c1e8bfd469fd369e8a021266963e2913_largePerhaps you’ve heard of Coup before, the indie card game — focusing on bluff and subterfuge — whose Kickstarter manage to obtain a colossally staggering 3,300% funding (and then an additional 2,550% funding when they went back to print it a second time)! With a game so beloved by tabletop enthusiasts the entire world over, it’s no wonder that Banana & Co — with the original creator’s permission — sought to create a mobile based version. All they needed was for their Kickstarter campaign to secure $5,000 in development funds, and they’ve thus far — with thirteen whole days still remaining — managed to secure more than 150% of that amount!

I guess nothing less should be expected from a card game whom has already twice blown its funding goals right of the water, however — for those here not yet familiar with the rules — perhaps its finally high time I began explaining how Coup works. The physical game features a fifteen card deck — composed of five different character cards, each available in triplicate — as well as a stack of coins that players will need to fund a coup. Each session begins with every player holding two cards — dealt face down, so that only they may truly know what they’re holding — as well as two coins, after which the game will go around the table in a circle until only one person still has any cards remaining.

4f252f0f58c9ede231f77de787ca6965_largeUpon their turn each player may choose to do any of the following:

Players may take a single coin, an action which is unblockable.

Attempt two coins instead, but will be stopped if someone else says they have the Duke.

Proclaiming that you have the Duke will allow you to simply take three coins instead.

Players may pay seven coins to start a coup, forcing someone to reveal and lose a card.

Players whom are holding ten (or more) coins must always select the coup option.

Those proclaiming to hold the Assassin may start a coup for only three coins.

However, a player proclaiming to hold the Contessa is impervious to Assassins.

Those proclaiming to hold the Ambassador may exchange their hand with the deck.

Those proclaiming to have the Captain may choose to steal two coins from a player.

That theft may be blocked if the other claims to have a Captain or an Ambassador.

This seems all well and good at first, but the catch of Coup is that — since you’re never required to reveal what you have, except during a coup/assassination — you’re basically free to claim to be holding whichever two cards you want. People whom think they’ve caught on to your lies may order you to prove if you have a card, but there are grave risks to consider when attempt to call someone out on what you think may be their bluff. Those whom can’t — or perhaps refuse — to show the demanded card must reveal and give up one of their remaining cards, yet successfully providing the demanded character will cause the accuser to be penalized instead.

With more than 100% funding already in hand, this intriguing game of fast paced bluffing already has an essentially set-in-stone future wherein Coup definitely will grace iOS users everywhere. With that said, there’s still much the developers would like to accomplish — assuming the necessary stretch goals are reached — such as fully animated cards or additional launch platforms. Therefore those whom either just want a launch day copy — containing special backer only perks — or even those whom want to ensure Coup’s mobile edition becomes as lavish as possible, must chip in before February 25th arrives.