The Breakdown:
Players: 2-6
Playing Time: 15 min
Weight: 3/10
Publisher: Indie Boards & Cards
Mechanics: Bluffing
Player Elimination
Components: 15 Player Cards (3 of each role)
6 Player Reference Cards
Cardboard Coins
Players: 2-6
Playing Time: 15 min
Weight: 3/10
Publisher: Indie Boards & Cards
Mechanics: Bluffing
Player Elimination
Components: 15 Player Cards (3 of each role)
6 Player Reference Cards
Cardboard Coins
The Review:
My gaming group has always been into hidden-role, deduction games, whether it be The Resistance, the Ultimate Werewolf variations, or Two Rooms and a Boom, so it felt like Coup was a logical step for us. Since it was getting a lot of love on reviews and on the board game subreddit, I found a copy and haven’t looked back. Let’s open the box and take a look.
My gaming group has always been into hidden-role, deduction games, whether it be The Resistance, the Ultimate Werewolf variations, or Two Rooms and a Boom, so it felt like Coup was a logical step for us. Since it was getting a lot of love on reviews and on the board game subreddit, I found a copy and haven’t looked back. Let’s open the box and take a look.
Coup is one of those minimalist games, but does it very well. It comes in a fairly small box, and includes only the player cards, reference cards, and some cardboard coins. The art on the cards, in this version, is done in the same “universe” as The Resistance, which is a nice touch if you are a fan of both games. The reference cards are well organized and very helpful for the first few plays in each group. The cardboard coins are pretty sturdy and are adequate for their purpose in the game.
Gameplay:
Objective: To be the last player with influence in the game.
Set Up: Each player begins with a personal deck of 2 cards, referred to as influences, and 2 coins.
On Your Turn: Players will choose one of the available actions and carry out said action unless challenged by another player. A player can:
Extra Notes: Players are not limited to the actions of their influence cards, they can claim to be ANY role to use that power. However, they can be challenged at any time by any player to prove that they have that influence , or lose one of their influences. However, if the player can prove that they have the influence, then the accusing player loses one of their influences.
Game Ends: When only one player remains.
Final Thoughts:
Good lord this game is a load of fun, and probably the most played in my group. Once the roles are clear to new players, the lying commences and it becomes a quick, chaotic whirlwind. Coup is more of a minimalistic game, I guess you could label it as a filler. Games usually don’t take any more than 15 minutes, but players are usually ready for revenge and are looking to play multiple times in one sitting.
The theme and art for this game is set in the same world as The Resistance, but it offers a little bit more meat than that game (albeit with a lower player count). However, when you really get down to it, one’s ability to bluff is much more important than any actual in-game decisions. That said, it is what it is, a social deduction game. If you enjoy The Resistance/Avalon, Werewolf/Mafia, Mascarade, etc., this game will be right up your alley.
Positives:
Final Score: 9.5/10
Gameplay:
Objective: To be the last player with influence in the game.
Set Up: Each player begins with a personal deck of 2 cards, referred to as influences, and 2 coins.
On Your Turn: Players will choose one of the available actions and carry out said action unless challenged by another player. A player can:
- Take 1 coin (cannot be challenged)
- Take 2 coins (can be challenged by a Duke)
- Execute a coup (cannot be blocked, requires 7 coins)
- Take 3 coins (Duke’s power)
- Steal 2 coins (Captain’s power, blockable by other Captains & the Ambassador)
- Exchange Cards with court deck (Ambassador’s power)
- Pay 3 coins to execute another influence (Assassin’s power, blockable by Contessa)
Extra Notes: Players are not limited to the actions of their influence cards, they can claim to be ANY role to use that power. However, they can be challenged at any time by any player to prove that they have that influence , or lose one of their influences. However, if the player can prove that they have the influence, then the accusing player loses one of their influences.
Game Ends: When only one player remains.
Final Thoughts:
Good lord this game is a load of fun, and probably the most played in my group. Once the roles are clear to new players, the lying commences and it becomes a quick, chaotic whirlwind. Coup is more of a minimalistic game, I guess you could label it as a filler. Games usually don’t take any more than 15 minutes, but players are usually ready for revenge and are looking to play multiple times in one sitting.
The theme and art for this game is set in the same world as The Resistance, but it offers a little bit more meat than that game (albeit with a lower player count). However, when you really get down to it, one’s ability to bluff is much more important than any actual in-game decisions. That said, it is what it is, a social deduction game. If you enjoy The Resistance/Avalon, Werewolf/Mafia, Mascarade, etc., this game will be right up your alley.
Positives:
- Cheap
- Easy to teach
- Short play time (high replayability)
- Accessible for non-gamers
- Player elimination is bad for games (nobody likes sitting on the side-line)
- The “game” is entirely in acting/bluffing
Final Score: 9.5/10