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25

As you can see from this image of the entire set of Influence cards, the Assassin's text is transparently brief. With my emphasis, that text is Pay three coins to assassinate another player Thus, you cannot target yourself with your own Assassin, however interesting that choice might end up being!


13

I'd like to post an additional, though not entirely different answer to Joey's. Coup is a completely different game. Key distinguishing elements are: Coup has no co-operative element like The Resistance does, it's entirely out for yourself and trying to outlive all the other players. Coup is a very short game - games can be over in 30 seconds (for two ...


12

Yes, you do lose the coins. While the rules are not available online, this action flowchart has been verified by the game's creator as being correct. I'll go and try and find out what I've done with my copy and try and get a direct quote from the rules for you, but hopefully this should suffice. Edit: Joe's comment is correct - although this is from the ...


10

When Andy has his turn, the following happens: Andy claims to have an Assassin, and named Charlie as his target and pays 3 coins Bob and Charlie both have an opportunity to challenge Andy If Andy has not been challenged (or he was challenged but does have the Assassin), the Assassination action proceeds. If the challenge was successful, the Assassination ...


9

After claiming Ambassador, the player should pause for a few seconds and confirm that there are no challenges before drawing new cards. The reason is so that, if successfully challenged, the player does not gain any improper information about the cards remaining in the deck. (For example, seeing two Dukes in the deck can be a powerful suggestion that the ...


8

You choose the card.


7

I checked russian rules and under "challenges" section it mentions that if an action is successful, it resolves. Also, there is an example of play with exactly this situation (player, who being stolen from, unsuccessfully tries to defend and is out of the game) and it explicitly says that captain still gets 2 coins.


7

If player 1 takes an action then Player 2 has 3 options. They let the action go through They can challenge the action and if they are correct then Player 1 loses a card, if they are wrong then Player 2 loses a card. They can claim a blocking action and that leaves Player 1 with the first two choices that Player 2 had. What the big difference is that if ...


7

Coup: Reformation is the expansion for more than 6 players. It contains 15 cards; 3 of each rather than 2 of each. I think the rules from the game say how many cards to use for how many players, since someone quotes it as 25(5 of each) cards for 9-10 players. Since you use 15(3 of each) cards for 6 players, I'm guessing you add 1 of each card for 7-8, 2 for ...


7

Coup is a distinctly different game. Whether it is "worth" getting depends on many subjective things. You might consider wording your question differently to ask about the differences to minimize the chance it gets closed for being too subjective. In any case, coup is a bluffing game where you use any and all powers of 5 characters in the entire deck to ...


6

No you can't back out of an action after someone challenges your claim. Once you make your decision and give people a chance to challenge it you are stuck with what you declared.


3

For any claimed action, the order is: State the action you are taking Wait for someone to challenge you If challenged, resolve the challenge - either you reveal the card, replace it and continue resolving the action, or you lose an influence and stop resolving the action If the action can be blocked, you see if it is blocked Deal with challenges to the ...


2

No, only the person who has the action taken against them can block it. It doesn't Matter if it is assassination or the stealing of coins, the target will need the card (or claim to have it) to block it. The only thing another player can do is challenge the acting player if they don't think they have the card they claim they do.


1

For every 1-2 players added to the game, you would add a full set of cards to the Court Deck. This ensures that their is sufficient cards that nobody knows the full contents. One thing that helped me was to purchase a packet of white label stickers. I put one of these on the upper right hand corner of the face side of each card. I wrote on the labels of ...


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