Coup: Reformation 2nd edition (Exp) (English)

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Based on their previous success, the resistance movement has gained significant support, and entire regions are in active rebellion.

In a desperate attempt to remain in control, some government leaders publicly support the reforms demanded by the resistance, but loyalties are constantly shifting and being sold to the highest bidder.

The likelihood of intrigue and deception has never been greater. The price of failure could not be higher. Although it is a reformation, only one can stand at the end.

Reformation is an expansion to Coup, and therefore cannot be played without the base game.

Reformation adds Allegiances to the game - you can either support the government (Loyalists) or the resistance (Reformists). The expansion also introduces Inquisitors and the ability to play with up to 10 players.

How to play Coup:

The cards are shuffled, and everyone is dealt two cards, which they look at and place face down in front of them. Everyone also receives two coins and a list of possible actions. On your turn, you may take one of eight actions, then it is the next player's turn. The winner is the one who is left with hidden cards at the end.

There are three things you can always do, and five things associated with the five different character cards. You do not necessarily need to have the card for the action you want to take; you just need to convince your fellow players that you have the card you claim. If no one contradicts you, you are allowed to do it. If you are caught, you must discard one of your two cards. If you possess the card you claim, and a fellow player tries to expose you in a lie, it is instead them who must discard one of their cards.

You can take one of the following actions on your turn:

  • Income: Take one coin from the bank
  • Foreign aid: Take two coins from the bank (be aware that this action can be blocked by a Duke)
  • Coup: Pay seven coins and choose an opponent; that opponent now loses one of their cards, which they must turn face up. This card can no longer be used. You must take this action if you have over 10 coins.
  • Duke: Take three coins from the bank. If another player attempts to make Foreign Aid, you can block this by claiming to have a Duke.
  • Assassin: Pay three coins and choose an opponent. They now lose one of their cards unless they claim to have a Contessa in hand.
  • Contessa: Block an Assassin, who attempts to shoot you.
  • Captain: Take two coins from an opponent unless they claim to have a Captain or an Ambassador, who can block your theft.
  • Ambassador: Draw two cards from the deck and choose two of your four cards. Place the others back in the deck. You can also block a Captain, who wants to steal coins from you.

New rules from Reformation:

At the start of the game, each player receives an Allegiance card, and the starting player gets to choose whether they want to be a Loyalist or a Reformist.

On subsequent turns, players go clockwise and swap Allegiance with the player before them. You can only attack players who are members of the other Allegiance than your own (i.e., a Reformist can only attack a Loyalist and vice versa), unless all players are from the same Allegiance.

New card:

  • Inquisitor: Can take one of the following two actions: Swap one of your cards with a card from the deck, or see/swap a card with another player. You can also block a Captain, who wants to steal coins from you.

New action:

  • Conversion: Pay 1 coin to change your Allegiance or 2 coins to change another player's Allegiance. Coins paid in this way must be placed on the Treasury Reserve card.

Coup: Reformation includes:

  • 10 Allegiance Cards
  • 1 Treasury Reserve Card
  • 15 Character cards (2 of each Duke, Assassin, Captain, Ambassador, and Contessa, and 5 Inquisitors)
  • 10 summary Cards
  • English rules

Play even more Coup:

Do you want to protect your cards with plastic sleeves? Then you need the following:

1x Board Game Sleeves - Extra Large (50 Non-Glare)

Brand Indie Boards & Cards
Title Coup