Coup: Revolution

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Designed by Rikki Tahta, Coup + Reformation is a card game of secret identities, deduction and deception. Set in a dystopian future where the government is run for profit, one influence must rise to lead a rebellion to overthrow the oppressive and the corrupt. Coup + Reformation + Rebellion G54 Coup + Reformation is one of…

Designed by Rikki Tahta, Coup + Reformation is a card game of secret identities, deduction and deception. Set in a dystopian future where the government is run for profit, one influence must rise to lead a rebellion to overthrow the oppressive and the corrupt.

Coup + Reformation + Rebellion G54

Coup + Reformation is one of my all-time favorite among the games that I have in our collection. It was one of the first that my wife and I bought ever since we started delving into tabletop games.

Earlier today, my work play group tried playing Coup + Reformation with some of the actions from Coup: Rebellion G54, trying out different combinations from other characters that are not in the original game. Mixing and matching, and coming up with our own custom actions, I present to you…

Coup: Revolution, A Concept Expansion

Not really an expansion, but rather just a new set of rules and actions, where you only need to have the Coup base game and the Reformation expansion to play.

(EDIT: A couple of edits to balance out the abilities of each influence)

Legend

  • Active Player: Player taking the current turn.
  • Target/ed Player: Player that is a target of the active player’s action.
  • Challenging Player: Player that challenges the active / target player’s action.
  • Court Deck: Face down cards at the center of the table.
  • Influence: Face down cards in your hand.
  • Treasury: Where you pay and take the coins to and from.
  • Treasury Reserve: When playing the Allegiance mechanic from the Reformation expansion, this is where you pay coins to change allegiances and/or embezzle from.
  • Successfully Challenged: When a player claiming a certain influence BUT has none of the influence he is claiming to have, and is challenged, then he is successfully challenged. When successfully challenged, aside from losing an influence, may have other consequences due to add-on rules.
  • Unsuccessfully Challenged: When a player claiming a certain influence AND has the influence he is claiming to have, and is challenged, then he is unsuccessfully challenged. When unsuccessfully challenged, the challenging player loses an influence, while the active / target player secretly exchanges his card from 1 card in the Court Deck. In cases wherein there are no cards left in the Court Deck, the active / target player takes 5 coins from the Treasury instead.
  • Attempted Assassin: An assassin influence that is targeted for an assassination attempt.
  • Implicated Influence: An influence who is chosen by an Attempted Assassin to go down with him if an assassination attempt is successful.

Duke

  • Tax: Take as many coins as you already have (up to a maximum of 5) from the Treasury. If the active player claiming as a Duke is successfully challenged, coins are returned to the Treasury and the challenging player takes all of the active player’s coins.
  • Bribe: Pay 2 3 coins to the active player trying to attempt a coup or an assassination on you to divert their action to a different player. (EDIT: Swapped from Captain)
  • Blocks Fund. (EDIT: Swapped from Captain)
  • Blocks Foreign Aid.

Ambassador

  • Exchange: Take 2 cards from the Court Deck and may secretly exchange up to cards from your hand. Returns 2 cards back to the Court Deck.
  • Sacrifice: When the player is targeted for an assassination or a coup attempt, the influence that is claimed to be the Ambassador is put aside face down as the lost life regardless if it is targeted or not AND takes 5 coins from the Treasury. If the player claiming that the lost life is an Ambassador is successfully challenged, the player loses both influences and all 5 coins are returned.
  • Treaty: Pay 3 coins to the Treasury and activate the Peace Treaty token. While Treaty is active, no action except Coup or Challenge may be attempted on the player with the Peace Treaty token, until the player’s next turn. (EDIT: Moved from Contessa)
  • Blocks Steal.
  • Blocks Investigate.

Captain

  • Steal: Take 2 coins from a single target OR 1 coin each from 2 targets.
  • Fund: Take up to 3 coins from the richest player and gives it to the poorest player. In an event of a tie, the active player chooses who to take from and give to. Take 3 coins from any player and give 1 coin to another player. (EDIT: Swapped from Duke and changed mechanic)
  • Blocks Steal.

Contessa

  • Treaty: Pay 3 coins to the Treasury and activate the Peace Treaty token. While Treaty is active, no action except Coup or Challenge may be attempted on the player with the Peace Treaty token, until the player’s next turn.
  • Restore: Pay 3 coins to the Treasury and choose a player who already lost an influence (only players that still have at least 1 influence on his hand are qualified). Choose a random card from the Court Deck and give it to the player, leaving 1 less card from the Court Deck.
  • Blocks Assassinate.
  • Blocks Implicate.

Assassin

  • Assassinate: Pay 3 coins to the Treasury and choose a player that would lose an influence. When the target player loses the second influence on the active player’s turn, the active player takes all of the target player’s coins.
  • Intel: Take 1 coin from the Treasury and play another action except Intel.
  • Implicate: When an assassination is attempted on a player that has an assassin AND if that influence has been chosen as the assassination target, the Attempted Assassin may choose another player, including the active player (Implicated Influence) to bring down with him when the assassination attempt is successful. If the player claiming that the assassination attempt target is an Assassin and is successfully challenged, the player loses both influences. If the player with an Attempted Assassin is unsuccessfully challenged, the Implicated Influence loses an influence, while the Attempted Assassin randomly exchanges the assassin card with 1 card from the Court Deck.

Inquisitor

  • Investigate: Look at 1 card from the Court Deck OR 1 card from another player’s hand then may secretly exchange with any of the active player’s cards.
  • Disorder: Look at 1 card from the Court Deck AND 1 card from another player’s hand then may secretly exchange the two cards.
  • Chaos: Pick 1 card each from 2 other players’ hands AND without looking at them, may secretly exchange the two cards.
  • Blocks Intel.
  • Blocks Disorder.

Let me know what you think of these new set of rules and actions.

Have fun!

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