How to play Coup

Everything you need for your first game, and the fine print for the arguments that follow.

Goal

Be the last player with at least one card. Each face-down card is a piece of influence at court; lose both and you are exiled.

Setup

  • Every player gets 2 cards, face down, and 2 coins.
  • The deck has 3 copies of each character for 2–6 players, 4 for 7–8 and 5 for 9–10.
  • In a two-player game the first player starts with only 1 coin.
  • A random player goes first; play continues in the order players joined the room.

Your turn

  • On your turn you must take exactly one action. You cannot pass.
  • Character actions only require that you claim the character. You may be lying.
  • If you start your turn with 10 coins or more, you must launch a Coup.

Actions

ActionCharacterEffectBlocked by
IncomeAnyoneTake 1 coin.—
Foreign aidAnyoneTake 2 coins.Duke
CoupAnyonePay 7 coins. The target loses a card. Cannot be blocked or challenged.—
TaxDukeTake 3 coins.—
AssassinateAssassinPay 3 coins. The target loses a card.Contessa
StealCaptainTake 2 coins from the target (or 1 if that is all they have).Captain, Ambassador
ExchangeAmbassadorDraw 2 cards, then return 2 cards of your choice to the deck.—

Challenges

  • Any claimed character can be challenged by any other player, whether or not they are involved.
  • If the challenged player has the card, they show it, shuffle it into the deck and draw a new one. The challenger loses a card.
  • If they do not have it, they lose a card and their action or block fails.
  • A failed action costs nothing: coins paid for an assassination are returned.

Blocks

  • Foreign aid can be blocked by anyone claiming the Duke.
  • Only the target of an assassination can block it, claiming the Contessa.
  • Only the target of a steal can block it, claiming the Captain or the Ambassador.
  • A blocked action fails, but coins already paid stay spent. Any player can challenge the block.

Losing influence

  • When you lose influence you choose which of your cards to reveal. It stays face up for everyone to see.
  • With only one card left there is nothing to choose: it is revealed automatically.
  • When both of your cards are revealed you are out of the game.

Special cases

  • Double loss: challenge an Assassin and lose, and you lose one card for the challenge and another for the assassination. Bluffing a Contessa that gets challenged ends the same way.
  • If the target of an action is eliminated before it resolves, the action has no effect.
  • During an exchange you keep as many cards as you had face down — one or two.

Playing online

  • When an action or block can be answered, everyone who may respond gets 30 seconds. Whoever does not answer in time lets it through.
  • Lost your connection? Open the room link again within 2 minutes to get your seat back. After that you forfeit.
  • When the game ends, the host can start a rematch with everyone still in the room.

The characters

  • Duke

    Duke

    Tax: take 3 coins.

  • Assassin

    Assassin

    Pay 3 coins: a player loses a card.

  • Captain

    Captain

    Steal 2 coins from a player.

  • Ambassador

    Ambassador

    Draw 2 cards, keep the ones you want.

  • Contessa

    Contessa

    No action of her own.