Coup Card Game

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Guide to the evolution of Coup, alternate editions and expansion packs.

Nov 07, 2013 Coup is exactly what you want in party game - a small box, learn in minutes, and games that are over in ten. Play once to warm up the crowd, or over and over to get a read on your friend's 'tells'. The more you play, the deeper the strategies are! Coup – Fun and quick bluffing game. A new game has hit the top of Trevor's favorite games list – Coup. But Trevor isn't the only one. Brooke loves Coup too! Aug 21, 2020 Coup Card Game Printable – coup card game printable, What is a card? Card is part of heavy, tough paper or thin pasteboard, especially one useful for composing or printing on; a sheet of heavy paper printed out having a snapshot and used to deliver information or greeting; a little rectangle bit of dense paper using a person's name and also other details published into it for purposes of. Curry influence and assassinate diplomats in Coup from Indie Boards & Cards! In a corrupted city-state players must use subterfuge to gain power.

Despite the game of Coup still being relatively new, as far as card/board games go, there have been multiple revisions and expansion packs launched since its official release in 2012. At that time, the game was known as 'Coup: City State'. In subsequent years, it evolved into Coup: The Resistance (a.k.a. The Resistance: Coup), followed by Coup: Dystopian Universe.

Die-hard fans who've followed the game's evolution understand how it's matured over the years. Those who more recently took up the game have a tendency to ponder the subject. For those of you paddling the latter of those two boats, we'll excogitate the progression and expansion of Coup since its initial release.

Note that this is not meant to be a regurgitation of our previous History of Coup, but rather a continuation, if you will. Where that memorandum covered the events leading up to Coup's creation, today's documentation will explain how its name changed—not once, but three times—and the differences between various Coup editions and expansion packs on the market.

No Resistance to Coup Name Changes

We'll start by answering the big question:

Coup card game review

What is the difference between Coup Resistance and Coup Dystopian Resistance?

Aside from artwork, there isn't one. When first released by La Mame Games, it was titled Coup: City State (but commonly just called Coup by players). When that company teamed up with Indie Boards and Cards to better market it, a complete graphic makeover and rebranding ensued. The medieval European design was scrapped for the sophisticated visuals used today. As part of the rebranding, the name was changed to The Resistance: Coup.

Shortly thereafter, due to a legal issue regarding the title (see the Important Note below), the publishing company altered the name once more. For a brief time it was named Coup: Resistance Universe, then they dropped the ‘Resistance' term altogether in favor of its current name, Coup: Dystopian Universe. Very slight adjustments were made to the packaging, as well, including altering the color of the sky background behind the face of Contessa from orange to grey.

Coup Expansion Packs

There have been several expansion packs released in recent years. The following is a brief overview of each, and an opine of their worthiness in the collection.

IMPORTANT NOTE: 'Coup' games and 'The Resistance' games are not the same. If the word 'Coup' does not appear in the title, (aka The Resistance, The Resistance: Avalon, One Night Resistance, etc.) they are not interchangeable with original Coup games or any of their expansion packs.

Coup: Reformation

Reformation is perfect for avid fans of the game. It follows the original rules of Coup, with a smooth transition into the additional role of Inquisitor (replaces the Ambassador when in use). It also provides the necessary tools for team-play via Factions (Loyalists vs Reformists), and enough cards to support up to 10 players.

Honestly, I don't recommend a 10-player game, as it can drag on a lot longer than is enjoyable. The original 2-6 player action is more appropriate and entertaining, in my opinion. And unless you're a hard-core fan who doesn't mind dropping $10 for a few extra game pieces, you could simply pretend the Ambassador is an Inquisitor card.

Coup: Rebellion G54

This version is much more convoluted. It comes with an assortment of additional roles, encouraging players to swap out characters often. Some of them include Lawyer, Writer, Speculator, Judge, Priest, Banker, Crime Boss, Protester, Reporter, Jester and Bureaucrat—plus all of the original characters and roles. The idea was to give players new ways to enjoy the game, with unending replay value.

While it was a nice thought, I find it brings far too many roles to the table, so that every time you play, it's like learning to play all over again. I especially enjoy the Jester role, but alas, I only recommend this edition for true fans of the original game who need a lot of additional spice to make it fun again.

Coup: Anarchy

This is an expansion of the already expanded Coup: Rebellion G54 edition. In the Anarchy expansion, another 7 roles are added, based on the La Mame Games Guatemala 1954 artwork (2015). Additional roles include Anarchists, Paramilitary, Arms Dealers, Freedom of Press, World Bank, Plantation Owners, and Socialists.

Coup: Socialist

A miniature expansion that comes only with 6x Socialist cards. The Socialist replaces the Ambassador, and has the ability of Sharing with all Targets (other players); take one coin from all Targets, or take one card from all Targets, keep one card and give the rest back.

Coup Deluxe: Mobile Edition

This edition is not for mobile phones or tablets. The name comes from the artwork, which mimics the real mobile (Android and iOS) editions. Coup Deluxe comes with the additional Inquisitor role and Factions team play cards, for 2-6 players.

Coup Mobile for iOS and Android

A mobile adaptation of the original game, featuring only the standard characters with updated artwork. Read our complete reviews of Coup for Android and Coup for iOS to learn more.

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Mille Bornes
Manufacturer(s)Winning Moves
Designer(s)Edmond Dujardin, born in Ecuador and raised in France
Illustrator(s)Joseph Le Callennec
Publication date1954
Genre(s)Take That
Language(s)English / French
Skill(s) requiredMedium
Media typeCards

Mille Bornes (/ˌmɪlˈbɔːrn/; French for a thousand milestones, referring to the distance markers on many French roads) is a Frenchdesigner card game. Mille Bornes is listed in the GAMES Magazine Hall of Fame.

History[edit]

The game was created in 1954 by Edmond Dujardin,[1] and is almost identical to the earlier American automotive card game Touring. One additional feature is the coup-fourré ('counter-thrust'), whereby bonus points are earned by holding back a safety card (such as the puncture-proof tire) until an opponent plays the corresponding hazard card (in this case, the flat tire).[2]

There have been 26 known publishers of the game.[3] Some Mille Bornes decks are printed in both English and French. The Spanish version Mil Hitos, distributed by Heraclio Fournier, was very popular in Spain during the 1970s.[citation needed] In the Netherlands there is a variant of this game, Stap op, which deals with cycling instead of driving. The hazards and distances are different, but the mechanics of the game are exactly the same.

The current U.S. version, published by Asmodee, has purged all French language from the printed cards. The rules still include the 'Coup Fourré' however there is no background given to the 'counter thrust' translation.[4]

Objective[edit]

The premise of Mille Bornes is that the players are in a road race. Each race—or hand—is 1000 miles (or kilometers) long. For two- or three-player games the goal is shortened to 700, with an option for the first player to complete that distance to declare an extension to 1000 miles. Mille Bornes is played with a special deck of cards. There are hazard,remedy,safety, and distance cards. Each hazard is corrected by a corresponding remedy, and can be prevented from happening in the first place by a corresponding safety. The target distance is reached by playing distance cards.

List of cards[edit]

  • Hazards:
    Accident: 3
    Out of Gas: 3
    Flat Tire: 3
    Stop: 5
    Speed Limit: 4
  • Remedies:
    Repairs: 6
    Gasoline: 6
    Spare Tire: 6
    Go/Roll/Drive: 14
    End of Speed Limit: 6
  • Safeties:
    Driving Ace: 1
    Fuel Tank: 1
    Puncture Proof: 1
    Right of Way/Emergency Vehicle: 1
  • Distance:
    25 Mile: 10
    50 Mile: 10
    75 Mile: 10
    100 Mile: 12
    200 Mile: 4

Also included in the deck are nonplayable cards that list the playable cards and summarize the scoring. In some decks, some of these are printed entirely in French.

Typical Mille Bornes Tableau. The player has traveled 725 km, has a Roll and a Speed Limit in effect, and has played the Driving Ace and Extra Tank safeties, the latter as a coup-fourré.

Play[edit]

The deck is shuffled and six cards are dealt to each player; the remainder becomes a draw pile and a discard pile forms next to it. Each player's turn begins with a draw of one card and a play of one card, so that each player always holds six cards at the end of his turn.

Each player (or team) builds a tableau. The tableau is divided into battle, speed, distance, and safety areas; cards in the battle and speed areas are stacked so that only the top card shows. The example shows a typical tableau midway through a game.

Hazards and remedies (with the exception of Speed Limit and End of Limit) are played in the battle area, where a Roll card is shown in the example. Speed Limit and End of Limit cards are played separately in the speed area. Distance cards are played into separate stacks according to value; it is common to play the 200-mile cards distinctly, rather than fanned. Safety cards are played along the top of the tableau; note that the horizontal placement of the Extra Tank card in the example has a special significance.

A player may use a card in one of the following ways on his turn:

  • A Roll card in his own battle area if it is empty or showing any remedy other than Roll.
  • A distance card in his own distance area if a Roll card is showing in his battle area.
  • A remedy on top of the corresponding hazard if one is showing in his battle area.
  • An End of Limit on top of a Speed Limit if one is showing in his speed area.
  • An Accident, Out of Gas, Flat Tire, or Stop hazard in his opponent's battle area if it is not empty.
  • A Speed Limit hazard in his opponent's speed area if it is empty or showing an End of Limit. This is the only hazard that can be played against an opponent whose battle area is empty.
  • A safety in his own safety area (at any time).

Once an Accident, Out of Gas, or Flat Tire hazard has been played, and the appropriate remedy card played to correct it, the player must next play a Roll card in order to get moving again. A hazard can be played onto an opponent's battle area even if another one is already showing, but only the topmost hazard needs to be corrected before that player can use a Roll card. Playing a Roll against a Stop hazard corrects it and allows the player to start moving; a second Roll is not needed.

Playing a safety corrects the corresponding hazard, if it is in effect against the player at the time, and also prevents opponents from using hazards of this type against the player for the remainder of the hand. However, when the safety is played normally, a Roll must still be played before any distance cards if the corresponding hazard is in effect. Whenever the safety is played, the same player draws another card immediately and plays again. It is possible to play consecutive safeties on one turn, each time drawing a card before playing again.

A player affected by a Speed Limit (as shown in the example) may only play 25 and 50 km cards. No more than two 200 km cards may be played by any player or team in a single hand.

Coup Card Game Strategy

Whenever a hazard is played, any player holding the corresponding safety may immediately play it and declare a coup-fourré. This may be done whether or not the player holding the safety was the one attacked by the hazard. The safety is laid down horizontally in the safety area, and the player draws a new card and takes his/her normal turn (draw and play/discard), skipping all players between the attacker and him/herself. In addition, if he/she was attacked with the hazard, it is moved to the discard pile.

The Right of Way card both remedies and protects against Stop and Speed Limit hazards. If a player uses this safety, he/she need not play a Roll card in order to get moving again; any Stop or Speed Limit cards showing in the battle/speed areas are moved to the discard pile. The player is still vulnerable to any hazard for which he/she has not yet played a safety; however, after remedying it, he/she can begin to play distance cards again without using a Roll card first.

If an uncorrected hazard is revealed in the battle area due to the Right of Way or a coup-fourré being played, and the corresponding safety is not in effect, the hazard must be corrected (and a Roll played, if necessary) in order to start moving again.

Players may always discard, even if they have a legal play available. A player who has no playable cards must discard. All discards are considered dead and may not be used or touched for the remainder of the hand.

Play continues until either:

  • one player (or team) has played enough distance cards to exactly reach the target total, or
  • all players have played or discarded all their cards.

Under no circumstances may a player or team play a distance card that causes them to exceed the target total.

Note that play continues after the draw pile is exhausted, each player playing or discarding one card per turn. Once every player runs out of cards in their hand with a depleted draw pile, play ends.

The target distance is 1000 km in a four-handed game with two partnerships, or 700 km in a two- or three-player game with each player acting individually. In the latter case, the first player to reach 700 km may either claim victory and end the hand immediately, or call for an Extension that increases the target to 1000 km.

Scoring[edit]

Scores are tallied at the end of the hand as follows:

Scored by each side
Distance1per km traveled
Each safety100however played
All 4 safeties300bonus in addition to the standard 100 points for each of the safeties individually plus any coup-fourré bonuses.
Coup-fourré300bonus in addition to the 100 for playing that safety
Scored only by side that completes trip
Trip completed400for being the winner
Delayed action300for completing the trip after the draw pile is exhausted
Safe trip300for completing the trip without playing any 200 km cards
Extension200for completing the trip after calling for an Extension
Shutout500for completing a trip before the opponent has played any Distance cards

In a 2-player game, the maximum score that can be made in one hand is 4,600 points. In a standard 4-player game there is no extension, so the maximum score is 4,400. In a 3-player or 6-player game, two shutout bonuses are achievable, yielding a perfect score of 5,100.

Note that some points are scored even if a side does not complete a trip; it is possible for the completing side to score fewer points than their opponents. If the hand ends by exhaustion rather than by completion, each side still scores its distance and safety points.

According to the printed rules distributed by Parker Brothers, a game continues until one or both sides reaches a cumulative point total of 5,000. If both sides go over 5,000 during the same hand, the higher point total wins the game.[5] Note that it is possible for the game to end in a tie, in which case the rules are silent.

If the game is played for money, then generally the point difference is paid from the loser to the winner, and every point is significant.

With larger or smaller groups[edit]

2, 3, 4 or 6 Player play is possible with slight rule modifications and where in the case of the 4 or 6 player versions, players team up into teams of two each. For detailed play see Wikibooks article.

Card images[edit]

  • Hazard cards
  • Accident

  • Out of gas

  • Flat tire

  • Speed limit

  • Stop

Coup Card Game Strategy

  • Remedy cards
  • Repairs

  • Gasoline

  • Spare tire

  • End of limit

  • Roll

  • Safety cards
  • Driving ace

  • Extra tank

  • Puncture proof

  • Right-of-way

The Resistance Coup Card Game

  • Distance cards
  • 25 km

  • 50km

  • 75 km

  • 100 km

  • 200 km


See also[edit]

References[edit]

  1. ^Carlisle, Rodney P. (2009). Encyclopedia of Play in Today's Society. Sage Publications. p. xxxviii. ISBN978-1-4129-6670-2.
  2. ^Roche, William Janson (17 May 2011). 'History of 'take that!' style dedicated-deck card games'. A Spotlight on Games. Retrieved 2017-05-08.
  3. ^'Mille Bornes'. Board Game Geek. BoardGameGeek, LLC. Retrieved 17 December 2019.
  4. ^'MIlle Bournes Rules'(PDF). Asmodee USA. Asmodee. Retrieved 17 December 2019.
  5. ^citation needed

Coup Card Game Review

External links[edit]

Cached

Wikibooks has more on the topic of: Mille Bornes
  • Mille Bournes at SourceFiles.org game description, rules, and strategy notes (archived)
  • Milestone on irc.globalgamers.net, Milestone on Internet Relay Chat.
  • Mille Bornes at ExpressShare.com Freeware Mille Bornes for Windows by Bill Sanders
  • Notes and pictures of the distinctive deck artwork by Joseph Le Callennec and other versions
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Mille_Bornes&oldid=1004745903'




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