In Coup, the objective is to eliminate all other players by forcing them to discard their two influence cards. Each action in the game, from taking income to launching a coup, is directed at another player, effectively making them the focus of the action. For example, a player using the Captain’s action to steal coins selects another player as the victim of this theft.
Selecting a player to act upon is a fundamental element of Coup’s strategic gameplay. The choice of whom to target with an action, challenge, or coup carries significant weight, influencing the overall direction of the game. A well-placed challenge or coup can cripple a powerful opponent, while an ill-advised action can leave a player vulnerable. This constant need to evaluate and select opponents creates a dynamic and interactive experience where alliances are constantly shifting and betrayal is always a possibility. The game’s streamlined design, centered on this concept of targeted actions, contributes to its accessibility and replayability.