Link.
Description down below:
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question, you reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
Game State:
Turn Order
1. liopoil
2. Grujah
3. Umbrageofsnow
4. Twistedarcher
5. hyramgraff
--
liopoil (Finished 1st!)
Duke
Ambassador
Claims:
Ambassador
Grujah (Finished 3rd!)
Assassin
Assassin
Claims
UmbrageOfSnow (Finished 5th!)
Duke
Captain
Claims
Captain
Duke
Twistedarcher (Finished 4th!)
Contessa
Assassin
Claims
Ambassador
hyramgraff (Finished 2nd!)
Duke
Contessa
Claims
Duke
Contessa
Playing by forum:To keep things running smoothly and quickly, turns are going to work like this:
1. On your turn,
bold one action {
Ambassador,
Captain,
Duke,
Assassin,
Income, Foreign Aid, Coup} and list a target for said action (if required).
1A. That action has 24 hours to resolve (except for Coup and Income which happen almost instantly). During this time period, players can either:
1Aa. Challenge that player by posting
Challenge:Player Name {Card Name} 1Ab. React to that action by claiming to have a card
I have Contessa {Assassination}/Duke{Foreign Aid}/Ambassador {Captain}! 1B. If you have a card that can block a played card or want to call someone out, but aren't online in time, tough cheese. You don't get to and the action goes as normal. So be active!
2. You may set presets. Say, for example, you always want to immediately block Assasation attempts, you must notify me and tell me that whenever someone were to play an Assassin on you, you immediately respond with a Contessa. Or that you never want to call Player X out for playing the Assassin.
2A.I suggest everyone set at least one preset during the pregame. You can set them at any time and they can be undone at any time.
2Aa. This will keep the game running smoothly and can make the actions you take seem more valid (akin to IRL when players immediately respond to an action being taken).
2B. These presets will be posted by me, but under the player in question's name.
3. Table talk IS allowed, but no talking to other players outside the game thread whether IRL or by PMs.
4. Refer to the OP often. I will be updating it frequently with...
1A. What players claim to have (whether or not they do or don't have it).
1B. What cards players have flipped over.
1Ba. And who is out and who is in.
1C. The amount of money players have.
1D. The turn order.
Actions:
Assassin: Pay 3 coins. Choose 1 player. They lose one card.
BLOCKED BY CONTESSACaptain: Choose 1 player. Take 2 coins.
BLOCKED BY CAPTAIN; BLOCKS CAPTAINAmbassador: Draw 2 cards, add them to your facedown cards, and return 2 cards to the deck.
BLOCKS CAPTAINContessa: BLOCKS ASSASSINDuke: Take 3 coins.
BLOCKS FOREIGN AIDIncome: Take 1 coin.
Foreign Aid: Take 2 coins.
BLOCKED BY DUKECoup: Pay 7 coins. Choose one player. They lose one card.