Coup: Rebellion G54,
by Rikka Tahta, is a game of hidden identities, deduction and bluffing
for 3-6 players.
Disclaimer: I demonstrated this game for Indie Boards and Cards
at Essen SPIEL 2015 and received a copy as payment in kind, though I
had previously backed it on Kickstarter.
Rebellion is clearly a derivative of the earlier Coup, and the
core gameplay is the same. From a deck of fifteen cards, three for
each of five roles, each player is dealt two face-down cards. Each
role has a special power, but to use it one has to claim that one has
a copy of the corresponding card; every such claim can be challenged,
with either the challenger or the claimer losing a life (turning one
of their cards face up and taking it out of the game); if the claimer
had the card, he shuffles it into the deck and draws a new one. Last
player to have a face-down card left is the winner. I normally dislike
player elimination as a game mechanic, but games are so fast (rarely
more than fifteen minutes) that I don't mind it here.
What Rebellion does differently is to offer flexibility. There are
25 roles in the box, of which one chooses five at the start of a game:
one out of five "finance" roles which provide money, one out of five
"force" which allow attacks, one out of five "communication" which
allow one to exchange one's cards, and two out of ten "special
interest" which add extra spice and complication. This allows for
5,625 possible variations on the theme, which can be selected randomly
or chosen by the players.
I've heard people complain that they already have Coup, and now they
"have to" buy this new bigger edition. Well, er, no, for two reasons
apart from the obvious one.
First, it's not quite possible to play original Coup with this set.
That game has roles which interact with each other (e.g. the Contessa
blocks the Assassin), but since there's no guarantee that a particular
role will be in the game at all that can't be done here. The counter
to the Guerrilla (the equivalent of the Assassin) is another
Guerrilla.
Also, original Coup fits in a smaller, pocketable box; Rebellion's
is rather more substantial. There's a large card tray which is less
than half filled by the components that are supplied; I'm hoping that
there will be expansions to justify the size. Of course it would be
very easy to slot in new roles given the existing framework. Art is
suitably atmospheric, as in the original Coup.
So I'm certainly not going to get rid of my copy of Coup; they're
different games to scratch different itches.
In Rebellion, it's the special-interest roles that I find most
satisfying. The Priest takes one money from each other player, unless
they're also claiming Priest. The Lawyer does nothing until a player
is eliminated, at which point anyone who successfully claims Lawyer
can have a share of that player's money. The Foreign Consular can make
a Treaty with another player, preventing either of them from attacking
the other until they're the last two left. The Missionary is claimed
when you lose a life: if unchallenged, you put that card aside
face-down but draw a new one from the deck.
Four cards are supplied for each role (at least in the Kickstarter
edition, I'm not sure about the retail box), so games of 7-8 are
possible, though given that this is a game which relies on player
elimination and it would take rather longer than the standard version
I'd be inclined to save this mode for enthusiasts.
I already liked Coup, and apart from the cross-card effects this
game gives me the fun of Coup with significant variations from one
play to the next.
This is a re-skin of Coup: Guatemala 1954 (still available from La
Mame Games), and as far as I know offers no substantive changes from
that game, though I prefer the art in the new version.
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