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Complots box art
2013 Ranked #4,337

Complots

This bluffing game has schemers use hidden characters to eliminate rivals for a vacant seat of power. Claims work until challenged, so every action risks exposing a lie.

Party Games Bluffing Card Game Memory Player Elimination

Players

2-8

Play time

Not listed

Age

8+

Complexity

1.57/5

Rating

6.82

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

A corrupt city, subject to vice and avarice, is under the control of vile characters. The seat of power is vacant and waiting for you to take it — unless someone else takes it first.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

A corrupt city, subject to vice and avarice, is under the control of vile characters. The seat of power is vacant and waiting for you to take it — unless someone else takes it first. In Complots, as in the original game Coup, you control two characters and start with two coins, and through trickery, manipulation and bluffing, you want to eliminate all other players who stand in your way, possibly by having them eliminate one another along the way. The 24-card deck includes four copies of six different characters, each with a unique set of powers: Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. Inquisitor: Draw one character card from the deck and choose whether or not to exchange it with one of your face-down characters, or force an opponent to show you one of their character cards (their choice). If you wish, you may then force them to draw a new card from the deck. They then shuffle the old card into the deck. Block someone from stealing coins from you. (Either the Ambassador or the Inquisitor can be used in a game, not both.) On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions: Income: Take one coin from the treasury. Foreign aid: Take two coins from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an character. (If you have ten coins or more, you must take this action.) When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses a character of their own, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have a face-down character wins the game!

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Editions

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Edition Year Language Publisher / Region
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Game and edition data

All specifications (5)

Play and group

Players
2–8
Best with
3–6
Play time
15 min
Age
8+
Complexity
1.6/5
Credits and catalog connections

Credits

Designers

1
Rikki Tahta

Artists

1
Xavier Gueniffey Durin

Publishers

1
Ferti

Linked items

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