Coup is a quick, enjoyable filler game which lasts around 10 - 20 minutes depending on the player count, with some players being eliminated sooner than others. The game supports a relatively wide range of player counts (2 - 6, though plays best with 4 - 6 players) and is suitable for all types of gamers. Rules Overview: In Coup, your goal is to eliminate all other players by taking away their influence and to be the last one standing. Each turn is simple, as you simply declare and take an action. You can take the safer generic actions (taking coins from the Treasury, paying to make someone lose an influence), but there are also special character actions you can take (taking a larger amount of coins, paying less to make someone lose an influence) which supposedly correspond to the character influence cards you have face-down in front of you. The reason bluffing is such a large part of this game is because you're allowed to lie and take the actions of characters you don't have. If no one calls you out, then you get away with your lie and take the action. If someone thinks you're bluffing and challenges you, then you have to reveal the appropriate character card, or else flip one of your characters face-up and losing one influence. If you lose both your influence character cards, you're out of the game. Coup may therefore be harder/less enjoyable for those who do not keep a straight poker face. However, in most situations, telling the truth is probably your best bet anyways. Components/Artwork: Being a smaller game, there aren't too many components in the box. With that being said, the components that do come with the game are of good quality. The character cards are slightly taller than standard playing cards and have a sturdy feel to them. I've played the game around 10 times now and there isn't any visible wear on my cards. That being said, the cards are handled quite a bit and may benefit from being sleeved. The game also comes with player aids printed on nice stock and chunky cardboard coins. The artwork is quite detailed, but all of it is on the character cards, so you won't see too much of it while playing. If you liked the artwork inThe Resistance , then you'll enjoy the art here, as they're in the same universe. Game Depth/Replayability: The game is fairly light, which isn't bad for a quick filler game. There is a fair bit of luck, based on the characters you draw and the ones other players have. However, there is strategy in things like keeping track of the characters you know/think are in play, which can make calling a bluff easier. I do find a certain meta can develop once you've played the game a few times with the same group. For example, almost all my games of Coup now start with the first three players taking the Duke action, which allows you to take 3 coins from the Treasury. This may not be the case for other groups, but I feel like the possibility of a predominant strategy carrying over from game to game may cause Coup to become stale after multiple plays. Truthfully, I have not brought Coup out very much recently. I do also find that near the end of the game, when only 2 or 3 players are left, players mostly know each others' characters and the winner is mostly already decided based on that, which makes the endgame feel less tense. Overall Thoughts: I think of Coup as a bluffing version of Rock-Paper-Scissors, but with a few extra levels of complexity. Some characters are clear counters to others, but the bluffing aspect adds tension and uncertainty. Coup may not be everyone's favourite, especially for those who do not like lying, but I think the short time investment and ease of play makes it a game that very few will be opposed to playing if brought out on a game night. I'm still happy to have this one in my collection, even if it won't be seeing the table too often anymore.