Set-up Take 2 General Action cards and place m in center of table. Separate Role Action Cards into 4 piles by type. Choose 5 Role Action cards to play with by randomly taking 1 from each of Finance, Communications and Force piles and 2 from Special Interests pile. These are only roles that will be in play In not too distant future, you are a leading person of interest with connections to both establish government and underground rebels. The popular uprising has brought government to its knees, and country is in chaos with different factions competing for power in newly form democracy. In this environment anyone can become President if y can find support and eliminate ir rivals. for game. Only include advanc roles if all players are experienc at game. For your first game we suggest using: Banker, Politician, Guerrilla, Director and Peacekeeper. Place 5 chosen Role Action cards into center of table, face up and visible to everyone. Toger with General Actions se define only actions available this game. Pass around Role Action cards for each player to see. Players should familiarize mselves with all roles and ir actions before starting game. Place corresponding Role tokens (if applicable) into center of table, face up and visible to everyone. Roles that have tokens are: Mercenary (Disappear), Contents Peacekeeper (Peacekeeping), Foreign Consular (Treaty) and Customs Officer (Tax) 75 Influence Cards Take out 3 copies of each Influence card matching 5 chosen Role Action cards. These are only Influence cards us in this game. Shuffle se Influence cards and (3 OF EACH ROLE) 2 General Action Cards (COUP AND INCOME) SPECUL (1 OF EACH ROLE) Fin anc e y coins as man have y Active play Treasury as m of. from ady - maximu alre fully is success culator s taken from Spe If coin g, are return and challen es all sury Trea challenger tak s. n ve player's coin acti (1 OF EACH ROLE USED TO ORGANIZE THE INFLUEN CARDS FOR EASY RETRIEVAL) (USED TO ORGANIZE AND STORE THE CARDS) ILLA nic ati EEP PEAK lare and dec : Pay life. Execution Target loses a Target. Execution Blocks from Take ing eeping: Peacek place Peacekeep. y, Treasur in front of you token ons coins in middle of play area as Treasury. For ce Gu SPe cia errilla Pe l int ere The person who won last game starts. Goal Si1 Fo1 St Per acekee from eeping Active play es Peacek lves. n plac mse y and en in front of is front of Treasur tok token et. eeping Peacek not be targ While that player can p actions Cou a player, t ven ges. s not pre challen This doe nor preclude er pays et. Active play lares Targ and dec loses a life. Target m may clai : Target ng a life. raction nte id losi Cou a to avo Guerrill Give each player 2 coins. Each player s money must be kept visible. Place remaining SI1 FO1 er ProduC card 1 random et Targ Active playk and 1 card from er may Dec ve play own, from ice). The acti ir s cho s with Deck (Target' nge any card cha 1 card to er. secretly n return Target play and to m and 1 card may clai n : Target (and raction Counte avoid giving ir cards. er to Produc iving) one of rece deal 2 to each player. Players can always look at ir cards but must keep m face down in front of m. Place remaining cards face down in middle of play area as Deck. 50 Coins Rules 25 Role Dividers 2 Dividers Com mu or eculat advanc advanc Sp GUR advanc 2 x Treaty 1 x Peacekeeping 3 x Disappear 2 x Tax advanc 8 Role Tokens PRODUC e 1 card anda: Tak Propag k and Target. et. from Dec Deck and Targ a 1 card to Return cks Propagand Blo to your s equal y. Take coin Treasur Gamble: x 5) from coins (ma 25 Role Action Cards 5 x Finance, 5 x Communications 5 x Force 10 x Special Interest ATOR To eliminate all or players and be last survivor. Lives and Influence Face down Influence cards in front of a player represent players lives and who y influence. The roles print on ir face down cards represents who that player influences and ir abilities. AD SPECUL ATOR FIN AN VA N D PRODUCATI ON S NIC COM MU AD VA N D Every time a player loses a life y have to turn over and reveal one of ir face down Influence cards. Reveal cards remain face up in front of player visible to everyone and no longer provide influence for player. Each player always chooses which of ir own cards y wish to reveal when y lose a life. When a player has lost all ir lives y are eliminat.
Game Play The game is play in turns in clockwise order. Each turn a player chooses one action only. A player may not pass. Role Actions A player may claim to influence any of Roles in play and take Role action as defin on any of 5 Role Action cards in game. After action is chosen or players have an opportunity to challenge or counteract that action. If challeng a player must show y have relevant Influence card If an action is not challeng or counteract, action automatically succes. A quick summary of actions available to each role is on Influence card. See relevant Role Action cards for full details. Challenges are resolv first before any action or counteraction is resolv. When a player has lost all ir lives and have no face down cards in front of m, y are immiately out of game. They leave ir cards face up and return all ir coins to Treasury. The game ends when re is only one player left. Actions The Role Action cards and General Action cards define available actions a player may take in game. A player may choose any action y want and can afford. General actions are always available and do not require a specific Influence card. To choose a Role Action, a player must claim that requir role is one of ir face down Influence cards. They can be telling truth or bluffing. for role y were claiming. If multiple role actions are claim, y are resolv in a clockwise order starting with active player. Counteractions Counteractions can be taken by or players to intervene or block a player s action. Counteractions operate like role actions. Players may claim to influence any of roles and use ir abilities to counteract anor player. They may be telling truth or bluffing. They do not ne to show any cards unless challeng. Counteractions may be challeng, but if not challeng y automatically succe. If an action is successfully counteract, effect of counter-action is appli, but in all or respects action succes. For instance if an action says pay 4 coins to kill anor player and that is counteract by player to stop kill, life is not lost but 4 coins are still paid. They do not ne to reveal any of ir face down cards unless y are challeng. If y are not challeng y automatically succe. Unless orwise specifi, counteractions can only be taken by target of an action in ir own defense. If a player starts ir turn with 10 (or more) coins y must launch a Coup that turn as ir only action. Influence cards with word Block usually mean that y counteract same card and prevent loss of life or coins that that same card s action provides. The corresponding Role Action cards specify Counteraction for that role. If re are not enough coins or cards to fully take an action you may partially take it. There is no limit to coins in Treasury, if none remain use any additional counters. General Actions If multiple counteractions are made, y are taken in clockwise order starting with active player. Always available and cannot be challeng or counter-act. Challenges Income: Take 1 coin from Treasury. Coup: Pay 7 coins to Treasury and launch a Coup against anor player. Any action or counteraction (excluding General Actions) can be challeng. Any or player can issue a challenge That player immiately loses a life. A Coup is always successful. If you start your turn with 10 (or more) coins you are requir to launch a Coup. to a player regardless of wher y are involv in action.
Once an action or counteraction is declar or players must be given an opportunity to challenge. Unless orwise specifi any challenge has to be made before next claim. Once play continues challenges cannot be retro-actively issu. If a player is challeng y must prove y had requir influence by showing relevant role is one of ir face down cards. If y can t, or do not wish to, prove it, y lose challenge. If y can, challenger loses. A challenge is fully resolv before returning to play. Whoever loses challenge immiately loses a life. If a player wins a challenge by showing relevant character card, y first return that card to Court deck, re-shuffle Deck and take a random replacement influence card. (That way y have not lost a life and or players do not know new influence card y have). Then action or counteraction is resolv. If an action is successfully challeng entire action fails. For instance any coins paid as cost of action are return to player. Note: Double Dangers of using Force It is possible to lose 2 lives in one turn if you unsuccessfully defend against an attack. For example, if you challenge a Guerrilla us against you and lose challenge, you will lose 1 life for lost challenge and n 1 life for successful Execution by Guerrilla. Or if you bluff having a Guerrilla as a counter-action to Execution attempt and are successfully challeng, you will lose 1 life for lost challenge and n lose 1 life for successful Execution. Total (Lack of) Trust Any negotiations are allow, but none are ever binding. Players are not allow to reveal any of ir cards to or players. No coins can be given or lent to or players. There is no second place. If multiple challenges are issu, y are prioritis by who made challenge first and if in doubt in clockwise order from active player. Crits Order of Actions, Challenges & Counteractions Development & Testing: Haig Tahta, Gabriel Jones, Robin Rightmeyr, 1. Claim action and declare any target. (If challeng, resolve now) Illustrations & Graphic Design: Jarek Nocon, Luis Francisco, Stephanie Gustafsson. 2. Additional claim(s) of action. (If challeng, resolve now) 3. Counteraction(s) claim. (If counteractions are challeng, resolve now) 4. Counteraction(s) taken. 5. Action(s) taken. Glossary for Card Terms Pay: pay a coin to Treasury. Active player: player whose turn it is. Target: player(s) target by action of anor player. : These icons represent coins with value indicat. Game Design: Rikki Tahta, La Mame Games. Roxana Zegan, Sam Dickinson and everyone at La Mame.
If you enjoy Coup Rebellion, look for similar games from Indie Boards and Cards at your local hobby store The Resistance is ultimate game of hidden identities, duction and deception for 5 to 10 players. Hidden Agenda and Hostile Intent are two expansions that are already available for The Resistance that add countless hours of deceptive fun. is an award winning game of bluff and betting for 2 to 6 players. Reformation is an expansion that brings more roles, more actions and more players to Coup. The 10 minute game of secret identities, duction & deception for 3-10 players If you lik this game, you can find it and or small publisher games online at WWW.INDIEBOARDSANDCARDS.COM