Only one family will survive

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Ri i Tahta, la Mame Games You are the head of family in an Italian city state. The city is run by a weak and corrupt court, rife with intrigue. You are trying to control the city by manipulating, bluffing and bribing 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

OR Contents 15 Core Character Cards (3 of the Duke, Assassin, Captain, Ambassador & Contessa) 30 Coins 6 Summary Cards 3 Variant Character Cards (3 Inquisitors) 6 Allegiance Cards 1 Treasury Card Set Up The Rules Taxes Take 3 coins. Steal* Take 2 coins from another player. Can be Blocked by Captain, Assassinate* Pay 3 coins, choose player to lose influence. Blocks Assassination. Exchange Take 2 cards, return 2 cards to Court Deck. Take 3 coins from Treasury. Blocks Foreign Aid. Steal 2 coins from another player. Shuffle the 15 core character cards and deal 2 to each player. Players can always look at their cards but must keep them face down in front of them. Place the remaining cards in the middle of the play area as the Court deck. Give each player 2 coins. Each player s money must be kept visible. Place the remaining coins in the middle of the play area as the Treasury. Give one core summary card to each player. This is for reference only. Players should familiarize themselves with all the actions and characters before starting the game. The person who won the last game starts. Goal To eliminate the influence of all other players and be the last survivor. Influence Face down cards in front of a player represent who they influence at court. The characters printed on their face down cards represents which characters that player influences and their abilities. Every time a player loses an influence they have to turn over and reveal one of their face down cards. Revealed cards remain face up in front of the player visible to everyone and no longer provide Ambassador or Inquisitor. Can be Blocked by Contessa. Coup* Pay 7 coins, choose a player to lose Influence. Cannot be Blocked or Challenged. Income Take 1 coin. Foreign Aid Take 2 coins. Can be Blocked by Duke*. Convert Change Allegiance. Place 1 coin for yourself or 2 coins for another player on Treasury Reserve. Cannot be Blocked or Challenged. Embezzle Take all coins from Treasury Reserve. Cannot be Blocked or Challenged. Cannot be blocked. Cannot Embezzle with Duke. *Action can not be taken on a player of the same Allegience unless all players are of same Allegience. If 10+ coins, you must Coup. Taxes Take 3 coins. Blocks Stealing. Steal Take 2 coins from another player. Can be Blocked by Captain, Captain, Ambassador or Inquisitor. Assassinate Pay 3 coins, choose player to lose influence. Can be Blocked by Contessa. Blocks Assassination. locked. Exchange Take 2 cards, return 2 cards to Court Deck. Coup Pay 7 coins, choose a player to o lose Influence. Cannot be Blocked or Challenged. lenged. Income Take 1 coin. Cannot be Blocked or Challenged. Foreign Aid Take 2 coins. Can be Blocked by Duke. If 10+ coins, you must Coup. Exchange cards with Court Deck. Blocks Stealing. Exchange card with Court Deck. Examine/Force another player to Exchange. Blocks Stealing. Blocks Assassination. n. Pay 3 coins to assassinate another player.

influence for the player. Each player always chooses which of their own cards they wish to reveal when they lose an influence. When a player has lost all their influence they are exiled and out of the game. Gameplay The game is played in turns in clockwise order. Each turn a player chooses one action only. A player may not pass. After the action is chosen other players have an opportunity to challenge or counteract that action. If an action is not challenged or counteracted, the action automatically succeeds. Challenges are resolved first before any action or counteraction is resolved. When a player has lost all their influence and both their cards are face up in front of them, they are immediately out of the game. They leave their cards face up and return all their coins to the Treasury. The game ends when there is only one player left. Actions A player may choose any action they want and can afford. Some actions (Character Actions) require influencing characters. If they choose a Character Action the player must claim that the required character is one of their face down cards. They can be telling the truth or bluffing. They do not need to reveal any of their face down cards unless they are challenged. If they are not challenged they automatically succeed. If a player starts their turn with 10 (or more) coins they must launch a Coup that turn as their only action. General Actions (Always available) Income: Take 1 coin from the Treasury. Foreign Aid: Take 2 coins from the Treasury. (Can be blocked by the Duke) Coup: Pay 7 coins to the Treasury and launch a Coup against another player. That player immediately loses an influence. A Coup is always successful. If you start your turn with 10 (or more) coins you are required to launch a Coup.

Character Actions (If challenged a player must show they influence the relevant character) Duke Tax Take 3 coins from the Treasury. Assassin Assassinate Pay 3 coins to the Treasury and launch an assassination against another player. If successful that player immediately loses an influence. (Can be blocked by the Contessa) Captain Steal Take 2 coins from another player. If they only have one coin, take only one. (Can be blocked by the Ambassador or the Captain Ambassador Exchange Exchange cards with the Court. First take 2 random cards from the Court deck. Choose which, if any, to exchange with your face down cards. Then return two cards to the Court deck. Counteractions (Can be taken by other players to intervene or block a player s action) Counteractions operate like character actions. Players may claim to influence any of the characters and use their abilities to counteract another player. They may be telling the truth or bluffing. They do not need to show any cards unless challenged. Counteractions may be challenged, but if not challenged they automatically succeed. If an action is successfully counteracted, the action fails but any coins paid as the cost of the action remain spent. Duke Blocks Foreign Aid Any player claiming the Duke may counteract and block a player attempting to collect Foreign Aid. The player trying to gain Foreign Aid receives no coins that turn. Contessa Blocks Assassination The player who is being assassinated may claim the Contessa and counteract to block the assassination. The assassination fails but the fee paid by the player for the Assassin remains spent.

Ambassador/Captain Blocks Stealing The player who is being stolen from may claim either the Ambassador or the Captain and counteract to block the steal. The player trying to steal receives no coins that turn. Challenges Any action or counteraction using character influence can be challenged. Any other player can issue a challenge to a player regardless of whether they are the involved in the action. Once an action or counteraction is declared other players must be given an opportunity to challenge. Once play continues challenges cannot be retro-actively issued. If a player is challenged they must prove they had the required influence by showing the relevant character is one of their face down cards. If they can t, or do not wish to, prove it, they lose the challenge. If they can, the challenger loses. Whoever loses the challenge immediately loses an influence. If a player wins a challenge by showing the relevant character card, they first return that card to the Court deck, re-shuffle the Court deck and take a random replacement card. (That way they have not lost an influence and other players do not know the new influence card they have). Then the action or counteraction is resolved. If an action is successfully challenged the entire action fails, and any coins paid as the cost of the action are returned to the player. Example 3 Players. Each start with 2 influence cards and 2 coins. The remaining 9 character cards make up the Court deck. Natasha has been dealt the Contessa and Duke. She starts and on her first turn she claims she has the Duke and takes 3 coins. No one challenges her. She now has 5 coins. Sacha has the Captain and the Contessa. But on his turn he bluffs and claims to have the Ambassador. No one challenges him so he takes two new cards from the Court deck. An Assassin and a Duke. He keeps the Assassin and his original Captain and returns the Duke and Contessa to the Court. He still has 2 coins. Haig has been dealt an Assassin and a Duke. On his first turn he claims the Duke and takes 3 coins. Sacha thinks Haig is bluffing and challenges him. Haig shows a Duke and wins the challenge. Haig keeps the 3 coins that the Duke provided him but has to return his Duke card to the Court.

He shuffles the Court deck and takes a new random card, a Contessa. Sacha lost the challenge and has to lose an influence. He chooses to lose his Assassin, turns it over and leaves it face up in front of him. After the first turn: Natasha has 2 influence remaining (Contessa and Duke) and 5 coins Sacha has 1 influence remaining (Captain) and 2 coins. Haig has 2 influence remaining (Assassin and Contessa) and 5 coins One Assassin has been revealed and is face up on the table. Continuing on... Natasha continues to claim the Duke. She takes 3 coins, no one challenges her. She now has 8 coins. Sacha just takes Income of 1 coin. He does not have to claim to influence any characters and no one can block it. He now has 3 coins. Haig claims the Assassin, pays 3 coins to the Treasury and attempts to assassinate Natasha. No one challenges his Assassin, but Natasha claims to have the Contessa that blocks the Assassin. No one challenges her so the assassination fails. The 3 coins remain spent so Haig has now 2 coins. Natasha now spends 7 coins to launch a Coup against Haig. A Coup cannot be blocked. Haig loses an influence and chooses to turn over his Contessa. Natasha has 1 coin remaining. Sacha claims the Captain to take 2 coins from Haig. No one challenges Sacha s Captain but Haig claims to have an Ambassador that blocks the Captain. Sacha chooses to challenge. Haig cannot show an Ambassador and loses his last influence, turning over his Assassin. Sacha receives his 2 coins from the Captain s successful steal and now has 5 coins. At this stage: Natasha has 2 influence remaining (Contessa and Duke) and 1 coin. Sacha has 1 influence remaining (Captain) and 5 coins. Haig is out of the game. Two Assassins and One Contessa have been revealed and are face up on the table. Play continues... Note: Double Dangers of Assassination It is possible to lose 2 influence in one turn if you unsuccessfully defend against an assassination. For example, if you challenge an assassin used against you and lose the challenge, you will lose 1 influence for the lost challenge and then 1 influence for the successful assassination. Or if you bluff about having the Contessa to block an assassination attempt and are challenged, you will lose 1 influence for the lost challenge and then lose 1 influence for the successful assassination. Total (Lack of) Trust Any negotiations are allowed, but none are ever binding. Players are not allowed to reveal any of their cards to other players. No coins can be given or lent to other players. There is no second place.

Optional Variations Two Player Coup & Two Player Variant When playing Coup with two players, the starting player receives only 1 coin at the beginning of the game. Set-Up Changes: Divide the cards into a 3 sets of 5 (each set has one of each character). Each player takes one set, secretly chooses one card and discards the rest. Shuffle the third set and deal one card to each player and then put the remaining three cards face down as the court deck. Inquisitor Variant Set-Up Changes: Remove all Ambassador character cards from the court deck and replace with the Inquisitor Cards. The Inquisitor has the following character actions, only one of which can be taken in a turn. Inquisitor Exchange: Exchange one card with the Court Deck. First take one random card from the Court Deck. Chose which, is any to exchange with your face down cards. Then return on card to the Court Deck. Inquisitor Examine: Look at an opponent s card and force an exchange. First the selected opponent chooses one of their face down cards to show the Inquisitor. The Inquisitor looks at the card and may either hand that card back, or the Inquisitor may force the opponent to draw a new card randomly from the Court Deck before shuffling the given card back into the Court Deck. As a counteraction the Inquisitor may Block Stealing. Allegiance Variant Set-Up Changes: Place the Treasury card in the center of the play area and give each player an Allegiance card. The start player chooses an Allegiance (either Catholic or Protestant) and places their Allegiance card, with the corresponding side-up, in front of them. Going clockwise around the table, each player alternates Allegiance from the previous player, placing their Allegiance card in front of them. Game Play Changes: A player cannot Coup, Assassinate, Examine, Steal from nor block a Foreign Aid attempt by another player of the same Allegiance unless all players are of the same Allegiance.

Conversion: Pay 1 coin to change your Allegiance or pay 2 coins to change the Allegiance of one other player. Coins paid for this action are placed on the Treasury card. The relevant Allegiance card is then turned to the other side. Embezzlement: Unless you have the Duke, you may take all the coins on the Treasury card. Anyone can challenge that the player attempting to Embezzle has the Duke. If the challenged player does have the Duke, they must concede and lose the challenge (a player that does not have the Duke may concede and lose the challenge); return the coins taken to the Treasury card and lose one Influence card. If the challenged player does not have the Duke (and does not concede) they must show their Influence card(s) the challenger loses; the revealed influence cards are shuffled back into the Court Deck and replaced randomly (this does not cause a loss or gain in the number of influence cards to the challenged player). Credits Game Design: Rikki Tahta, La Mame Games Development: Haig Tahta & Sacha Tahta Testing: Everyone at La Mame Graphic Design: Luis Francisco, Stephanie Gustafsson Illustration: Weberson Santiago www.indieboardsandcards.com