In the not so distant future, water has almost run out. The poles serve as the only source of water in the world. The United Nations has granted each country vast swathes of Antarctica. Tensions are high and any “ventures” into claimed land would result in nuclear war. Lately, many directives like yours have taken to… ingenius means to remove the competition, forcing others to send their best and brightest home. The cold war for Antarctica is heating up, can you do your duty and ensure the clear gold keeps flowing?
Welcome to Coup: Uprising! Hosted by yours truly, @EliThePsycho. Made by Div.
At the start of the game, each player is dealt 3 cards. These are your “lives” and they determine what actions you can truthfully perform. You may not show your cards to anybody. If a card is face-up, it is dead and you cannot use it anymore. If all of your cards are face-up, you die and lose.
Additionally, every player is given 2 tokens. This is your currency, and is used or gained by certain actions
The action order is determined randomly.
On your turn, you must perform an action. You have three options:
- Use a Universal Action. These actions are always available to everybody, and most of them cannot be challenged.
- Use an action on a card that you do have.
- Bluff having a card and use its action.
When performing an action, please format it like this:
I want to do [X] action and [effect]
I claim [X] and [effect]
If a player performs an action that is specific to a card, you may “challenge” them if you think they do not have that card. Once challenged, the challenged will then flip over a card of their choice; then, one of two things happens.
- If it is the card they claimed, then the challenger flips over one of their cards, and the challenged will draw a new card & place the flipped over one on the bottom of the deck. Then, they take their action as normal.
- If it isn’t the card they claimed, then they lose that card & it is dead. The action they tried to take is cancelled.
When challenging somebody, please format it like this:
I challenge your [X] claim!
Certain cards allow you to block actions others take, cancelling their action and moving on to the next turn. Note that this can still be bluffed, and claiming a block can be challenged as usual.
When blocking please format it like this.
I block your [X]!
Certain actions will have you place tokens into the Holding Area, instead of losing them. The Holding Area can only hold tokens, and the tokens in there will remain there until they are taken away (for example, via the Stockpile action). See the actions dropdown for specifics.
Every card in the game belongs to either the Blue Strip, the Red Strip, or the Yellow Strip. Certain things interact with these strips (for example, if you try to Stockpile then somebody may challenge you on it. If you have a Blue Strip card in your hand, then the challenge works, otherwise it does not.)
Here is a list of every action you can take, and every card and how many are in the deck.
Actions & Cards
Income - Gain 1 token.
Funding - Put 1 token into the Holding Area. Draw 1 card from the deck, then place one card in your hand onto the bottom of the deck.
Uprising - Lose 8 token. Target a player. They flip over one of their cards & lose that life.
Stockpile - Draw all tokens in the Holding Area. You may be challenged on this. If you have Blue Strip cards in your hand, you lose the challenge, otherwise they lose the challenge.
Minister (4 in deck) - Gain 3 tokens. If you have Red Strip cards in your hand and are challenged, you lose the challenge.
President (2 in deck) - Gain X+2 tokens. Then, give X+1 players 1 token, starting with the player below you on the player list. X is how many alive players there are, divided by two, then rounded up.
Entreprenuer (3 in deck) - Draw 5 tokens from the reserve. The Holding Area gains 1 token. After usage, you may not claim Blue Strip cards, Sentry Guard, General, or take Income until your next turn is over.
Politician (2 in deck) - Lose 6 tokens to block a Bounty Hunter targetted at you.
Ability #2: Lose 9 tokens to block an Uprising targetted at you.
Medic (3 in deck) - Lose 9 tokens. Draw a card. Then, you may choose to place a card from your hand at the bottom to draw a new card. You may only do this if at least one of your cards is dead.
Ability #2: When somebody loses a life, you may lose 2 tokens to swap a card from your hand with the card that died.
Bounty Hunter (4 in deck) - Lose 3 tokens and put 1 token into the Holding Area. Then choose a player. They lose a life.
Sentry Guard (4 in deck) - Gain 2 tokens.
Ability #2: Block Bounty Hunter.
General (4 in deck) - Choose a player. Steal 2 tokens from them.
Ability #2: If targetted by a General, you may gain 2 tokens.
Peacekeeper (4 in deck) - Draw 2 cards. Then, put 2 cards from your hand into the bottom of the deck.
Ability #2: Block General.
If there is an excess of signups, I may stretch the list to 10, maybe even 13 (but please don’t make me do that, every signup past 10 adds a neutral killer).