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Coup: Rebellion G54 Game Rules
Hey there! Let’s dive into the exciting world of Coup: Rebellion G54 and learn about the game rules. Get ready for a thrilling adventure!
In this game, you take on the role of a rebel leader in a dystopian society. Your goal is to overthrow the oppressive government and gain control of the city. But beware, as other players have their own secret agendas. It’s a battle of wits and strategy!
To start, each player is given two random character cards. These cards represent the various roles you can assume in the game. Each role has its own unique abilities and actions.
During your turn, you can choose to take one action from your character card. For example, you can assassinate an opponent’s character, steal their credits, or even block their actions. The choices are yours!
But here’s the catch – you can also take actions from any other character card, whether you have that role or not. This introduces an element of deception and bluffing. You can pretend to be a certain character to throw your opponents off track. It’s all about reading your opponents and making calculated moves.
However, be careful not to get caught in a lie. If another player challenges your action, you must reveal your character card. If you were lying, you lose influence – a precious resource in the game. Lose all your influence and you’re out of the rebellion.
The game continues until one player remains or a certain condition is met. Victory goes to the last rebel standing or the first player to complete their hidden agenda. It’s a race against time and your opponents!
Coup: Rebellion G54 is a dynamic and strategic game that keeps you on your toes. With its diverse cast of characters and ever-changing alliances, each game is a unique experience. So gather your friends and get ready for an exhilarating battle for freedom.
Now that you know the game rules, are you ready to join the rebellion? I know you’ll love it! So grab your character cards, rally your allies, and let the coup begin. Good luck, rebel leader!
- The game contains 75 Influence Cards
- There are 2 General Action Cards
- 25 Role Action Cards
- 8 Role Tokens
- 50 Coins
- A Rulebook
- 25 Role Dividers
- 2 Dividers
Setting Up the Game
- First, you need to place the 2 General Action cards in the center of the table.
- Next, separate the Role Action Cards into 4 piles based on type.
- Choose 5 Role Action cards to play with by randomly selecting 1 from each of the Finance, Communications, and Force piles and 2 from the Special Interests pile.
- These 5 roles will be the only ones in play for the game.
- Keep in mind that you should only include advanced roles if all players are experienced with the game.
- For your first game, we recommend using the Banker, Politician, Guerrilla, Director, and Peacekeeper roles.
- First off, let’s set up the game! Take the 5 Role Action cards and place them in the center of the table, face up so that everyone can see them.
- Next, we’ll need the Role tokens. Put them in the center of the table as well, face up, so that everyone can see them. The Roles that have tokens are the Mercenary (Disappear), Peacekeeper (Peacekeeping), Foreign Consular (Treaty), and Customs Officer (Tax).
When playing this game, start by getting 3 copies of each Influence card that matches the 5 Role Action cards you’ve chosen. These Influence cards are the only ones you’ll use in the game. Shuffle them up and deal 2 to each player. Keep your cards face down in front of you, but you can always check them out. The rest of the cards go in the middle as the Deck.
Now, give each player 2 coins. Make sure everyone can see how much money they’ve got. Put the rest of the coins in the middle as the Treasury.
Whoever won the last game gets to go first.
The goal of the game is to be the last one standing by eliminating all the other players.
In this game, you have lives and Influence.
When it comes to understanding the significance of face-down Influence cards, it’s important to remember that they hold the key to a player’s lives and the people they have an impact on. These cards, with their hidden roles, reveal who the player influences and what special abilities they possess.
Whenever you lose a life, you need to flip over one of your face-down Influence cards and reveal it. The revealed cards stay face up in front of you for everyone to see, and they no longer count as influence for you. When you lose a life, you get to choose which card you want to reveal.
If you lose all your lives, you’re out of the game.
Playing the Game
The game goes in turns, starting with the player to the left and going clockwise. Each turn, you get to choose one action. You can’t skip your turn.
After you choose your action, the other players have a chance to challenge or counter your action. If no one challenges or counters your action, it automatically succeeds.
Challenges are always resolved first, before any action or counteraction.
When you run out of lives and have no face down cards, you’re out of the game. You leave your cards face up and return all your coins to the Treasury.
The game ends when only one player remains.
Take Action!
When playing the game, you’ll have different actions you can take. These actions are divided into two types: Role Actions and General Actions. Let me break it down for you:
General Actions are always available to you. You don’t need a specific card to take them. They’re pretty straightforward.
Role Actions, on the other hand, require a specific role card. But here’s the fun part. You can claim to have that role even if you don’t! It’s up to you whether you’re telling the truth or bluffing.
You don’t need to show anyone your cards unless someone calls you out. If no one does, you automatically succeed in your action.
Keep in mind that if you start your turn with 10 or more coins, you must initiate a Coup. It’s your only option, so make it count!
And don’t worry if you don’t have enough coins or cards to fully execute an action. You can still make progress with a partial action.
Just a quick note: there’s no limit to the number of coins in the Treasury. If there are none left, feel free to use any extra counters you have.
What I Can Do
Here are some actions that I can take in the game:
Get Coins: I can take 1 coin from the Treasury.
Launch a Coup: If I have 7 or more coins, I can pay them to the Treasury and launch a Coup against another player.
When I launch a Coup, that player will immediately lose a life. A Coup is always successful. If I have 10 or more coins at the start of my turn, I must launch a Coup.
Actions for Each Role
When playing the game, I can choose to have an effect on any of the Roles in play. I have the option to take the Role action as laid out on any of the 5 Role Action cards in the game. If I am challenged while claiming a Role, I must prove that I have the relevant Influence card for that Role. The Influence card provides a brief overview of the available actions for each Role. If multiple players claim different role actions, we resolve them one by one, in a clockwise order, starting with the active player.
Now, let’s talk about Counteractions. Other players have the ability to intervene or block my action by using Counteractions. Just like Role actions, Counteractions can be influenced by claiming any of the roles and using their abilities to counteract another player’s action. The catch is, they might be telling the truth or bluffing. It adds an exciting element of uncertainty to the game.
When I play a game and make a move, I don’t have to reveal any cards unless someone challenges me. If my move is countered, it still has an effect, but the counteraction stops it from fully succeeding. Let me explain.
Let’s say I have an action that requires me to pay 4 coins to eliminate another player. If someone challenges me and successfully counters my move, I don’t lose a life, but I still have to pay the 4 coins.
Usually, only the target of an action can take a counteraction to defend themselves, unless the rules state otherwise.
Now, there are influence cards with the word “Block” on them. These cards counteract the same card they are blocking, preventing any loss of life or coins that would have come from that card’s action. Each role has its own counteraction specified on the corresponding Role Action card.
If multiple counteractions occur, they are taken one at a time in a clockwise order, starting with the active player.
Challenges
Anyone can challenge any action or counteraction (except for General Actions). It doesn’t matter if they are involved or not.
Once an action or counteraction is announced, other players have the chance to issue a challenge. Challenges must be made before the next claim, unless otherwise stated.
Challenges cannot be issued retroactively once the game continues.
If a player is challenged, they must prove that they possess the necessary influence by revealing the relevant role from their face-down cards. If they can’t or choose not to prove it, they lose the challenge. If they can, the challenger loses.
A challenge is fully resolved before play resumes.
I want to tell you about a fun game that you can play. It’s called the challenge game, and it’s really exciting. The rules are simple – when someone challenges you, you have to show them a character card. If you have the right card, you win the challenge and avoid losing a life.
But here’s the twist: when you win a challenge, you have to return that card to the deck, shuffle it, and take a random replacement influence card. This keeps the game interesting because nobody knows what new card you have.
Now, let’s talk about what happens when a challenge is issued. If someone successfully challenges an action that you’re trying to take, the whole action fails. This means that any coins you paid for the action will be returned to you.
If multiple challenges are issued, we prioritize them based on who made the challenge first. If there is any doubt, we go in clockwise order starting from the active player.
Order Of Actions, Challenges & Counteractions
- First, you claim an action and declare your target. If someone challenges you, you resolve the challenge right away.
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So, how do you decide which language is right for your website? Here are some factors to consider:
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In conclusion, choosing the right programming language for your website is a crucial decision that should not be taken lightly. By considering factors such as project requirements, scalability, developer skills, community support, and performance, you can ensure that your website is built on a solid foundation.
Glossary For Card Terms
Payment: Give a coin to the Treasury.
Active player: You are the player whose turn it is.
Target: The player(s) that another player’s action is directed towards.
1 2 3 4 5 : These icons show coins with their respective values.
Note: The Risks of Using Force
You might lose 2 lives in a single turn if you fail to defend against an attack. For instance, if you challenge a Guerrilla card that has been played against you and lose the challenge, you will lose 1 life for the lost challenge, and then another life for the successful Execution by the Guerrilla.
Alternatively, if you falsely claim to have a Guerrilla card as a counter-action to an Execution attempt and you are successfully challenged, you will lose 1 life for the lost challenge and then lose 1 life for the successful Execution.
Total (Lack of) Trust
Hey there! Let’s talk about the rules of a game where negotiations are key, but no deal is ever final. In this game, you’re not allowed to show your cards, keeping it all a mystery.
Now, here’s the twist – you can’t share or borrow any coins from your fellow players. It’s all about being strategic and making the right moves, because there’s no runner-up in this game.