How to Play Coup: Claims, Challenges, Blocks & Influence

Coup is a bluffing game where each player begins with two face-down Influence cards. You may claim character abilities whether or not you actually hold that character—but other players can challenge the claim.

Scope: original Coup base game, excluding Reformation and Coup: Rebellion G54.

Take one action on your turn

  • Income: take 1 coin.
  • Foreign Aid: take 2 coins; may be blocked by a Duke claim.
  • Coup: pay 7 coins and force a target to lose one Influence; cannot be blocked or challenged.

Character actions can be claimed

  • Duke: take 3 coins as Tax.
  • Assassin: pay 3 coins to target another player for assassination.
  • Captain: steal up to 2 coins from another player.
  • Ambassador: exchange cards with the Court deck according to the base rules.

Any eligible character claim can be challenged

If challenged, the claimant must reveal the claimed character to prove the claim. A truthful claimant returns that card to the deck, shuffles and draws a replacement; the challenger loses one Influence. If the claimant cannot reveal the claimed character, the claimant loses one Influence and the challenged action fails.

Some targeted actions can be blocked

Foreign Aid can be blocked by a Duke claim. Assassination can be blocked by Contessa. Stealing can be blocked by Captain or Ambassador. A block is itself a character claim and can be challenged.

Losing Influence reveals a card

Choose one of your face-down Influence cards and turn it face up. A revealed card no longer provides hidden Influence and stays visible for card-counting. Lose both Influence and you are eliminated.

At 10+ coins, you must Coup

If you begin your turn with 10 or more coins, the mandatory-Coup rule requires you to choose a Coup action.

Last player with Influence wins

Continue until only one player still has at least one face-down Influence card.

Publisher reference: Indie Boards & Cards Coup.

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