needs no claim. Foreign Aid takes two but can be blocked by a claimed Duke. Character actions include Duke Tax, Assassin Assassination, Captain Steal and Ambassador Exchange. You may claim a role you do not hold. Give opponents a chance to challenge the claim; a targeted action may also be countered by an eligible claimed role, and that counterclaim can itself be challenged.
A player who cannot prove a challenged role loses an influence and the claimed action or block fails. A truthful player shows the card, the challenger loses an influence, and the shown card is shuffled into the Court deck and replaced. When a player starts a turn with ten or more coins, the only legal action is a Coup: pay seven, choose a target and make them lose an influence. No role can block that general action.
A timing example
Suppose an opponent claims Assassin against you. You can challenge the Assassin claim or claim Contessa to block it; those are different risks. If your Contessa claim is challenged and false, you lose an influence for the false block; if you are still in the game, the assassination can then take effect. If an unchallenged Contessa block succeeds, the Assassin’s three coins remain spent. A successfully challenged false Assassin claim instead fails and its cost is returned under the rulebook. Read the challenge and block guide for the full sequence.
As editorial strategy, track the three copies of each role as cards are revealed and compare a player’s repeated claims with what is still possible. Do not treat a confident claim as proof. Sometimes saving coins for an unblockable Coup is safer than trying to win through another challengeable character action.
Two-player and edition checks
Does the starting player get two coins in a duel?
The base rulebook says the starting player receives one coin in a two-player game. It also offers a separate two-player variant with a different card deal.
Is Reformation in the base box?
No. Coup: Reformation is an expansion with additional roles, actions and players. Coup: Rebellion G54 is a separate standalone product with a much larger set of possible roles. Identify the box before applying either product’s rules.
Related games
Learn Coup in depth
Sources and edition notes
- Indie Boards & Cards: official product information
- Indie Boards & Cards base rulebook (publisher-authored PDF mirror)
- Publisher: Reformation expansion
Base-game rules and product distinctions checked October 2, 2026. Decision examples are editorial analysis; the linked rulebook controls challenge timing.