It is the year 1954. The United States CIA has just toppled the Guatemalan government, and anyone, with the right influence, can become the new president.
From the citizens, a humble bartender, with strong ties to his clients, managed to overthrow the competition. However, some do not believe President dyaomaster is fit to lead, and have staged a rebellion. Today, the rebel group openly declared war on the presidency, having infiltrated the government. However, the same can be said for the rebellion, which has also been infiltrated by the government's spies. Not only that, but amidst this confusion, there is in-fighting between both the rebellion and the government, with everyone scrambling for the presidency. And a new chapter in Guatemala's ongoing struggles unfolds.
Coup: G54: Rebellion
From the citizens, a humble bartender, with strong ties to his clients, managed to overthrow the competition. However, some do not believe President dyaomaster is fit to lead, and have staged a rebellion. Today, the rebel group openly declared war on the presidency, having infiltrated the government. However, the same can be said for the rebellion, which has also been infiltrated by the government's spies. Not only that, but amidst this confusion, there is in-fighting between both the rebellion and the government, with everyone scrambling for the presidency. And a new chapter in Guatemala's ongoing struggles unfolds.
Coup: G54: Rebellion
Core Rules:
Spoiler: Setup:
3 copies of each card in the card list for the game is shuffled to form a deck. An extra copy of each card is added for 6-7 players, and 2 copies are added for 8-10 players. Each player is then dealt 2 cards from the deck and is given $2. These cards are your influence.
Goal:
Eliminate the other players from the game.
Lives and Influence:
Each player will have two influence cards at the beginning of the game, representing your lives, and the influence you have over the country through your contacts. Whenever you lose a life or lose influence, you must turn over one of your influence cards, revealing it. This card may no longer be used.
When both your cards have been revealed, you are eliminated from the game.
Gameplay:
The game will start with a random player and head down the signup list. Each player must take one action on their turn. A player may choose any action they want and can afford that is currently in the game, regardless of whether or not the player has the corresponding card.
The only time a player cannot choose their action is when they have $10+, in which case, that player must Coup.
Actions:
General Actions:
These actions can always be taken and cannot be challenged or blocked.
Income: Gain $1
Coup: Pay $7. Target player loses an influence.
Card-Specific Actions:
A player may perform an action of any of the possible cards in play, regardless of whether or not they have the card, however, all of these actions can be challenged, and some may also be blocked. The actions can be found on the cards themselves, which are listed in the Role Cards section.
Blocking:
When targeted by an action that can be blocked, a player may claim to have a card that can block the action and attempt to block it. If the action is successfully blocked, the cost to use the action is still paid, but the results are not carried out.
Challenges:
When a player takes a role specific action or blocks, another player may challenge their claim. If the player does not have the corresponding card, the challenge is successful and the challenged player loses an influence. If the player has the corresponding card, however, the challenging player loses an influence, the challenged card is revealed, shuffled into the deck, and a new card is drawn to replace it.
Challenge Condition List:
At the beginning of the game, as part of your confirmation, you are to send in a Challenge Condition List to the host in a PM. This is a list of conditions that would cause you to challenge the current player if met. If a condition is met, you will challenge the current player. This allows you to challenge even when not online.
These conditions can be as simple or complex as you would like and can be changed at any time by sending me an updated list. Please make sure the PMs contain the word Coup or it will be ignored.
If you do not plan on challenging anyone yet, for any reason, or are going to be active for every action, please send the host a list with the only condition listed as N/A, None, Nothing, or something else that gets the point across.
- Code: Select all
[list][*]Condition 1
[*]Condition 2
[*]Condition 3
[*]etc.[/list]
Negotiations:
Anything may be discussed so long as nobody reveals any information about their influence cards.
Order of Play:
During a player's turn, they have 24 hours to declare an action in the thread. Failure to do so will result in a warning and another 24 hours will be given. Once the player declares their action a number of things may happen.
If the action is a General Action, the next player may immediately take their turn.
If the action is a card-specific action, play stops until the host gives the go ahead that there are no challenges from the lists, and any player may challenge until the next player performs their action.
If the ability targets one or more players, the game will pause until all targeted players have decided whether or not to block or challenge, any other players may challenge during this time.
If a block is made, play will once again pause until either each player states they will not challenge, or 24 hours have passed.
If a challenge is made, play pauses until the host posts the results of the challenge in the thread.
If either all players have declared they will not challenge or block, or 24 hours have passed, play passes immediately to the next person unless the action requires exchanging cards with the deck, in which case, the players will once again need to wait for the host to perform the necessary actions via PM with the player.
Rebellion Rules:
Spoiler: Setup:
There are two teams, usually the Government and the Rebels.
At the start of the game, the first player on the signup list is given one team, and each consecutive player is given the team the previous player did not have, until each player has been assigned a team.
Teams:
So long as there is greater than two players remaining, and at least one player on each team, players cannot Coup, Challenge, Block, or take Card-Specific Actions against their teammates.
Treasury Reserve:
The Treasury Reserve acts as a bank where money is deposited and withdrawn with the new actions.
Actions:
Three new General actions are added.
Betray: Put $1 in the Treasury Reserve, swap your team.
Deceive: Put $2 in the Treasury Reserve, swap another player's team.
Embezzle: Take all of the money in the Treasury Reserve. Taking this action claims that you do not have a Finance card. This action may be challenged. If the challenged player has a Finance card, they reveal an influence. Otherwise, they shuffle all their remaining cards into the deck and draw two new ones.
Influence Card List:
Guerilla
Capitalist
Reporter [Tax]
Missionary
Customs Officer
Signups:
-
dyaomaster the President[Tax]
Spoiler: Cards: Reporter, Missionary
Claims: Reporter, Reporter, Reporter, Reporter, Customs Officer, Capitalist
Money: $5 -
Seththeking
Spoiler: Cards: Capitalist, Customs Officer
Claims: Capitalist, Customs Officer, Capitalist, Capitalist, Capitalist, Capitalist, Customs Officer
Money: $6 -
andilin1
Spoiler: Cards: Missionary, Customs Officer
Claims: Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist
Money: $9 -
timurtheking
Spoiler: Cards: Capitalist, Capitalist
Claims: Reporter, Capitalist, Capitalist, Missionary, Capitalist, Reporter, Capitalist, Capitalist, Capitalist
Money: $8 -
DumbStorm
Spoiler: Cards: Guerilla, Guerilla
Claims:
Money: $4 -
PokemonKidRyan
Spoiler: Cards: Reporter, Missionary
Claims: Reporter, Reporter, Capitalist, Capitalist, Capitalist
Money: $3 -
blacksmithkin
Spoiler: Cards: Missionary, Guerilla
Claims: Reporter, Reporter, Guerilla
Money: $5 - Fenraiser
Spoiler: Cards: Reporter, Reporter
Claims: Capitalist, Reporter, Guerilla, Missionary, Missionary, Reporter, Reporter
Money: $6 -
Edeneric
Spoiler: Cards: Capitalist, Guerilla
Claims: Capitalist
Money: $4 -
sunfirejr
Spoiler: Cards: Capitalist, Customs Officer
Claims: Capitalist, Capitalist, Reporter, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist
Money: $8
Treasury Reserve: $0
Backups:
Influence Cards:
Spoiler: Force: (Focuses on making your opponents lose influence)
Guerilla
Assassinate: Pay $4. Target player loses an influence.
Blocks Assassinate.
Crime Boss
Extortion: Declare a target. Target either pays you $2 or you pay $5 and target loses a life. You must have $5 to take this action.
General
Purge: Pay $5. Each player loses an influence.
Blocks Purge.
Mercenary
Disappear: Choose a target. The target gains a Disappear token. The target loses an influence at the end of their next turn.
Blocks Disappear when targeted, or at any time during your turn if you have a Disappear token.
Finance: (Focuses on gaining money) Spoiler:Judge
Frame: Give $3 to a player. They lose an influence. They keep the $3 even when blocking or challenging.
Blocks Frame.
Speculator
Gamble: Gain money equal to your money. (Max $5)
Banker
Profit: Gain $3
Capitalist
Dividends: Gain money equal to one more than the total number of Capitalist cards in play. Then, give $1 to each player who also claims the Capitalist.
Farmer
Cooperation: Gain $3, then give $1 to another player.
Communications: (Focuses on exchanging cards with the deck) Spoiler:Spy
Intel: Gain $1 and take an extra action. You cannot take Intel again this turn.
Producer
Propaganda: Choose a target. The target picks a card to give you and you take one from the deck. Change any of these cards with your own. Return a card to the target and a card to the bottom of the deck.
Blocks Propaganda.
Director
Propaganda: Draw two cards from the deck. Change any with your cards. Return 2 cards to the bottom of the deck.
Writer
Propaganda: Draw a card from the deck. Pay $1 to draw another. You may repeat this as many times as you like. Change any cards with your cards. Then return as many cards as you took to the bottom of the deck.
Reporter
Propaganda: Draw a card from the deck and gain $1. Change any cards with yours. Return 1 card to the bottom of the deck.
Special Interests: (Cards that each have their own unique mechanics and don't fit into the other categories) Spoiler:Newscaster
Propaganda: Pay $1. Draw 3 cards from the deck. Change any cards with your own. Return 3 cards to the bottom of the deck.
Peacekeeper
Peacekeeping: Gain $1 and the Peacekeeping token. You cannot be targeted while you have this token. You lose the token when another player successfully takes this action.
Priest
Charity: All other players must give you $1.
Blocks Charity.
Politician
Bribery: Take $2 from a target.
Blocks Bribery.
Communist
Redistribution: Take $3 from the richest player and give it to the poorest player. If there is a tie, you decided which person is targeted.
Blocks Redistribution.
Protester
Riot: Pay $2 to start a riot against a target. After challenges, and player may pay $3 to join the riot. If a player joins the riot, the target loses an influence.
Blocks Riot if a player has joined.
Foreign Consular
Alliance: Gain a Treaty token and give one to another player. Players with Treaty tokens may not target each other unless they are the last two players. They may still challenge each other. The tokens are removed when another player uses this ability.
Missionary
Sacrifice: When you lose a life from anything but a Coup. You may claim to have the Missionary. The Missionary (or a card of your choice if you are bluffing) is removed from the game and replaced with a new card from the deck.
Customs Officer
Tax: Gain a tax token and place the other on a card in the card list. Before any player can use one of the role's abilities, they must first pay $1 to you. The tokens are removed when either another player uses this ability or you are eliminated.
Intellectual
Memoirs: When you lose a life, you may claim to have the Intellectual. The Intellectual (or a card of your choice if you are bluffing) is removed from the game. Gain $5.
Lawyer
Probate: Take all the money from an eliminated player. If one or more players also claim to have the Lawyer, split the money evenly. Any remainder is removed from the game.