You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.
Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Thank you so much, Jeff. We're really glad to hear your nephew is doing well.
- The base breaks, the winner gains points, and the clock is always ticking.
- I put aside a couple cards. Figure out what cards that was.
References (from this video)
- Fast, highly social
- Strong player interaction and bluffing depth
- Relies on social dynamics; luck of initial deal matters
- hidden identity and bluffing
- Renaissance political intrigue
- social deduction
- Monopoly
- Quacks of Quedlinburg
- Coup (self-reference)
Mechanics (from transcript analysis)
- Bluffing and blocking — Contessa/ blocking allows manipulation of opponents' actions.
- Contemporary social strategy — Reading opponents and bluffing dominate play more than cards.
- Initial random deal — Two character cards are dealt to each player, creating early variance.
Video topics + discussion points
Quotes (from this video)
- Randomness is the mathematical engine that produces unpredictability, while luck is how that unpredictability interacts with our plans and desires in the game.
- Mitigation is your defense against pure chaos, your weapons for taming the beasts of randomness.
- The more tools you have to mitigate bad luck, the more player agency you maintain.
- PA is equal to 1 - R * (1 - M) where PA equals player agency, R equals randomness and M equals mitigation.
- Coup's central bluffing mechanic allows you to claim any card at any time.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm giving away a copy of Dead of Winter: The Long Night with this video
- To be in with a chance of winning, simply like this video, comment below and subscribe to Actualol
- If you're new to Actualol then check out the rest of my videos.
- I'm Actualol on Facebook and Twitter. I'm Jon Purkis, thanks for watching.
References (from this video)
- Very quick plays (about 10-15 minutes per round)
- High interaction with bluffing, back-and-forth negotiation
- Accessible rule set that scales with player count
- Ability to use different cards to counter or bluff adds depth
- Rules ambiguity around looking at cards and what players may reveal
- Six-player games can reduce predictability due to more cards in play
- Luck can dominate in some rounds, especially in fast play through multiple games
- Some players found the Inquisitor/variant interactions add complexity
- bluffing, deception, social manipulation, and risk management
- A fictional, politically charged city-state where rival factions vie for control
- abstract deduction with hidden identities and sudden reveals
- Masquerade
- Avalon
- Texas Hold 'Em
- Battlestar Galactica (board game)
Mechanics (from transcript analysis)
- Blocking and counter-actions — Certain cards can block actions (e.g., Duke blocks Foreign Aid; Contessa blocks assassination); some interactions permit counter-moves
- Challenge and counter-challenge — Actions granted by claimed cards can be challenged by other players; if proven false, the challenger wins an influence; otherwise the claimant loses an influence
- Economic actions and coups — Earn coins via income or Duke tax; spend 7 coins to execute a coup against another player to eliminate an influence
- hidden roles and bluffing — Each player has two face-down character cards; players may claim any power and must prove ownership if challenged
- Influence and life points — Your 'influence' is the number of face-down cards you still hold; losing an influence reveals a card and reduces options
Video topics + discussion points
Quotes (from this video)
- The game’s all about bluffing and deception.
- This game only plays in about 10 - 15 minutes.
- It's quick and enjoyable.
- It's like cheating because you don't get caught doing it.
- There’s luck and lots of confusion.
References (from this video)
- high interaction and quick rounds
- easy entry for new players
- great party-game feel
- can be frustrating for players who dislike bluffing
- outcomes can feel random
- bluffing and social deduction
- dystopian city with masked factions
- hidden identity and manipulation
- Love Letter
- The Resistance
Mechanics (from transcript analysis)
- bluffing — players claim roles and bluff to mislead others
- hand management — cards representing roles are used to influence actions
Video topics + discussion points
Quotes (from this video)
- there's Western world you're never more than 10 meters away from a copy of Jenga
- Monopoly has no right to be in your living room just like mums yoga instructor Darren
- I have defeated the troll troll you know
- it's not not a Coup de grâce
- Sherlock Holmes consulting detective pleasure to make your acquaintance
- Detective: A Modern Crime Board Game is actually a board game where you play a detective solving modern crimes
- Watergate scandal presumably what happened was President Nixon left the Watergate open which we call a lock in
- it's only a matter of time before they announce moonhaven
- munchkin my little pony edition perfect
- sushi go cosmos
References (from this video)
- fast-paced, easy to teach
- great for quick social deduction sessions
- high player interaction
- short playtime can feel unsatisfying to some
- player elimination may be harsh for some players
- Influence, bluffing, hidden roles
- Social deduction in a shady, intrigue-filled city-state
- Coup
Mechanics (from transcript analysis)
- bluffing — Players bluff about their roles; challenges cost penalties and can eliminate opponents.
- hand management + elimination — Players manage a small hand of influence cards and can be eliminated by in-game effects.
- hidden roles — Each player has hidden power cards; you know your own but not others'.
Video topics + discussion points
Quotes (from this video)
- zero downtime
- tons of interaction
- cringe shot
References (from this video)
- high interaction and bluffing tension
- short playtime fits pub sessions
- can feel ruthless in casual groups
- bluffing, hidden roles, social deduction
- pub environment
- brutal yet breezy
Mechanics (from transcript analysis)
- hidden roles / bluffing — players claim to hold character cards; opponents may challenge truthfulness, risking loss of a card or forcing a reveal.
Video topics + discussion points
Quotes (from this video)
- there are only three important places in a british person's life: the place they were born, the place they will die, and the pub
- please consider subscribing... and also always drink responsibly
References (from this video)
- Dense social interaction with significant strategic depth for a compact game
- High variability due to hidden roles and player decisions
- Short to moderate play length with intense moments
- Learning curve can be intimidating for newcomers
- Hidden information can be frustrating for some players
- Balance may waver depending on player group dynamics
- Power, influence, murder plots, and backstabbing among rivals
- Secret identities and political power plays in a compact, tense environment
- Bluff-driven and highly social; players negotiate, bluff, and backstab to emerge as the last person upright
- Uno
Mechanics (from transcript analysis)
- Coin economy and coups — Coins build up to perform coups that eliminate opponents; strategic timing is critical.
- hidden roles — Each player holds two face-down roles and can use the corresponding actions, revealed only when needed.
- Lifesystems and kismet of certainty — Each player starts with two life points; losing lives via challenges reduces options and increases risk.
- Take-that and bluffing — Players claim actions that opponents may challenge; successful challenges cost lives or coin resources.
Video topics + discussion points
Quotes (from this video)
- have you or a loved one suffered the side effects of getting destroyed in a game of uno
- you might be entitled to compensation but you're definitely entitled to learning about my top three games that are better than uno
- uno uno out i hate you
- if you're looking for a fun card game to play over and over again with friends that brings all the excitement of uno
- this has been a mighty suggested game production and i'm alex your board game sommelier signing off
References (from this video)
- Great party game with lots of intrigue
- Quick to learn and play
- Social deduction gameplay
- Accessible gateway game
- Deception and bluffing
- Political intrigue
- competitive
Mechanics (from transcript analysis)
- bluffing — Lie about cards you have
- deduction — Deduce other players' hidden roles
- hidden roles — Two hidden role cards per player
- Role-based Powers — Each role grants different special actions
Video topics + discussion points
Quotes (from this video)
- when you start playing like modern board games you realize how it's not that great
- we could not stop we were so addicted to this game
- this was our first foray into like modern board games and heavy strategy games
- when you think about it like that was literally our gateway game into the hobby
- i freaking love that game
- that was the game that i learned that i loved deck builders even before dominion
- i have so many good memories about that game
- we dove into the deep end and it's funny because
- i think actually now that i think about it it probably has is the reason why i'm so competitive with games
- there was no mercy yeah it was super competitive
- the components are beautiful
- everyone knows how good their figures are
- this was really the game that got me into campaigning dungeon crawlers
References (from this video)
- Political intrigue, manipulation, and deception
Mechanics (from transcript analysis)
- bluffing / hidden roles — Bluff to claim influence and manipulate others; deduce who to trust
Video topics + discussion points
Quotes (from this video)
- "Obsession is a great game."
- "it's a deception game that you actually have to like go off and have secret conversations with people."
- "in coup you don't trust anyone. No. At all."
- "Dixit because the cards are weird and the art's weird and like, you know, it's kind of a whimsy."
- "Long Shot the Dice Game"
References (from this video)
- Fast, interactive, and highly social; great for group play
- Low barrier to entry; rules are simple to learn, with deep strategic depth via bluffing
- Expansion content (Inquisitor) adds fresh layers and team-based play that increases replayability
- Bluffing can be opaque for new players and rely on social dynamics
- Elimination mechanics can end games quickly, potentially dampening excitement for late arrivals
- Expansion mechanics may complicate balance for casual groups
- political intrigue, assassination, manipulation, and bluffing
- A contemporary political landscape where power is gained and lost through bluff, counterbluff, and covert actions.
- dialogue-driven, fast-paced, character-driven misdirection
- Coup (base game)
- Coup: Inquisitor expansion
Mechanics (from transcript analysis)
- Action economy and coups — Income, Foreign Aid, Taxes (Duke), Steal (Captain), Create/Exile by Coup (unlimited power to eliminate an influence).
- Blocking and counters — Contessa can block assassination; Duke taxes coins; Ambassador swaps cards; Captain can steal and block stealing.
- Bluffing and challenges — A claimed power can be challenged; if the challenger is correct, the claimant loses an influence; if wrong, the challenger loses an influence.
- Character swapping and deck management — Ambassador allows exchanging cards with the court deck, providing new information and options.
- Endgame elimination — A player loses when both influence cards are eliminated; last player with influence wins.
- Expansion variance (Inquisitor) — The Inquisitor adds new options to examine or force exchanges, and introduces team-based mechanics in the expansion context.
- Hidden roles with public powers — Players hold two influence cards (from five) and may claim powers to perform actions, inviting opponents to challenge.
Video topics + discussion points
Quotes (from this video)
- Coup is a very famous little micro game.
- you don't actually have to have the characters that you're claiming to use.
- I'm gonna Bluff and say oh I'm gonna use this Duke.
- Oh Captain My Captain.
- I love captains.
- it's a coup
- this is a winning strategy.
- the Inquisitor looks at that card and we either hand it back or force the opponent to draw a new card.
- I love to be a Duke.
- I think I'm going to embezzle money.
References (from this video)
- fast, interactive social deduction
- great for online play with video chat
- scalability for larger groups
- some players dislike the deduction aspect
- balance changes with variant editions exist online
- hidden roles, deception, and influence
- Cold-war-esque intrigue in a crowded social setting
- short, high-tension duel with bluffing
- Love Letter
- Skull
Mechanics (from transcript analysis)
- Bluffing and deduction — Each claim must be backed by a believable bluff; calling out changes the dynamics.
- hidden roles/hand reveal — Players claim identities and use special abilities to outsmart opponents.
Video topics + discussion points
Quotes (from this video)
- it's so quick and snappy and you don't have to worry about like the tiles
- these are our bga recommendations and now we also have some board game app recommendations
- open internationally boooooom
- you have to put down in the comments what's your favorite superhero
- we are doing another giveaway for our 2000 subscriber milestone
References (from this video)
- fast-paced social deduction with sharp twists
- easy to teach but hard to master
- art style not everyone's preference
- risky to play with large groups if players misrepresent information
- hidden roles with power manipulation
- diplomacy and bluff in a dystopian social sphere
- highly interaction-driven, with quick reveals
- Resistance
- Masquerade
Mechanics (from transcript analysis)
- bluff and deduction — players bluff about their identity and try to deduce others' roles to eliminate them
- hidden roles with special abilities — each player has a unique power that may be triggered by claims or reveals
Video topics + discussion points
Quotes (from this video)
- this game is fun
- the object is to find the other team's leader and capture them
- it's werewolf but with teams
- the art is Twilight-inspired but it's actually really good
- the two rooms and a boom concept is insane in the best possible way
References (from this video)
- tight, tense social interaction through bluffing and deduction
- high variability due to hidden cards and center deck
- fast rounds allow multiple plays per session
- great player interaction and negotiation
- can be opaque for new players due to hidden information
- potential for meta-gaming and collusion in groups
- reliance on false claims can frustrate some players
- political intrigue, influence, and deception
- Noble court in a fictional city-state undergoing bluff-based power struggles
- bluff-driven social deduction with hidden roles
- King of Tokyo
- Citadels
- Code Names
- Bank Heist
- Bristol
Mechanics (from transcript analysis)
- ambassador_and_card_swap — Ambassador lets players swap cards with the center deck and view two.
- bluffing — Players claim to hold certain characters and may be challenged.
- challenge_and_reveal — Players may challenge others; correctness leads to penalties for the challenged.
- coup — Spending seven coins to coup another player's card and move them closer to elimination.
- foreign_aid_and_block — Some actions can be blocked by other characters; not all blocks are guaranteed.
- hidden_roles — Character cards grant powers but players may misrepresent what they hold.
- income — Earn coins passively; actions require coins for more powerful moves.
- payments_and_counterplay — Taxes and counterplay options create dynamic negotiations.
Video topics + discussion points
Quotes (from this video)
- This is a beautiful game. I love this game.
- The true lord of the board.
- It's a race to coup.
- Stockholm syndrome is real.