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Coup: Rebellion G54 Role Reference Sheet

Communications • Judge (F05): Active player declares a Target and gives Target 3 credits. Target loses a life.
Target may claim Judge to avoid losing a life, keeping the 3 credits given.
• Producer (C1): Active player takes 1 random card from the Deck and 1 card from Target
(Target’s choice). The active player may secretly change any cards with their own, and then Special Interest
return 1 card to the Deck and 1 card to the Target. Target may claim Producer to avoid giving
(and then receiving) one of their cards. • Peacekeeper (S11): Active player takes 1 credit from the Treasury and then places the
• Director (C2): Active player takes 2 random cards from the Deck. They may secretly change Peacekeeping token in front of themselves. While the Peacekeeping token is in front of a
any cards with their own, and then return 2 cards to the Deck. player, that player cannot be target. This does not prevent Coup actions nor preclude
• Writer (C3): Active player takes 1 random card from the Deck and looks at it. They may then challenges.
pay 1 credit to the Treasury to take an additional card from the Deck, and look at it. They may • Priest (S12): When the active player claims Priest, all other players become Targets and have
repeat that process as often as they choose, paying 1 credit for each additional card. They to give 1 credit to the active player. Target may claim Priest to avoid giving 1 credit to the
may secretly change any cards with their own, and then return as many cards as they took active player.
back to the Deck. • Politician (S13): Active player declares Target and takes up to 2 credits from the Target.
• Reporter (C4): Active player takes 1 random card from the Deck and 1 credit from the Target may claim Politician to avoid giving any coins.
Treasury. They may secretly change the card with one of their own, and then return 1 card to • Communist (S14): Active player takes up to 3 credits from the player with the most coins
the Deck. (Target) and gives the taken coins to the player with the fewest coins. In the event of a tie for
• Newscaster (C5): Active player pays 1 credit to the Treasury, and then takes 3 random cards most of fewest coins, the active player decides who the Target is. Target may claim
from the Deck. They may secretly change any cards with their own, and then return 3 cards to Communist to avoid giving any coins.
the Deck. • Protestor (S15): Active player pays 2 credits to the Treasury and declares Target. Any players
may challenge, if not successfully challenged, then any other player can pay 3 credits to the
Finance Treasury to join the Riot, and the Target loses a life. The player joining the Riot does not have
to claim Protestor. If no other player joins the Riot, the action fails without coins being
• Speculator (F1): Active player takes as many coins from the Treasury as they have already (5 returned. After both players have joined the Riot, the Target may claim Protestor to avoid
credits maximum). If the Speculator is successfully challenged, the coins taken from the losing a life.
Treasury are returned and then the challenger takes all the active player’s coins. • Foreign Consular (S16): Active player takes both Treaty tokens, placing one in front of
• Banker (F2): Active player takes 3 credits from the Treasury. themselves and one in front of another player. Players with Treaty tokens may not Target
• Capitalist (F3): Active player first takes 4 credits from the Treasury. Then any other players each other unless they are the final two players. This includes Coup actions but does not
may also claim Capitalist. Once all claims have been made, challenges are resolved for new preclude challenges.
claimants in clockwise order from the active player. Then the active player must give 1 credit • Missionary (S17): When a player loses a life for any reason other than a Coup, they may claim
to each surviving Capitalist claimant. the Missionary if the Deck has at least one card. The card claimed to be the Missionary is put
• Farmer (F4): Active player takes 3 credits from the Treasury and must then give 1 credit to aside face-down as the lost life and that player takes 1 card from the Deck. If challenged, the
another player of their choice. card claimed as the Missionary is revealed. If the card is not the Missionary, the player that
• Spy (F5): Active player takes 1 credit from the Treasury and can then take an additional action claimed the Missionary loses another life (and does not take 1 card from the Deck) – they may
of their choice. They cannot take the Intel action again this turn. If a player starts a turn with claim Missionary on the second life lost to avoid being eliminated. If the card is the
10 or more coins, they must take the Coup action and may not claim Spy before doing so. If a Missionary, the challenger loses a life.
player takes the Intel action and then has 10 coins, they must take the Coup action as their • Customs Officer (S18): Active player takes both Tax tokens, placing one in front of themselves
additional action. and one on a role card in play. Before any player can claim the role (for either ac action or
counteraction) that has the Tax token on it, they must first give 1 credit to the player with the
Force Tax token – if they do not have a coin to give, they may not claim that role. If the player that
has the Tax token is eliminated, remove the Tax token from the role card.
• Guerrilla (F01): Active player pays 4 credits and declares Target. Target loses a life. Target • Intellectual (S19): When a player loses a life for any reason, they may claim the Intellectual.
may claim Guerrilla to avoid losing a life. The card claimed to be the Intellectual is put aside face-down as the lost life and that player
• Crime Boss (F02): Active player declares a Target. Target can choose to give the active player takes 5 credits from the Treasury. If challenged, the card claimed as the Intellectual is
2 credits and the turn ends. If not, the active player must pay 5 credits to the Treasury and revealed. If the card is not the Intellectual, the player that claimed the Intellectual loses
the Target loses a life. The active player must have 5 credits to take this action. another life (and does not take 5 credits from the Treasury). If the card is the Intellectual, the
• General (F03): Active player pays 5 credits to the Treasury. All other players become Targets challenger loses a life.
and lose a life. Target may claim General to avoid losing a life. • Lawyer (S110): At the end of any turn on which a player is eliminated, any other player may
• Mercenary (F04): Active player pays 3 credits to the Treasury and declares a Target. Target claim Lawyer and take all the coins from the eliminated player before those coins are
places the Disappear token in front of themselves. If the Target still has the Disappear token returned to the Treasury. If multiple players claim Lawyer, the coins are divided equally
at the end of their next turn, they lose a life and then discard the token. Target may claim amongst those players with any excess going to the Treasury.
Mercenary when they are targeted, or at any time on their next turn to avoid losing a life.
They discard the Disappear token if counteracted.

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