Coup

2 – 6Players
15 minPlay Time
13+Age

Coup is a fast-paced bluffing game set in a dystopian future. Lie to, steal from, tax, assassinate, and Coup your opponents — or at least convincingly pretend to. Last player with cards in hand wins.

Full thoughts: Coup Review · Want more variety? Alternative Coup Variations

What’s In The Box

  • 15 playing cards (3 of each of 5 characters)
  • Coins
  • 6 action reference cards (one per player)

Setup

1
Shuffle the 15 cards and deal 2 to each player, kept secret.
2
Place remaining cards face-down as a central draw pile.
3
Give each player 2 coins to start.
4
Hand each player a reference card showing all actions.

How a Turn Works

On your turn, you declare an action. Here’s the key: you can perform the action of any character — whether you actually have that card or not. This is the heart of the game.

After you declare, every other player has three options:

Option 1

Believe You

Do nothing and let the action happen. Works whether you're telling the truth or bluffing.

Option 2

Call "Bullshit"

Challenge your claim. You must reveal the card you said you had. If you don't have it: you lose a card. If you do have it: the challenger loses a card and you shuffle your revealed card back and draw a new one.

Option 3

Counter-Action

Play a character that blocks the action — whether they actually have that card or not. Then anyone (including you) can call that bluff too.

Losing Cards & Elimination

You lose a card in three ways:

  1. Called out on a bluff — you don’t have the card you claimed
  2. Assassinated — another player plays the Assassin against you
  3. Coup’d — another player pays 7 coins to eliminate one of your cards (cannot be blocked)

When you lose both cards, you’re out. Last player standing wins.

Forced Coup: If you ever have 10 or more coins, you must Coup someone on your turn.

The Characters

CharacterActionCounter (blocks)
DukeTake 3 coins (Tax)Foreign Aid
AssassinPay 3 coins to eliminate a card
CaptainSteal 2 coins from a playerStealing (Captain or Ambassador)
AmbassadorDraw 2 cards, swap any, return extrasStealing
ContessaAssassination

The Key to Winning

Consistency. Pick a card to bluff as and stick to it. Every inconsistency — claiming Duke on turn 2, then suddenly claiming Assassin on turn 5 — gives other players information. The best bluffers commit to a character and never waver.

Aggressive calling without evidence burns you fast. Patient players who pick their challenges carefully win more often.

Frequently Asked Questions

Can I counter-action my own turn?

No. Counter-actions are only for other players responding to your declared action.

Can the Contessa block an assassination even if I don't have it?

Yes — you can claim any counter-action whether you have the card or not. The other player can then call your bluff.

What happens when I'm called out and I do have the card?

The challenger loses a card. You shuffle your revealed card back into the deck and draw a new one.

Can a Coup be blocked or challenged?

No. A Coup automatically eliminates one card and cannot be countered or challenged.