Contents
The Rules of Junta Coup d’état
Let me tell you about the fascinating world of Junta Coup d’etat – a game that puts you right in the middle of a political revolution! Today, I’m going to explain the rules to you, so you can dive in and experience all the thrills and challenges this game has to offer.
So, you’re probably wondering, what is Junta Coup d’etat? Well, it’s a board game where players take on the roles of political leaders in a fictional Latin American country. The objective is simple – you must overthrow the dictator and seize power for yourself!
Now, let’s talk about the different elements of the game. Junta Coup d’etat is played with a board that represents the country, and players have their own set of cards that they use to influence various aspects of the game, such as military forces or foreign aid.
One of the key features of the game is the “Coup d’etat” phase. During this phase, you have the opportunity to launch a coup against the current dictator. However, this is not an easy task. You’ll need a strong military presence and the support of other players to have a successful coup. It’s all about strategy and making alliances!
Speaking of strategy, negotiation is a big part of Junta Coup d’etat. You’ll need to strike deals with other players, form alliances, and even betray your allies when it benefits you. It’s a game of power and intrigue, where every decision you make can have a profound impact on the outcome.
But be careful – Junta Coup d’etat is a double-edged sword. While you’re plotting and scheming, other players may be doing the same. They could launch a coup against you or undermine your plans. It’s a constant battle for dominance and survival!
Overall, the meaning of Junta Coup d’etat is all about understanding power dynamics and the complexities of politics. It’s a game that challenges you to think strategically, negotiate effectively, and adapt to ever-changing circumstances. If you’re looking for an immersive and thrilling experience, then you’ll love Junta Coup d’etat.
In conclusion, Junta Coup d’etat is a game where you can experience the excitement and uncertainty of a political revolution. By following the rules, negotiating with others, and making strategic decisions, you can seize power and become the new leader of the country. So, are you ready to embark on this thrilling adventure? Get your friends together and let the coup begin!

If we can’t agree on things through voting, sometimes we have to resort to a different plan: taking to the streets and showing our discontent with force! There’s nothing like bombarding the President’s Palace to let him know we’re not happy with his decisions.
When we play JUNTA, there’s a sub-game called the Coup d’Etat where we use markers and a city map to carry out this plan.
Once the Coup is over, we go back to the Political Game and continue with Phase 9.
Now, let’s talk about where the military Units start. They always begin in the same spaces. The Police, on the other hand, either start in the Police Precincts or all together in Parliament if the Ministro managed to pass the budget.
After a Coup, any Units that were destroyed become available again for the next Coup.

The Stages of a Coup
Let me break down how a coup unfolds:
- The Rebellion Phase
- Coup Phase 1
- Coup Phase 2
- Coup Phase 3
- Coup Phase 4
- Coup Phase 5
- Coup Phase 6
Now, each of these phases is further split into two parts:
During Battle, it is divided into:
- Declaration of attacks
- Shelling by Gunboat and Air Raid
- Three exchanges of fire
An Overview of a Coup D’etat
When a coup starts, the Rebel Leader makes the first move. After that, each player gets their turn to move their Units, with the order going around in a clockwise direction. If a player moves their Units or attacks during the Rebellion Phase, they are considered a Rebel. As a result, the President is not allowed to move or retaliate with their own Units during the first round.
So, here’s how the game goes. After we finish the first phase – Rebellion – we move on to the six other phases of Coup. Each phase is split into two parts: Movement and Battle. In the Movement segment, we take turns moving our units according to the order described earlier. We can also play Politics cards at this point. Once all the units are moved, Battle ensues. No more cards can be played during this segment.
Once we reach the end of the sixth Coup phase, we determine whether the Rebels or El Presidente’s loyal troops emerge victorious. It all comes down to who controls more Important Power Centers.
After each Coup phase, we move the Coup Phase marker one space ahead. Then, we reset it back to the first space after the Coup and proceed to Phase 9 of the Political Game.
When a Coup is taking place, and everyone involved agrees on the result, we can stop the Coup and move on to Phase 9 of the Political Game.
Rebels and Loyalists

If you want to become a Rebel in the game, there are two ways to do it:
- Move your Units during the Rebellion phase or open fire.
- If you fire on the Palace Guard during the Coup, regardless of who controls them.
Once you become a Rebel, you need to turn over your Office cards so that the Revolution side is showing.
If you want to remain loyal to the regime, you can’t move or shoot back during the Rebellion phase.
Once you become a Rebel, you will stay that way for the rest of the Coup.
Just remember, El Presidente can never be a rebel.
Units of Dead or Exiled Players
In the game, if a player is dead or exiled, their Units are completely ignored during a Coup. They can’t move, shoot, be shot, or count towards the control of buildings.
Okay, here’s the deal: Some Units in this game are an exception because they may be controlled by El Presidente’s Cousin or players who come back from Exile during the Coup.
Moving Around During a Coup
During the Rebellion phase, the Rebel Leader gets to move their Units first. After that, all the other Rebels take turns moving their Units, going in a clockwise direction. If you want to stay loyal to the regime, sorry, but you have to sit this one out!
Now, during the next Coup phase, the player on the left of the Rebel Leader gets to move their Units first, and then everyone else follows suit in a clockwise direction. Each Coup phase brings a new starting player, the one on the left of the last round’s starting player. Units that are loyal to the regime can move and fight just like Rebel Units can during all six regular Coup phases.
When it’s time to move, you have the option to move any of your Units from one space to an adjacent space. You can also choose to leave some Units behind in the original space.
Remember, you can only move the Units in one space during each Coup phase, no matter how many stacks of units you have.
There is an exception to this rule: if El Presidente’s Cousin is holding an Office, El Presidente can make an extra movement with those Units during the turn of the player whose Office El Presidente’s Cousin has taken.
The Helicopter, which is introduced through a special Event card, has the ability to move up to two spaces per phase.
This means it can move with a Unit into one space and then continue on to another space, or it can move onto the same space as one of its own units and go with it to a different space.
Keep in mind that moving is not mandatory. You always have the choice to stay put if that’s what you prefer.
Transferring Units

In the Movement phase, I can choose to move my Units to other players or swap Units with them. I do this by putting my Control markers on the acquired Unit(s).
However, please note that this change in control doesn’t allow the Unit to move twice in one turn. Units can only be controlled by one player at a time, and multiple players cannot share control of the same Units.
About Paratroopers & Marines

I’m in charge of the Air Force and I get to control the Paratroopers Unit. When it’s time to move, I can put the Paratroopers on any spot on the map that I want. This move doesn’t count as a regular movement.

I am the Almirante of the Navy, and I have control over the Marines Unit. You can place this Unit in any area that borders the Harbor, like the Waterfront or the Puerto del Sur neighborhood. You can also place it on the First Army Brigade’s Base. Don’t worry, placing the Marines Unit doesn’t count as a movement.
Once both Units are placed, they can move freely during the Coup. However, if you want to make a new landing, you’ll have to wait until the next Coup.
Introducing New Units
During the Movement segments, you have the opportunity to bring new Units into play by playing Politics cards. These cards will determine the number, type, and starting location of the new Units. If you haven’t already used your movement, you can move the new Units immediately.
Watch Out for Police Reaction
If a Rebel player puts a Politics card like Agitators, Students, Strikers, or Demonstrators into play during the Rebellion phase, I, the Ministro for Internal Security, have the power to move some or all of my Police Units to the spaces with those new Units. This movement doesn’t count as actual movement, so the distance between the Units doesn’t matter. Also, it doesn’t matter if I’m a Rebel or loyal to the regime – I can still make this move.
However, I don’t have the option to deploy Police against any Units that were brought into play during the first regular Coup phase.
Now, let’s talk about battles during a Coup. Battles can happen in any space where there are Units from two or more players. Each battle is resolved in one space before moving on to the next space.
Once all the areas where fighting is about to occur are identified, I, as the Rebel Leader, get to determine the sequence in which the battles will take place. If I happen to be in Exile, it’s up to El Presidente to make this decision.
Announcing the Attacks
Normally, we know exactly where the battles will happen. El Presidente is the first one to announce the spaces where his Units will fight, and then the rest of us follow in a clockwise direction.
If there are no players with Units in a particular space who declare an attack, then no battle will take place there.
However, the moment one of the players declares an attack in a space, all the other players in that space have the option to choose whom they want to shoot at, even if they had previously decided not to fight.
Bombardment from Gunboats & Air Raids

Hey there! Let’s talk about the Gunboat and the Air Force, two powerful forces controlled by the Navy and the Air Force leaders. These forces have the ability to declare attacks, but they themselves are untouchable.
During each Coup phase, the Gunboat can fire one shot. As for the Air Force, the commander can declare an Air Raid in three different Coup phases during a single Coup. If the Air Raid is successful, an Air Raid marker is flipped over to indicate it.
Exchanges of Gunfire

When it’s time to engage in a battle, things can get intense. Let me break it down for you. The battle is split into three instances of gunfire exchange. Each time, every unit in the area gets to attack once. It’s all happening at the same time.
For example, let’s say Andy’s units take down some of Bill’s units with their attack. But before Bill’s defeated units get removed from the battlefield, they have a chance to shoot back once. It’s a quick retaliation.
Now, here’s the thing: you’re never obligated to shoot back at an attacking unit. In the Rebellion phase, if you want to remain loyal, it’s best not to retaliate. Sometimes, it’s about playing the long game.
Here’s the exciting part: in each gunfire exchange, every player in the battle gets to decide how many and which of their units will attack each player. It’s all about strategy and making calculated moves.
Now, if, after three rounds of gunfire, there are still multiple players with surviving units, it might be time for retreat. Nobody wants to be caught in a stalemate, after all. You can read more about retreating in the Retreat section.
Now, It’s Time for Dice & Battle Results

Numbered markers appear next to the names of each Unit. These numbers represent the number of attacks that the Unit can make. Units with a (1) marker are armed and can roll one die for each of them.
Unarmed Units have a (1/2) marker next to their names. When you have two or more of these Units, roll one die for every two Units in the same space, rounding down.
The Palace Guard, marked with (1), can roll one die each, except when they are in the Presidential Palace. In that case, you can roll two dice.
The Gunboat is labeled (3) and throws three dice in battle, but only once per battle. An Air Raid (6) is conducted by rolling six dice.
If you roll a 6, you can eliminate one opposing Unit of your choice from the space, removing it from the city map.
Retreat
When it’s time to retreat in a game, the players who have lost the fewest Units in a field can decide if they want to keep playing. If they agree, they can stop the other players from retreating. But if they don’t agree, all the other players have to retreat their Units. They can move them to a space next to them that is free, or to a space with Units where all the players agree to let them in.
If there are multiple retreats happening at the same time, the order of turns is decided by the order of turns in that phase.
If Units have to retreat but there is no empty space available, they are taken off the city map and removed from the game.
The Embassy spaces are off-limits for combats. Any player can place Units on those spaces if they want to.
If a player has at least one Unit in an Embassy, they have the option to go into Exile. You can find more information about Exile and Returning from Exile in the section above.
When it’s time to choose sides in the game, everyone gets to decide which side they want to be on.
Let’s start with the Rebel Leader and go clockwise from there. By the end of the sixth Coup phase, all of us need to decide whether we’re with El Presidente or the Rebels.
Even if someone was loyal to the regime before, they can still choose to side with the Rebels. And vice versa, someone who was with the Rebels can switch sides.
“Coup D’etat! Coup D’etat!”
If all the units on a space belong to players who have joined the Rebels, that space is under Rebel control. It doesn’t matter if those players were once loyal to the regime.
If a space doesn’t have any units or has at least one loyal unit, then it’s considered controlled by El Presidente.
The side that controls three out of the five Important Power Centers:
- Central Bank
- Parliament
- Presidential Palace
- Radio Transmitter
- Train Station
is the winner of the Coup.