There are 5 influence cards in Coup: the Duke, the Assassin, the Captain, the Ambassador, and the Contessa. Each has its own special abilities and there are 2 copies in the deck. The dealer can play and deal cards during the game. Each player is allowed to look at their cards once they get them.

If you have a certain number of coins, there are actions you’re required to take, so you can’t hide them from other players.

Bluffing is a big part of playing Coup. The other players don’t know which character cards you have, so you can bluff and choose a special character action. But be careful! If another player calls your bluff and challenges you, it could cost you 1 of your character cards.

Once your turn is done, the gameplay moves to the person to your left.

After you choose foreign aid, you have to wait to see if another player wants to challenge it. If they don’t, then you’re good to go! If the Duke blocks you, then you don’t get any coins that turn.

When a player has both of their cards eliminated, then they’re out of the game. If you have 10 or more coins, you must choose the coup action.

Remember: if you get challenged you could end up losing a card.

Only the Assassin character card is able to eliminate other player’s cards.

Only the player with the Captain card can steal.

You can also choose to keep your current cards if you don’t want the cards you choose from the deck. The only way to swap your influence cards is if you have the Ambassador card.

The only action that can’t be blocked is income.

Any player can challenge another player whether or not they’re involved in the action.

Once an influence card is face-up, it can’t be used. You cannot replace your cards once they’re lost.

As players get eliminated and their cards are exposed, it gets trickier and trickier to bluff your way through the game.