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Game design by Steve Jackson Cover and illustrations by Ben Sargent Map and counter graphics by Carl Anderson and Manuel Garcia ‘The allseing pyramid ‘Typography by Monica Stephens ‘Managing Editor: Loyd Blankenship Print Buyer: Kerry Havas Playteting and Useful Comments: Jerry Epperson, Fores Johnson, Charles Oines, Ath Samuels, David N. Searle, ‘ett Syder, Christan Wagner and Todd Woods Coup is a traernark of Sov letkson Gas Incorpostd ‘Coup iscopyigh © 1992 by Steve Jackson Games Incurred fegsteedtndemarkof Sve Jackson Games Icorpoted. “Alligs reserved Printed inthe US.A, ISBN LSse34-2144 “Unit, my countrymen! Together we shall hrow ofthe ‘pranical chains ofthe bloodsucking parasites that have ir ee eet Nate le ‘The Maximum Leader gestured impatienly. An aide ‘ured off the radio “This ete hid time this month they've cocupied the radio station, Your Excellency,” declared a beribboned col fonel, "How long must we tolerate this?” ‘Suddenly 2 man burst through the door. Short and plump, with eyes hidden behind heavy glasses, he looked nothing lke a spy — which was one of the reasons he was such a good one Introduction: Coup isa game sbouta revolution. The map represents ‘he area around the capitl ofa small country... European, ‘South American, African... take your pick, One player represents the Maximum Leader, who contol the govern- ‘ment fores. The other takes the roles ofthe tee rebel leaders and ther followers. Or, in a solo game, the player Iandles all the forces on the map. 12345678910 “My leader.” He sketched a quick bow. “You must ‘move immediately against the rebels. Thistimeitis ea." A. babble of questions filled the rom. The Leader silenced them with a wordless bellow. ‘The ltle spy recovered himself and continued. “They ae not just inciting the mobs, The guerillas are massing outside the city atthe airport, and at two other places. T could not ind out where. And the police. Did yeu order them to barricade the radio station?” “NO! TRAITORS! THEY HAVE BETRAYED ‘MBI Abrupdy he was calm, even smiling. “Now we will crush these rebels like insects. Send fora helicopter for me. (Colonel, tke you tanks 1 the radio station and reeaptare it, Heres what we will da..." Coup is intended as an entertaining tactical exes ‘favored with limited strategy, not a a precise simulation. ‘Therefore, time and distance Seales ae not too important. ‘One tum may be taken a ahalhour of realtime, and one hex as about a mile, and you won't be too far off... but don't worry about it Game Components Tis Coup nts an LSS Rep one dito plc bags for counters and 12 counters ‘epeseing goverment a rebel ne Te rebel unis Units ‘The counters represent units or forces, each wih its ‘own movement and combet ability. Each counter has a ‘ame and a picture indicating the unit type, and two num- bers. The first number shows the unit's combar strength ‘The second shows its movement i hexes. ‘These factors are explained more flly below, ‘The counters are: The Maximum Loader, the stong- ‘man who rules our troubled litle coun- try. He has a movement allowance of 3. ‘Alone, he has no combat tength, but when he is stacked with other govern- sent forces he adds 2 t9 the combat strength ofthe tack. Rebel Leaders. There are three of, these, Each has @ movement allowance of 3. Alone, they have no combat strength, When stacked with any rebel ‘combat units, each leader add | 10 the total combat strength of the stack. Any number of Rebel Leaders canbe stacked together ‘Mobs. Amb isthe weakest combat MaaMUM u are yellow; government units are green. You wil aso need paper and pencil o keep tack of victory points. Irregulars. Only the rebel player has Inegular troops ~ guerilla infanry, with weapons inferior to those of the army. An Iegular TR) counter has a ‘combat strength of 2 and movement al- Towance of 2. ‘Army. Standard infantry. An amy unit has combat strength of 3 and a ‘movement of 2.Only the government has army units unless some defect to the rebel side. IRR f:. ARMY 5. TANK a 4-3 ‘Tanks. A unit of few tanks, with a combat strength of 4 and a movement of 3. These are not moder 1990s tanks, ‘ut they are stl the strongest unite in the county. Only the government has tanks, unles some defect othe rebels, Guards, One counter represents the governments Elite Guards, armed like infantry, but with better transportation, It has a combat strength of 3 and a movement of 4, [GUARDS fo- Helicopters Bach of these counters represents a single ‘medium-sized cargo helicopter adapted for military use Is ‘crewmen can fre door guns, drop explosives, and generally terrorize the countryside. A helicopter can cary any num ‘oer of leader coantes, but cannot cary nit. I represents a group of lighty [~ MOB fumed, ihdresed cizens, with com |g ‘etseengih and movenct 1 How | QRS. ever, mobs are easy to get and can be very useful. They can hold tenitory or |_1= 1. seep stronger unit pinned down, Police. Alice ui, eer gover ‘ment or rebel, represents several offi- | POLICE. cersin heircars. They ae Highly amed (combat strength 2) but have good | agai ‘whee and know the area wel, 0 their movement value is very high (move | 2-4. tment of). The Map ‘The map sheet is divided into hexagons (“hexes” which regulate movement. Different types of terrain are shown by colors or markings. Terain affects all units but helicopters. No terain has any effect a all on helicopters; they are not hindered by lakes o forests, orhelped by roads or fortifications any other type of units. Each helicopter Jnasacombat strength of 3, a movement (of 8, and is unaffected by map train Tt also does not count against stocking limits. Only the goverment has heli> copter, unless some defect. COPTER -_ 3-8 (Clear hexes, These have no shadings or markings, and have no effects on movement or combat (Cty heres. These are hexes containing black-and- white symbols, representing building. They have no effect ‘on movement or combat (most ofthese buildings are raher ‘smal and lima, providing ite inthe way of cover). Most reinforcements can appear only in city hexes. ake hexes. These hexes are blue. No unt except a helicopter may enter them. Forest heres, These ae the green hexes withthe woods per (ex is considered forest fits more than half full ofthis pater). A unit's strength is doubled ina forest hex for defense only. However, it takes all of units movement allowance (0 ener forest hex. A ground unit may only tentera forest hex on is first hex of movement during atu, ‘and may only move one hex per tur through the forest. ‘Theres no penalty for leaving a forest hex. ‘Strategie points. These are the nine bexes in purple ‘The object ofthe game is to contro these exes ~ see Vie~ tory Conditions, p. 7. The name of each strategic pont is shown in or beside it. Strategic hexes contain illustrations showing the specific points they contain, but these have no effect on the game. All the strategic points are considered city hexes except forthe Capitol. Fortified hexes. Four of the strategic points ate heavily black-bordered. These hexes are “fortified.” The strength Setup: In the basic scenario, the government player sets up fist He places his units on the mapas follows: ‘One 2-4 police unit atthe Power Plant. Four 2-4 police units atthe Police Station. Four3-2 army units and two 4-3 tank units atthe Army Base, ‘The Maximum Leader, he 3-4 Guard unit, and one 2-4 police unit atthe Capitol ‘Two24 police units a the University. ‘Two 3-2 army units and three 4-3 tank units atthe Ar- mary. (One 2-4 police nit and two helicopters at the Airport. ‘Te rebel player then sts up his forces. He starts with the following: Six 2-2 inegular units, three leaders, and nine 1-1 ‘mobs. These units may be placed on any ity hexes that re ‘ot occupied by goverment troops Six 2-2 iegular units placed ampwhere. Rebel units must conform to stacking limit as perp. S. ‘Turn Phasing: ach tam of Coup is divided into phases, s follows: (1) Government reinforcements. The government player places his enforcement, if any, onthe map. (@) Government move. The government payer moves ny of al of his units, including reinforcements, upto their fall movement allowance. @) Gorernment attack. Any goverment wits next rebel nits may now attack. Bach unit may only attack once ‘of any units within them (including the value added by leaders) is doubled for defense only ‘Example: The Guards unit has a combat strength of 3. ‘The Maximam Leader adds 2 otha stength, fora total of 5, Busi these two units are ltacked while ina fortified hex, such a the Capito, they defend wit a strength of 10. ‘Roads. These black lines indicate improved roadways. ‘Any ground unit which moves from one road hex to an- ‘other, along the roa, pays only half the normal movement cost ~ 50, for instance, a Mob, with movement of 1, can ‘move 2 exes slong a road. Ait moving along the road also incurs no movement penales due to any forests of rivers the road may eos Rivers. The wavy blue lines along hex-sides indicate rivers. To cros a river a ground unit must spend it entire movement allowance (whatever that may be). That i, it ‘must sop when itreaches aver, and move one hex to cross nits next tan. The following turn, it may move normally. ‘per tum, No unit can be stacked unless itis adjacent to the ‘nit attacking it. (0 Rebel reinforcements, Eamed rebel reinforcements ‘are placed on the map. (6) Rebel move, as above. Reinforcements ‘There ae two kinds of reinforcements: regular units and mobs. Regular units arive ina predetermined fashion. ‘The arval of mobs is determined by the ownership of the zadio station and the rol ofthe die. inforcements may never appear on top of enemy ‘unis. They may appear ontop of friendly units, bu only if ‘his does not violate stacking restictions. They may not appear ona hex totally surrounded by enemy units. Cerin reinforcements wil have farther restrictions on their ap pearance If there are not enough counters to crestereinforce- ‘ments, thse unis do not appear, either then or on a ater Police reinforcements. in the basic scenario, off-duty police units rally in the first few hours. Some take onesie, Some the other Government. The government player gets one 2-4 po- lice unit on each ofthe first 3 tums; thete must appear in city hexes, After that, he gets no more police reinforce Rebel. The rebel player gets two 2-4 police units on ‘achof the first three tims; these must appear in city hexes. ‘Ater that, be gets no more police reinforcements Raising Mobs. Both players have the chance to aise mobs, a follows: Rebel mobs. Ifthe rebel player holds the Radio Staton atthe beginning his turn, be ols one di. Th results the ‘number of mobs he gets that tur. If there sa rebel leader ‘nthe Radio Station, the rebel player gets one exira mob. Ifthe rebel player does not hold the Radio Staton, he ‘may sil ise mobs. Roll one de. Ona 1,2,3, 4, he gets ‘one mob unit. Ona Ser 46, he gets two mob. Rebel mobs may only appear in city hexes. A single ‘mab each tum may be placed in any city hex the rebel ‘wishes. Other mobs must spear either on or nex toa rebel leader or existing unit ~ that is, in ts hex or in an adjacent Movement ‘Sequencing. On his tum, each player may move each ‘of is units once. A unit may move up fo it full movement allowance. Aunt never has to move. ‘Movement Allowance. The second mumber on each ‘counter is its movement allowance ~ thats the number of heres it may move under normal cieumstances. Movement allowance may never be passed from one unit t another, or saved up from one tum tothe next. (6) Rebel attack, as above. (7) Count Victory Points (seep. 7). Ineither player bas won after victory points have been counted and recorded, the next tun stars, one. Stacking limits may notbe exceeded. Ifa player cannot legally place some of his mobs, he doesa't ge them! Loyalist mobs. Ifthe government player olds the Radio Staion a the beginning of his tur, he may’ raise his ‘own mobs. He rolls one de. He subtracts 2 from the result ifthe Maximum Leader is inthe radio station; otherwise be subtracts 4, This determines how many mabs he gets. (Ifthe result is negative, he neither gains nor loses any units) Loyalist mobs mist appear in city hexes, either in a hex ‘with or adjacent io government units Ifthe government does not hold the Rado Station atthe ‘beginning ofits turn, thas no chance to aise mobs. Obstacles to Movement. Rivers (blue lines) and forests (green hexes) are obstacles to movement. It costs all of a ‘ground unit's movement poins to cross aver orto ener a fores. ‘Aids Movement. Any ground unit which moves fom ‘one road hex to another, along the road, pays ony half the ‘normal movement cost A unit moving slong the road also incurs no movement penalties dve to any forests or rivers the road may ross. Enemy Unit A ust may move freely around or beside ‘enemy units, However, it may not move through enemy ‘units. Exceptions: A ground wnit may move through a hex cocupied by an enemy helicopter, or vie vers but it may not end its turn in that bex. Also, any unit may move Stacking: Stacking Limit. The stacking limit in Coup is three unis. Any pe of units which may stack together, a Tong ss not more than three units occupy a hex. It would be perfecly all righ, for instance, to tack the Guard, loyal istmob, and a tank unit together. Your opponent may exam- ine the contents of any stack at anytime. Exceptions. Leader wits and helicopters do not count toward the stacking limit. It would be possible to pat all your leaders andor helicopters in a hex that already con- tained three units, However, all other units count toward stocking limit Combat: Combat strength. The combat strength ofeach unit is shown by the frst number on the counts. ‘Who may attack. During the combat portion of this tur, any of a player's units may attack any enemy units ‘adjacent to them. Units which attack the same enemy must combine their strengths into one attack. Exception: An un- sccompanied leader has no combat stength it cannot a- lack, Bach unit may oalyattck once per turn ‘Units in a stack do not have to combine their attacks; they may attack separate targets. A leader in such a stack sds its combat bonus to only one ofthe atacking wis. Who may be attacked. & unit, or stack of units, may only attack enemies adjacent oi. Attack is never manda- tory. However, you may not attack just one unit out of @ stack — you must attack that whole hex, with everything in in defending together ‘Attack procedure. Toe stacking player indicates what stack(s) hei attacking, and which units are attacking them. ‘The combat suengihs of all avacking units ar then added up and compared with the total combat strength ofthe de- fender. Ifthe defenders are ina forest hex or fortified area, their strengths are doubled. ‘The ratio of attacking to defending strengths in then rounded down to one of the adds shown on the Combat Results Table (CRT) on the map sheet. For instance, 19 attacking points to 12 defending rounds down to a 1-to-L stack. Always round in favor ofthe defender. A240 8is a “3.to 1." but a 23 to 8 isa "2-0-1," 16 wo 20 would be a “I-to-2” Anattack at greater than3 to I odis is considered 1340-1. Attacks at worse than 1-0-4 are not allowed. ‘through a hex, or end its turn there IF the only enemy unit inthat hex lesder, because an unaccompanied leader has ‘no combat strength. ‘Leaving the Map. Avuit which leaves the map is con- sidered to have fle, It may not return; it sou ofthe game. 1 leader flees the map, he is considered dead for purposes ‘of counting victory point Temporary Violations. At the beginning ofthe game, the government units in certain hexes violate stacking limits (they ace dilling or sleeping, not trying to fight!) Atte end of the government move, though, they must be within sacking limits, Some units must move out. Similarly, a retreat may force a violation of stacking imis. The owning player must corect this on the next move, If he is sur rounded and cannot move units away, he must lose units ‘until only three are left. When the odds ratio is determined, the attacker rolls ‘one die, The resulting numbers rea on the appropriate Tine of the CRT o get the combat results. For instance, aol of 3" at a 2to-l odds is a “-1" result. The result of each combat is applied immediately. ‘Meaning of combat results, Seven diferent results are possible. Most results reapplied to the defender. Results in brackets are applied othe attacker. (On a -2] res, the attacker loses 2 unis of his choice, (On a [-1] resul, te stacker loses a single nit of his choice (Ona “NE” rsul, there is no effect. The atok fis. (Ona “.1” result defender loses one combat unit of his choice ffom the group that was attacked. Leaders inthe stack are not alTeced unless there was only one combat unit ‘defending. In that case, the leader or leaders are lost. (Ona 2" result, the defender loses two units of his choice from the group that was atacked. Again, leaders are rot affected unless there were nly two combat units de fending In that case, leaders are killed (Ona“-U/R" ora“-2/R” result, Ue appropriate number of units are lost by the defender, and any remaining units must retreat - see below. (On an “R” resul the defenders must reteat one hex in any dretion, Itey can retreat to hex not adjacent any ‘enemy units they must do so, Otherwise, they may move 0 any adjacent hex not occupied by enemy units. A lone leader cannot block reateat. If all adjacent hexes are cenemy-occupied, the defenders are immediately elimi- nated, Sages Ground wnits may retreat nto any terain excep a lake Dex. Ground units may not retreat across the river. Helicop- ters jgnore terrain when retreating. No unt may reeat off the map, ‘A unit may violate stacking Limits by reveating to @ ‘tiendly-oocupied hex, even if tat brings the number there to more than 3. Itmay not do this unless there are no other Doexes available. If that hex is then atacked on the same ‘tn, the new units do count forthe defense. they have no alternative! Desperate men fight hare. ‘When a stack of units reteas, they must all retreat to the same hex unless that would violate stacking Kimi. If spliting the stack would keep from violating stacking lim its, the stack must spit. (On an °X” resul, all defenders are los Advance after combat. When all defending units in a hex are eliminated or forced to reteat, any ofall ofthe Leaders: ‘Bach leader counter represents one person Leader Movement. Each leadee normally has a move- ment factor of 3. However, a leader may ride with rendly helicopter, police, or Guards unit ifhe begin is movement stacked with it, and moves with it forthe entire ur, If Jeader rides in a helicopter, be is assumed to stay with it ‘uni the owning player announces that be has left it. A leader may only leave a helicopter at the beginning of his Leader Combat, leader's combat strengths own in parentheses, to indicate that itis only effective when the leader is stacked with regular unis. Alone leader bas no ‘combat strength ‘When a player is atacked and loses units, he cannot choose fo lose leader instead of a regular unit Leaders in 8 stack always survive until the entre stck i destroyer then they ae kiled. Exception: Leaders riding in helicop: ters. See below ‘Leader Combat from Hellcopers. A leader in abel copter adds tots combat strength, like any other unit How- ever, if the helicopter is destroyed, the leader is killed, ‘regardless of what may happen to units on the groand in the same hex. A leader ina helicopter may not “bag ox ‘Unaccompanied Leaders Ia rebe leaders alone in a fhex, and an enemy unit passes trough that hex, the rebel leader is unaffected. If an enemy unit ends its move in his. ‘hex, he must immediately “lee” by moving one hex in any

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