VGF Plays Coup

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VGF Plays Coup

#1

Post by I am nobody » Mon Aug 03, 2015 9:10 pm

A very simple game about exiling your friends and murdering their allies. Fun!

To start, all players receive two secret cards and two coins. The winner is the last player with any cards remaining.

Each turn you may do any of the following things or use one of your card's abilities:

Take Income: Gain one coin

Collect Foreign Aid: Gain two coins. Dukes may block this action.

Launch a Coup: Pay 7 coins to remove one of one other player's cards from the game. Unblockable.

Note that players who start a turn with >=10 coins MUST launch a coup.

The game consists of 15 cards divided evenly into 5 different types:

[spoiler="The Cards"]
Ambassadors: Players with an Ambassador cannot be stolen from and may look at the top two cards of the deck and swap one for a card in their hand.

Assassins: Players with an Assassin may pay 3 coins to Assassinate another player, removing one of their cards from the game.

Captains: Players with a Captain cannot be stolen from and may steal 2 coins from any other player on their turn.

Contessas: Players with a Contessa cannot be Assassinated.

Dukes: Players with a Duke may block any other player from taking Foreign Aid (2 coins) and may collect 3 coins on their turn.
[/spoiler]

What makes this game unique is that you don't actually have to have a card to use its action. All of these actions are available to you on every turn, but all other players have the opportunity to challenge your action. If challenged, you must reveal the card you claimed to have. If you were telling the truth, the challenging player reveal and remove one of their cards from the game and you draw a replacement card for the one revealed. If you were bluffing, you must reveal and remove one of your own cards from the game.

Removed cards are not returned to the deck. If a player loses both cards, they are out of the game. When a card is revealed after a successfully defended challenge, it is returned to the deck and it is possible that that player will redraw the same card.

Internet version rules:
1. You have 24 hours to post when it is your turn
2. All other players have 24 more hours to challenge your action
3. Up to 5 can play.

If you're interested or need a clarification on the rules. post here. We can get a demo game running with as few as three. This is a very short game that rarely lasts more than 3-4 turns per player, so don't expect it to be much of a time commitment at all.

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#2

Post by Valigarmander » Tue Aug 04, 2015 1:36 am

I'll give it a shot.

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#3

Post by smol Kat » Tue Aug 04, 2015 10:00 am

HOLY **** I AM SO IN I LOVE THIS GAME AAAH
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#4

Post by I am nobody » Tue Aug 04, 2015 10:41 am

One more and we've got enough for a decent game, although 4 and 5 player games are much better, IMO.

Also, some examples of challenges, since I don't think what I wrote last night was entirely clear about how they work. The basic rule is that whoever is wrong loses a card and actions still go through if the challenged player was telling the truth, but here's all the ways it can happen:

1. Challenging a non-hostile action. If a player tries to use the Captain's Steal, the Duke's three coin Tax, or the Ambassador's Exchange, any other player may challenge them to produce the card allowing their action. If they are able to produce the required card, their action proceeds as normal and the challenging player loses one of their own. If they were bluffing, their turn ends with a null action and they lose a card.

2. Challenging a coin action. If a player tries to collect Foreign Aid, any other player may claim to have a Duke and block their action. The original player can then either accept the block - ending their turn without acting but also without risking a card - or challenge the second player to produce their Duke. If they have one, the first player loses a card and performs no action. If they do not, the original player gets their two coins and the second loses a card. Attempting to block a Captain's Steal with either another Captain or an Ambassador works the same way.

3. Challenging an Assassination action. If a player tries to Assassinate another player, the target has three options available: Accept the attack and lose a card, challenge the attacker to produce an Assassin, or claim to have a Contessa.
If they choose the first option, they lose a card and the attacker's turn ends.
If they choose the second and the attacker actually had an Assassin, they lose one card for failing a challenge and a second card when the Assassination goes through. If they did not have an Assassin, the attacker loses a card and takes no action this turn.
If they choose the third option, the attacker has the option to either accept the claim and end their turn without taking an action or call the bluff. If their challenge succeeds, the defending player loses one card for bluffing and one more when the Assassination goes through. If it does not, they lose one card and the defender loses none.
Note that the attacker is not refunded the three coin cost for an Assassination even if their action is blocked.

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#5

Post by StarryPeach » Wed Aug 05, 2015 1:27 pm

Still need a third? I wouldn't mind joining.

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#6

Post by Erniewan » Wed Aug 05, 2015 2:13 pm

I'll join too.

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#7

Post by I am nobody » Wed Aug 05, 2015 5:29 pm

Cool, I'll start it on Friday or when we get one more.

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#8

Post by renegadeRatatosk » Fri Aug 07, 2015 3:20 pm

Cooooup

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#9

Post by I am nobody » Fri Aug 07, 2015 4:46 pm

That's 5! PMs with your cards will go out in a moment.

As a reminder, here is what you can do on each turn, along with what card is required to do it and what (if any) counter actions exist:

(#) indicates the cost of that action

Code: Select all

|Card|          |Action|          |Effect|          |Counter|
None            Take Income       +1 Coin           None
None            Foreign Aid       +2 Coins          Blocked by Duke
None            Coup(7)           Remove a card     None
Duke            Tax               +3 Coins          None
Captain         Steal             Steal 2 Coins     Blocked by Captain, Ambassador
Ambassador      Exchange          Swap with deck    None
Assassin        Assassinate(3)    Remove a card     Contessa
Contessa        None              None              None
The players: (Bold players are alive)

1. Valigarmander
Coins: 2
Cards: 2

2. Nyankat
Coins: 2
Cards: 2

3. Ringabel
Coins: 2
Cards: 2

4. Erniewan
Coins: 2
Cards: 2

5. RenegadeRatatosk
Coins: 2
Cards: 2

It is now Valigarmander's turn. You have 24 hours to act, and everyone else has 24 hours to counter from the moment of your post. Actions with no possible counter will begin the next player's (Nyankat) turn immediately.

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#10

Post by Valigarmander » Fri Aug 07, 2015 5:04 pm

Collect me some foreign aid.

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#11

Post by smol Kat » Fri Aug 07, 2015 5:27 pm

BLOCK
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#12

Post by smol Kat » Sat Aug 08, 2015 12:11 am

Bought a physical copy of the game tonight. My body is ready to coop all of the grass. 8)
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#13

Post by I am nobody » Sat Aug 08, 2015 6:42 am

Val, ~12 hours to accept Kat's block or challenge her claim to a Duke.

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#14

Post by Valigarmander » Sat Aug 08, 2015 6:58 am

I grudgingly accept.

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#15

Post by I am nobody » Sat Aug 08, 2015 7:19 am

(#) indicates the cost of that action

Code: Select all

|Card|          |Action|          |Effect|          |Counter|
None            Take Income       +1 Coin           None
None            Foreign Aid       +2 Coins          Blocked by Duke
None            Coup(7)           Remove a card     None
Duke            Tax               +3 Coins          None
Captain         Steal             Steal 2 Coins     Blocked by Captain, Ambassador
Ambassador      Exchange          Swap with deck    None
Assassin        Assassinate(3)    Remove a card     Contessa
Contessa        None              None              None
The players: (Bold players are alive)

1. Valigarmander
Coins: 2
Cards: 2

2. Nyankat (current)
Coins: 2
Cards: 2

3. Ringabel
Coins: 2
Cards: 2

4. Erniewan
Coins: 2
Cards: 2

5. RenegadeRatatosk
Coins: 2
Cards: 2

It is now Nyankat's turn. You have 24 hours to act, and everyone else has 24 hours to counter from the moment of your post. Actions with no possible counter will begin the next player's (Ringabel) turn immediately.

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#16

Post by smol Kat » Sat Aug 08, 2015 1:50 pm

I'd actually like to EXCHANGE. :)
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#17

Post by I am nobody » Mon Aug 10, 2015 7:09 am

(I may look into changing how Exchange is handled early in the game given that it isn't generally something that gets challenged and that it needs a further 24 hours after that period for a response from the player.)
(#) indicates the cost of that action

Code: Select all

|Card|          |Action|          |Effect|          |Counter|
None            Take Income       +1 Coin           None
None            Foreign Aid       +2 Coins          Blocked by Duke
None            Coup(7)           Remove a card     None
Duke            Tax               +3 Coins          None
Captain         Steal             Steal 2 Coins     Blocked by Captain, Ambassador
Ambassador      Exchange          Swap with deck    None
Assassin        Assassinate(3)    Remove a card     Contessa
Contessa        None              None              None
The players: (Bold players are alive)

1. Valigarmander
Coins: 2
Cards: 2

2. Nyankat
Coins: 2
Cards: 2

3. Ringabel (current)
Coins: 2
Cards: 2

4. Erniewan
Coins: 2
Cards: 2

5. RenegadeRatatosk
Coins: 2
Cards: 2

It is now [USER=19313]@Ringabel[/USER]'s turn. You have 24 hours to act, and everyone else has 24 hours to counter from the moment of your post. Actions with no possible counter will begin the next player's (Erniewan) turn immediately.

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#18

Post by StarryPeach » Mon Aug 10, 2015 11:53 am

Take Income, please.

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#19

Post by I am nobody » Mon Aug 10, 2015 1:17 pm

Income has no counter, so we move on:
(#) indicates the cost of that action

Code: Select all

|Card|          |Action|          |Effect|          |Counter|
None            Take Income       +1 Coin           None
None            Foreign Aid       +2 Coins          Blocked by Duke
None            Coup(7)           Remove a card     None
Duke            Tax               +3 Coins          None
Captain         Steal             Steal 2 Coins     Blocked by Captain, Ambassador
Ambassador      Exchange          Swap with deck    None
Assassin        Assassinate(3)    Remove a card     Contessa
Contessa        None              None              None
The players: (Bold players are alive)

1. Valigarmander
Coins: 2
Cards: 2

2. Nyankat
Coins: 2
Cards: 2

3. Ringabel
Coins: 3
Cards: 2

4. Erniewan (current)
Coins: 2
Cards: 2

5. RenegadeRatatosk
Coins: 2
Cards: 2

It is now [USER=37587]@Erniewan[/USER] turn. You have 24 hours to act, and everyone else has 24 hours to counter from the moment of your post. Actions with no possible counter will begin the next player's (RegengadeRatatosk) turn immediately.

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#20

Post by Erniewan » Mon Aug 10, 2015 1:50 pm

Steal from Val. :ninja:

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