Coup drops you into the shoes of a scheming family head in a corrupt Italian city-state, where survival depends on your ability to lie, bluff, and outmaneuver your opponents. This compact card game for 2-6 players wraps up in about 15 minutes, making it perfect for quick sessions between heavier games or as a party starter. With a solid 6.98/10 rating from players worldwide, Coup has earned its reputation as one of the best bluffing games around. Don't let its simple appearance fool you though—while anyone can learn the basics in minutes, mastering the art of deception takes real skill.
Everyone starts with two coins and two face-down character cards representing your family's influence. The deck contains five different character types: the Duke (takes 3 coins or blocks foreign aid), Assassin (kills other characters for 3 coins), Contessa (blocks assassinations), Captain (steals 2 coins or blocks stealing), and Ambassador (exchanges cards or blocks stealing).
Here's where things get interesting: on your turn, you can claim to have any character and use their power, regardless of what cards you actually hold. Want to take 3 coins as the Duke? Go ahead, even if you don't have one. Other players can challenge your claim, though. If they're right and you're lying, you lose a card. If they're wrong, they lose a card instead.
You can also take safe actions like gaining 1 coin (income) or 2 coins (foreign aid), or spend 7 coins to launch a coup that forces someone to lose influence. Once you hit 10 coins, you must coup someone. The game continues until only one player has influence cards remaining.
The genius of Coup lies in its psychological warfare. Every action becomes a mind game where you're constantly weighing whether someone's bluffing. That nervous laugh when your friend claims to be the Duke? The way someone hesitates before blocking your assassination? These tells become as important as the cards themselves.
The challenge system creates incredible tension. Calling someone out feels like high-stakes poker—get it right and you've gained a huge advantage, but guess wrong and you're suddenly on the back foot. I've seen games swing completely on a single well-timed (or poorly-timed) challenge.
What really sells Coup is how quickly it builds to a climax. Those 15 minutes fly by as the player count drops and the remaining survivors become increasingly desperate. The endgame, when everyone's down to their last influence, creates some of the most nail-biting moments in gaming.
The game scales beautifully across different player counts, though it truly shines with 4-6 players. More people means more chaos, more bluffing opportunities, and more chances for elaborate schemes to unfold. The variable player powers ensure that even with the same characters, every game feels different.
Coup's biggest weakness is player elimination. Get knocked out early, and you're stuck watching others have fun for the remainder of the game. While rounds are short enough that this rarely becomes a major issue, it can still sting when you're the first to go and have to sit out 10-15 minutes.
The game can feel random at times, especially with newer players who challenge and bluff seemingly at random. Experienced players develop reads and strategies, but those first few games might leave you wondering if skill matters at all. Some groups also struggle with the social dynamics—not everyone enjoys lying to their friends' faces or calling them out on their bluffs.
Finally, Coup works best with players who embrace the deception aspect. If your group includes people who are uncomfortable with bluffing or take challenges personally, the game can fall flat. It needs everyone to buy into the theatrical nature of the experience.
Coup is perfect for groups that love social deduction, quick games with big personalities, and anyone who enjoys a good poker face. If you're looking for a filler game that generates stories and gets people talking, this delivers in spades. The combination of simple rules, psychological depth, and fast play time makes it a natural fit for game nights, parties, or anywhere you want to inject some friendly backstabbing into the evening. Just make sure your group is ready to embrace their inner schemer—because in Coup, only the most convincing liar survives.
You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.
Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.