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Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.
Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.


• If bluffing, that card is killed.
• If bluffing, the revealed card is killed.


• If truthful, that card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.
• If truthful, the revealed card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.


Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you're eliminated. The last player remaining wins! There is no second place.
Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you're eliminated. The last player remaining wins! There is no second place.


== Variants ==
== Variant: Rounds to win ==


• '''Rounds to win''': A standard game of Coup is only one round. As the game is quite short, you may wish to play multiple rounds until one player accumulates a predetermined number of wins (1 - 5). Consider the number of players when selecting this option (e.g., 5 rounds to win means you'll play up to 9 rounds in a two-player game but up to 25 rounds in a six-player game).
The standard game of Coup is only one round. This variant allows you to play a longer game, continuing for multiple rounds until one player accumulates a predetermined number of wins (1 - 5).
 
== Variant: Factions ==
 
This variant divides players into two factions or teams. While there are two factions, players cannot '''Assassinate''', '''Coup''', '''Steal''', or block '''Foreign Aid''' against teammates (however, '''Convert''' and challenges are always allowed). If there is only one faction in play, no restriction applies.
 
There are two new general actions:
 
• '''Convert''': Pay ₤1 to the almshouse to change your own faction, or pay ₤2 to the almshouse to change another player's faction. Cannot be blocked.
 
• '''Embezzle''': Take all coins from the almshouse if you are NOT the ''Duke''. Cannot be blocked.
 
If the '''Embezzle''' action is challenged, the challenged player reveals both cards in hand. If any ''Dukes'' are revealed (bluffing), one is killed (the other revealed card is shuffled into the deck and replaced). Otherwise (truthful), both revealed cards are shuffled into the deck, replaced, and the challenger kills a card from his/her hand as normal.

مراجعة ٠٦:٠٢، ٤ يناير ٢٠١٨

Introduction

In Coup, players vie for control of a corrupt city-state in renaissance Italy. Through your influence in the court (the character cards in your hand), bluff, steal, and murder your opponents to become the last player standing and rise to power.

Setup

The 15-card deck contains 3 copies of 5 different characters (Ambassador, Assassin, Captain, Contessa, Duke).

Each player begins with ₤2 (or ₤1 in a two-player game) and 2 cards. Money is public knowledge, but character cards in hand are secret.

Actions

On your turn, take any action you can afford:

General actions (always available)

Income: Take ₤1 from the treasury. Cannot be blocked.

Foreign Aid: Take ₤2 from the treasury. Any player claiming to be the Duke can block.

Coup: Pay ₤7 to the treasury and make another player lose influence (kill a character card). Cannot be blocked. If you start your turn with ₤10, you must choose this action.

Character actions (must claim to have that character card in hand)

Tax (as the Duke): Take ₤3 from the treasury. Cannot be blocked.

Steal (as the Captain): Take ₤2 from another player. The targeted player can block by claiming to be the Ambassador or the Captain.

Exchange (as the Ambassador): Draw 2 cards from the court deck, then return 2 cards to the deck. Cannot be blocked.

Assassinate (as the Assassin): Pay ₤3 to the treasury and make another player lose influence (kill a character card). The targeted player can block by claiming to be the Contessa.

Challenges

Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.

• If bluffing, the revealed card is killed.

• If truthful, the revealed card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.

Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you're eliminated. The last player remaining wins! There is no second place.

Variant: Rounds to win

The standard game of Coup is only one round. This variant allows you to play a longer game, continuing for multiple rounds until one player accumulates a predetermined number of wins (1 - 5).

Variant: Factions

This variant divides players into two factions or teams. While there are two factions, players cannot Assassinate, Coup, Steal, or block Foreign Aid against teammates (however, Convert and challenges are always allowed). If there is only one faction in play, no restriction applies.

There are two new general actions:

Convert: Pay ₤1 to the almshouse to change your own faction, or pay ₤2 to the almshouse to change another player's faction. Cannot be blocked.

Embezzle: Take all coins from the almshouse if you are NOT the Duke. Cannot be blocked.

If the Embezzle action is challenged, the challenged player reveals both cards in hand. If any Dukes are revealed (bluffing), one is killed (the other revealed card is shuffled into the deck and replaced). Otherwise (truthful), both revealed cards are shuffled into the deck, replaced, and the challenger kills a card from his/her hand as normal.