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)

The Coup character cards

The coins used to pay for actions

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:

The Coup cheat sheet listing every action and counter-action

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.

Once you’ve got the base game down, there are several rule variations worth trying — see our Alternative Coup Variations guide.

A reference sheet of alternative Coup game-play rules

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.

Thumbnail image artificially generated for illustrative purposes.