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I can’t say enough good things about this game. What I will say is anyone who doesn’t like this game either hasn’t played it enough, or is simply stupid. Sorry ladies and gentlemen, but it’s true you are wrong about it.

If you are interested in how to play the game please watch my how to play video. If you are interested in some hard hitting variants, scroll below to read all about them. (I do also go over the variants in the video.)

Review

Coup is a simple and compact deduction game with deviously deep lines of thinking. It really feels remarkable how much decision making goes into every action a player does, and how much information a player gives with each action. The problem is it often takes many game sessions to really get it.

From my experience players go through three phases of appreciation for the game.

  1. Amusement
  2. Apprehension
  3. Breakthrough

The first phase is people getting used to the game, generally fumbling around using the reference card and clumsily attempting to pretend they have duke after 2 players ahead of them take foreign aid which they “forgot” to block. They have a few laughs about how tense getting assassinated is and generally have a good time.

In the next phase people have a firm grasp on all of the roles and possibly even begin understanding which roles are more or less important or powerful at different stages of the game. This is also the phase where people begin thinking they have this game figured out, and the winner is mostly determined by luck. This is often when you will hear cries of frustration that sounds like “must be nice to ALWAYS have contessa…” or “Wow you start with duke every game.”

After an extensively long and intense session players will finally have a breakthrough. This is when the game truly opens up to them and they will realize that the cards in your hand almost do not matter. All that really matters is reading your players, not making blunders and extracting the maximum amount of information from everything available. This is the phase in the game where a player might knowingly let 2 people call foreign aid, and even call foreign aid themselves while holding a duke for a future tricky play.

With strong players who know the game well, you will never experience a more brutal psychological deathmatch.

Player Counts

This game runs best at 3-4 player. I personally feel it drags a little at 5-6 but it is still certainly playable.

The 1v1 variant presented in the manual is pretty poor and I am happy to present a superior and excellent 1v1 variant below. (I didn’t come up with it, I read about it on BoardGameGeek.)

Components

The entire game consists of 15 cards (3 each of 5 characters) and 50 currency chips called ISK. The box also comes with some large reference cards which new players can have in front of them reminding them what all of the actions and counteractions are.

CoupCards

The cards are an awkward size. They are quite a bit bigger than your standard playings card and will require 65mm x 100mm cases to fit. I highly recommend you buy the cases too, because unlike many other games, if a single one of your cards gets noticeably damaged the entire game will be ruined.

As for the currency, they are a thick cardboard little hexagons with futuristic designs on them. When I play the game at home I use poker chips instead, but these tokens do the job.

Variants

After my hundreds of games, and input from many players both from my playgroup and from avid posters on Board Game Geek, I have determined that these two variants greatly enhance the game. I highly recommend you try them out.

Call the Coup Variant

After many dozens of games playing standard coup, someone on reddit tossed the “Call-the-Coup” variant my way. It is so simple I can’t believe it isn’t the default way to play.

When you perform a coup, instead of simply spending 7 coins and targetting a opponent, you need to correctly name one of the opponent’s cards. They must answer truthfully if they do not have it, otherwise they reveal the named card face up and lose it. If the player who performed the coup guesses poorly, they simply lose 7 coins and the game continues.

This improves the game in the following ways:

It disincentives honesty

The advantages of being honest are enormous, not only because you are 100% certain your action will succeed, but because if someone challenges you they lose! Because of luck/fate, it’s possible to always have the perfect cards and never have to lie which is overpowering in standard coup. It happens rarely, but it can happen during a key string of plays.

Of course I will admit being honest CAN be harmful, but this variant pushes player to lie to conceal their hand even when playing honest might be the best course of action. Which is good for gameplay.

It reduces textbook play

In the standard game of coup actually deciding who to coup isn’t much of a decision at all. You simply always coup the most powerful player, usually that is a richest player, or the player with the most cards. It’s obvious and non-interactive. With this variant you actually need to think. Sure you still WANT to coup the strongest player, but that player knows who he is and it keeping his hand a secret. Do you blind-guess? Or do you take a sure thing on a weaker player? Additionally, when you are the strongest player you actually have some defenses from getting torn apart by the table. (Keeping your hand concealed.)

It buffs Ambassador

The ambassador is arguably the weakest card. In the base game the ambassador is only used when your hand is poor, or sometimes late game to gain information. But generally, any action which doesn’t actively get you closer to killing another player is weak. With this variant, once a player reaches 7+ coins, players who have played their hands in an obvious ways have a good reason to mix it up as a coup defense. Which, in turn, gives them a great reason to bluff having an ambassador.

ambassador

It allows you to coup defensively

It is easy to think this variant is a nerf on the coup action, now a coup can wiff. However, there is also subtle buff. You can neutralize a specific character. Take this hopeless situation: You have a single Captain in hand, your opponent (still 2 cards) just used the Assassin to clean up an opponent and you are confident the assassin is legitimate. You have enough money to coup, and your opponent has enough money to assassinate again. With standard rules this situation plays out in a very boring fashion, you coup your opponent, he flips the non-assassin. Then you are assassinated. Sure you can bluff contessa. But with this variant your coup is so much more powerful. You simply name the assassin and it must be discarded. Now it’s an even game and you actually get some gameplay.

My group and I are hundreds of hands deep into this variant and we are all convinced that it is far superior to the standard rules.

Coup Duel (1v1 Coup)

The standard rules, frankly, work like shit in a 1v1 game. It’s just both players playing chicken with duke until someone blind-calls and that is pretty much game. There is no meta game, and there is no deduction. Basically, it’s unplayable.

Thanks so much to Anarchosyn and Zakimos for helping me develop this variants which makes 1v1 play an absolute blast. Both players have 5 total loyalty, but still limited to holding 2 cards at a time. This means once a player loses his first loyalty, he places it face up as normal, but then draw another card. If he loses again, place the next card face up and draw another. Once he loses his third card, and draw back to a 2 card hand, he will not longer draw. His last 2 cards (his 4th and 5th) are the last he gets.

The longer you play / the less starting hands matter / until bluffs are called

It is possible to have both player down to a single card, which means a whopping 8 cards are already revealed face up. This really opens up the game to plenty of deduction and metagame plays. Usually when we play this way we play first to 5 wins, which takes about 45 minutes. By that time we feel like we are taking camping trips inside each other’s minds. It’s a blast.

[youtube https://www.youtube.com/watch?v=pjRQTJihY80]

  • Crash n the Boys Street Challenge - 1/1

    It looks like a compilation of sports games with little violence built in. We only played one out of a bunch of games. The controls seemed complex to say the least, but I think that probably gives this game some solid depth. I love River City Ransom and I love Super Dodge Ball so this game pretty much has to be awesome. If you can pick this up I think you should.

  • Crisis Force - 1/1

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  • Crystal Mines - 0/1

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  • Crystalis - 1/1

    The best way I can describe this is by calling it a Zelda clone. Not to say that is a bad thing, Zelda is a great game, and there is plenty of design space in the top-down action adventure genre. Crystalis seems like a pretty great game itself, the graphics, sounds and controls are good. Obviously five minutes are not sufficient to explore a game like this but I can see the potential.

  • Cyber Stadium Series Base Wars - 1/1

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product showcase of yomi set

Have you ever been inside someone’s mind so deep you feel like you are reading their soul? Do you want to try? Play ten Yomi games against the same opponent in a row, and the two of you will develop a bond like none you have ever had. That is how powerful this card game is.

product showcase of yomi set

Imagine rock-paper-scissors, poker, and a fighting game all rolled into one. That might be the best way to describe Yomi. Doesn’t it sound great? Yomi is a fighting game (like Street Fighter, Tekken, or Soul Calibur) except in card game form, printed on multiple standard 54 card decks of playing cards (52 cards and 2 jokers). The reason I say “decks” is because each deck is a separate character, and each card is a “move” that character can perform. The standard shipping of Yomi comes with 10 decks, or 10 characters, although only two are required to actually play the game. The rock-paper-scissors is translated in this game to attack, throw and block/dodge with attacks beating throws, throws beating block/dodge and block/dodge beating attack. The beauty of the usually boring RPS crapshoot is the fact that outcomes of the clashes are asymmetrical. Meaning sometimes it’s better to play certain moves, and sometimes it’s better for your opponent to play certain moves. The simple fact that you must deal damage to your opponent to win the game, and block/dodge doesn’t deal any damage is enough to throw the RPS triangle out of whack!

degrey move card from yomi card game

How It Works

You choose a character and draw 7 cards. Each card has 2 sides featuring different actions. Some are block/attack, others dodge/throw. You can play either side of the card, so really your 7 card hand is more like a 14 card hand because each card has two options. Both you and your opponent play a card face down, and then both reveal. You played attack and he played block? Well he wins, and in this case, he gets to draw a card (more options) and he gets to take the block back to his hand (no card disadvantage), you on the other hand must discard your attack and do 0 damage. Both played a throw? Each character has a speed, and the faster throw will win dealing damage. Furthermore, each character has a different distribution of attack-throw-block cards, special ability cards and innate abilities making them all require a radically different style of play. You would think with 10 characters all with different moves and styles the game would quickly degenerate into a unbalanced slugfest where only several characters can compete. Lucky for us David Sirlin has a fetish for asymmetrical game balance and he really shows off with Yomi. No matter what the match up, no characters is hugely favored. It’s possible to get frustrated and feel like you are being steamrolled by some kind of beastly character but more likely you are just getting out-played.

What Makes Yomi Better than Other Card Games?

Firstly, Yomi is a self-contained game. You never make your deck any better, and you will never need to update it. You only need to buy the game once and it’s ready to play forever. So this game isn’t a major investment, but more like a board game that you can bust out every now and then. You don’t need to commit to buying expensive rare cards to give yourself a fighting chance.

Secondly, this is a strategy card game. From my experience, despite being printed on a poker deck, Yomi is probably only 10% luck. Because your opening hand has ~14 options it’s very unlikely that you will be in the “unlucky” position of not having the particular kind of move you feel like you should play. Of course it CAN happen, but it’s never happened to me yet! If you find yourself in a draw “X” or die situation in Yomi it isn’t a matter of bad luck, but a set of mistakes you made earlier in the game. This is a true psychological strategy game. Who can be the better mind-reader. The game has all the math, reading and bluffing elements of poker but without the river-suckouts. And the best part is, the more you play it with the same person the more intense the games get. You start getting reads on them, you can begin baiting them and setting traps while at the same time avoiding getting caught in one of your tricks. It gets my head spinning just thinking about it. This game really is mental combat distilled.

Just Buy It

If you have friends, and you like board games, card games, or poker (and have time to do something other than play poker.) then just buy this. I will give you my word that you will enjoy it thoroughly. I mean the game is just awesome. The characters are all interesting and different, the art is worth looking at, the gameplay is deep and compelling. There is NOTHING BAD ABOUT IT! Also for added bonus you can even play it online for free!!! http://www.fantasystrike.com/dev/

THIS CARD GAME is 10x better than the last game you played. Card game, video game or anything else. Go try it out!!! Then you can buy it from Sirlin’s store http://www.sirlingames.com/ and write me a thank you note for exposing you to this masterpiece. Is it expensive? Yeah it is at about $100 HOWEVER that is probably cheaper than most games you compare it to considering what you get. If you buy ten magic the gathering reconstructed decks it will cast you $100 and you won’t even get to awesome playmats.

"yomi