Coup:
Rebellion G54
Players:
3 – 6
Publisher:
Indie Boards & Cards
Year: 2014
Coup: Rebellion G54 |
Rebels and
traitors are indeed some of the most famous aspects of science fiction stories.
That stories borrow or steal from another is well-known. However, some stories
may even appear so similar that it’s hard to tell them apart. While it could be
said that coup and coup: Rebellion G54 are similar, after all the use the same
mechanics and share the same universe, they are different enough to justify
their own reviews. I won’t be pointing out similarities, as these will be
reserved for another post.
In Coup:
Rebellion G54 every player is dealt two cards face-down. These are referred to
as influence. On each of these cards is a role, which would allow you to act
out certain actions. For example, you could acquire more money or acquire
protection. There’s also two general actions, which can be done regardless of
which role you have: acquiring one coin income or paying seven coins and
putting a coup on someone. On your turn, you play an action. This could be one
of the general actions, one of the actions on your cards, or an action on a card
that you claim to have. Whether you have the card face-down in front of you, or
not, is irrelevant, as long as no one challenges your claim, you are allowed to
carry out the action. The explanations of the roles can be placed in the middle
of the table, so that everyone can read it. The game continues until there’s
one player left. The box also contains coins, with a value of 1 or 3. In the
box are also dividers, so you can easily find the appropriate cards.
Of course
there’s danger to this, as people can challenge your claims. You could demand
money from another player, but some cards can be countered by the same role,
which they could claim to have. So you, or they, could potentially be lying.
Here’s where the catch some is, because these claims can be challenged. In that
case the player that is challenged, has to prove they have the card they claim
to have. If the player indeed has the card they claimed to have, the
challenging player loses one life. If the challenged player doesn’t have the
card that they claim to have, the challenged player loses a life.
This game
is easy to teach, easy to carry and easy to set up. Great for vacation or on
the go. The game can also be played with large groups, which is a benefit as
well. One of the reasons why this game is so easy to teach, is because the
roles only interact with the other cards of the same role. So only a ‘guerilla’
can counter a ‘guerilla’ or only a ‘politician’ can counter a ‘politician’.
This makes it easy to explain. A game is resolved fast, so if you’re
eliminated, a new game will be starting soon. Usually we let the player that’s
eliminated first look for a role to be swapped during the next game. The cards
are also the regular size and can be sleeved. There are 25 roles, so the game
can easily be adapted. You can tailor the game for your personal tastes. Some
roles allow you to quickly acquire money or trade several cards, but these can
be swapped for others that might push for a slower growth or less trading of
cards.
A downside
is that the box is so big. The box is huge, while the game is little more than
a stack of cards. It might give some wrong expectations. Our game is also not
kept in the original box. The many roles can also serve as a bit of a determent,
as new people might need to adapt to the new roles (and new opportunities they
bring). While I don’t perceive it as a negative, luck and bluffing plays a role
in these games, so not all players might like it.
The same contents, but from a different angle |
The box, the dividers and a card |
Everything
together, this game is fast, social and a lot of fun! It’s highly recommended!
While we may not play it as often as we’d like, every time it hits the table
it’s a lot of fun and a hit with every group. While the chances of your
rebellion might be uncertain, you’re guaranteed to have a lot of fun.