Card Game Rules

Bluffing game · Game 226 of 388 ♠

Intrigue

Two hidden cards, a handful of coins and a straight face – claim any role you like, but if someone calls your bluff, it costs you dearly.

Players
2–8
Duration
15 min
Age
12+
Difficulty
medium
Cards
15 cards: A K Q J 10 in three suits, plus about 40 coins or chips
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood lively

Collections: Games for two · Games for three · Games for four · Games for five · Games for six or more · No score pad needed · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Goal: be the last player with a face-down card.
  • 15 cards: A K Q J 10, three of each. Deal 2 face down each, rest = court. 2 coins each (2 players: start player 1).
  • Turn – exactly one action, no passing: Income +1 · Foreign aid +2 · Coup: pay 7, a player loses a card (must at 10+ coins) · or claim a role.
  • Claims may be lies. Anyone may challenge a claim: whoever is wrong loses a card. A shown card goes into the court; shuffle, draw a new one.
  • Losing a card: you choose which one to turn face up. Both face up → out, coins to the bank.

Cheat sheet

Card Action Blocks
K Tax: +3 coins Foreign aid
J Dagger: pay 3, target loses a card –
Q – Dagger
10 Steal: 2 coins (1 if they have 1) Steal
A Exchange: draw 2, return 2 Steal
  • Order: action → challenge → block → challenge → carry out. You can lose both cards in one turn.
  • Blocking: foreign aid by anyone, the rest only by the target.
  • Income, foreign aid and coup can't be challenged. Several challengers: the first to speak.
  • Dagger: blocked → coins stay paid; claim fails → coins back.
  • Exchange with one card left: keep 1, return 2.
  • Variant, 7–8 players: all four of each rank (20 cards).

Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Your turn
  5. Blocking
  6. Challenging
  7. Losing a card
  8. Winning
  9. Tips for beginners
  10. Variants

Overview

Intrigue is a game of bluffing and nerve for 2–6 players. Each player has two face-down cards – their influence – and a few coins. Each card is a role with a special action, but you may claim any role you like, whether you hold that card or not. Anybody who doesn't believe you can challenge you: whoever turns out to be wrong loses one of their cards. Lose both cards and you are out. The last player with a face-down card wins.

  • Players: 2–6 (7–8 as a variant); best with 4–5.
  • You need: 15 cards from one standard deck (see below) and about 40 coins, chips or matches as the bank.

Intrigue is our own adaptation for an ordinary deck, inspired by Coup (Rikki Tahta, 2012). The names and texts are our own. It has not been playtested yet.

The cards

Take the Ace, King, Queen, Jack and 10 in three suits – for example ♠ ♥ ♦ – so that you have three of each rank, 15 cards. The suits don't matter. Everything else goes back in the box.

Card Role Action on your turn Blocks
K Tax collector Tax: take 3 coins from the bank Foreign aid
J Assassin Dagger: pay 3 coins; a player of your choice loses a card –
Q Guardian – The Dagger aimed at you
10 Thief Steal: take 2 coins from another player Steal aimed at you
A Envoy Exchange: swap cards with the court (see below) Steal aimed at you

An easy way to remember them: the King collects taxes, the Jack carries the dagger, the Queen protects, the 10 is ten quick fingers, and the Ace is the Ace up your sleeve.

Setup

  1. Shuffle the 15 cards and deal 2 cards face down to each player. Look at your cards, but keep them hidden. These two cards are your influence.
  2. The remaining cards go face down in the middle. This pile is the court.
  3. Each player takes 2 coins from the bank. With 2 players, the start player takes only 1 coin. The bank never runs dry: if it is empty, use extra tokens.
  4. Choose a start player. Play goes clockwise.

Your turn

On your turn you take exactly one action. You may not pass.

Actions anybody can take (no claim, can't be challenged)

  • Income: take 1 coin from the bank. Nobody can stop this.
  • Foreign aid: take 2 coins from the bank. Another player may block this by claiming the King.
  • Coup: pay 7 coins to the bank and choose a player. That player loses a card. Nobody can stop a coup. If you start your turn with 10 or more coins, you must make a coup.

Role actions (you claim a role)

Say which role you are using – "I'm the King, I take tax." You don't have to hold that card.

  • Tax (K): take 3 coins from the bank.
  • Dagger (J): pay 3 coins to the bank and choose a player. That player loses a card – unless they block it with the Queen.
  • Steal (10): choose a player and take 2 coins from them (only 1 if they have only 1). You may not steal from a player who has no coins. They can block it with the 10 or the Ace.
  • Exchange (A): draw 2 cards from the court. Now choose which 2 of your face-down cards and the new ones you want to keep, and put the other 2 back into the court without showing them. Shuffle the court. (With one face-down card left, keep 1 and put back 2.)

Blocking

Some actions can be blocked by claiming a role – again, you don't need to hold it:

  • Foreign aid can be blocked by any player who claims the King.
  • A Dagger can be blocked by its target, claiming the Queen. The 3 coins stay paid.
  • Steal can be blocked by its target, claiming the 10 or the Ace.

A blocked action simply doesn't happen; the turn is over.

Challenging

Whenever somebody claims a role – for an action or for a block – any other player may say "I challenge". (If several want to, the first one to speak challenges.) Then the claimed player must show whether they have that card:

  • They have it: they show it. The challenger loses a card. Then the player puts the shown card into the court, shuffles the court and draws a new card face down – so they keep two secret cards, and nobody knows whether they still hold that role.
  • They don't have it (or don't want to show it): they lose a card, and their action or block fails. If they had paid for a Dagger, they get the 3 coins back.

Nobody may challenge Income, Foreign aid or a Coup itself – only claims of a role.

The order of events

  1. The active player announces an action (and a target).
  2. If it is a role action, anybody may challenge it.
  3. If the action still stands and can be blocked, a player may claim a block.
  4. Anybody may challenge the block.
  5. If the action was not stopped, carry it out.

This means a player can lose both cards in one turn: for example by wrongly challenging a Dagger and then being hit by it.

Losing a card

When you lose a card, you choose which of your face-down cards to turn face up. It stays face up in front of you for the rest of the game – everybody can see it, and it no longer counts as influence. When both your cards are face up, you are out: put your coins back in the bank.

Winning

The last player with at least one face-down card wins.

Example: A few turns into the game, Anna and Ben have 2 coins each and Carla has 3. Anna says "King – tax" and takes 3 coins (5 in all); nobody challenges. Ben says "10 – I steal from Anna". Anna says "I block with the Ace". Ben doesn't believe her: "I challenge." Anna has no Ace, so she turns one of her cards face up (a Queen). Her block fails, and Ben takes 2 of her coins: Anna has 3, Ben 4. Carla now says "Jack – Dagger on Anna" and pays 3 coins. Anna has already shown a Queen, but she may hold another one. She claims "Queen – I block." Carla thinks it over and doesn't challenge. Her 3 coins are gone – she has none left.

Tips for beginners

  • Pick a story and stick to it. If you took tax twice, people believe you have a King – blocking foreign aid later is then very convincing.
  • Face-up cards are clues. Three of each card exist. If two Queens lie face up, a third Queen claim is suspicious.
  • Challenge carefully. A wrong challenge costs you a card; with only one card left, it costs you the game.
  • Watch the coin counts. A player with 7 coins can make a coup next turn; a player with 3 might use a Dagger.
  • Telling the truth is allowed. Sometimes the best bluff is to use the roles you really have.

Variants

All optional – agree before you start.

  • Big table (7–8 players): use all four cards of each rank (20 cards).
  • Match: play several games; the winner of each game scores 1 point, and the first to 3 points wins the match.

Background & history

  • Family: Bluffing game (hidden roles, player elimination)
  • Origin: Adaptation written for this site (2026), inspired by Coup (Rikki Tahta, 2012)
  • Also known as: –
  • Related games: Coup, Cheat, Secret Letter, Liar's Dice

Intrigue is not a traditional game: it was written for this site so that you can play a Coup-style game with an ordinary deck and a handful of coins. The mechanics follow the original – two hidden cards as your influence, fifteen cards with three copies each of five roles, 2 coins at the start, income, foreign aid, the coup for 7 coins that becomes compulsory at 10, the role actions and blocks, and the challenge that costs the loser a card. The names, the texts and the deck mapping are our own. If you enjoy Intrigue, the original with its illustrated characters is well worth buying.

Coup was designed by Rikki Tahta and published in 2012 by La Mame Games and Indie Boards & Cards. Its players are heads of families in an Italian city-state ruled by a weak and corrupt court; they manipulate, bluff and bribe their way to power until only one family is left. The five characters are the Duke, the Assassin, the Contessa, the Captain and the Ambassador. The game was nominated for the Golden Geek awards 2013 as best card game and best party game. The expansion Coup: Reformation (2014) added a new role and support for up to 10 players, and Coup: Rebellion G54 (2014) replaced the fixed roles with a variable set of characters.

Our mapping: the King is the tax collector (Coup's Duke), the Jack the assassin, the Queen the protector (Contessa), the 10 the thief (Captain) and the Ace the envoy who exchanges cards (Ambassador).

Sources