Today we kick off a new series of mini(ish) reviews about 2 player card games that may have fallen between the cracks but deserve another…err…crack! First up is a lovely indie game from a few years back called Xi!
Publisher: Xi Cards Ltd
Designer: Chris Nonweiler
Xi is a fantasy card game that was originally designed as a CCG way back in 2011 but lacked the bottomless pit of money necessary to remain sustainable under that model. It’s also probably one of the most criminally underrated 2 player card games of the last decade.
Xi released properly in 2013 as a single set of 200 cards, sold as 4 pre-constructed decks; Stone, Wind, Ember and Aqua. In a game of Xi, you’ll command one of these powerful elemental castes and duel against the other houses to restore equilibrium to the world.
The format of Xi mirrors many other 2 player card games, I.E. you’ll summon units to the battlefield, cast spells that deal damage or buff units and otherwise attack your opponents life points until one of you is dead. Yes, these are hats that have been worn to death before, but instead of reinventing the wheel, Xi kind of fixed it.
For starters, Xi sets itself apart from its competitors with it’s main in-game resource: ‘time’. There’s no economy generating cards in Xi, instead you simply have a limited amount of time to spend from the beginning of your turn. It costs time to draw a card; it costs time to play a card; and it even costs time to save time. Indeed, you can ‘bank’ time to use on later turns, which becomes an incredibly important when you’re holding a world destroying card that costs way more than you can currently afford.
The learning curve in Xi is similarly simplified. Even if you’re completely new to the genre, you’ll master Xi’s nuances within your first game. The amount of times I’ve tried to teach ‘Magic The Gathering’, only to see the hazy look of utter confusion in my opponents eyes is staggering. Explaining phases and windows of opportunity to a new player is not only a nightmare, but it also vampires the fun out of learning a game.
Xi on the other hand, has no rigid turn structure. There’s no phases guiding your hand, telling you to perform specific actions in designated safe spaces. Much like the forces of nature Xi is themed around, reckless abandon is the new world order here. You can attack, draw a card, play a card, attack again, bank some time, draw another card or do anything you bloody like on your turn. Your only limitation is time. And crucially, Xi doesn’t waste any of yours. For example, unlike ‘Magic the Gathering’ and other games of its ilk, there’s no ‘summoning sickness’ or rule that prevents you from using a unit the moment you commit it to the battlefield. Once a card hits the mat, it’s ready to go to work. Xi is a fast, high impact, card game that leaves little room for analysis paralysis, but also gives players the freedom to express themselves with virtually endless strategic avenues.
If you’re looking for a thematic experience, you won’t be disappointed either. Each of the elemental castes have very distinct themes and play completely different from one another. Ember is all about aggression and engulfing the land in fire; Stone blocks an opponents path while building huge threats; Aqua is as fluid as the ebb and flow of ocean and can quickly shift strategic gears; Wind is as you’d expect all about trickery and making your opponent go left when they should have gone right. Again, these are very well established themes in the card game genre, but Xi adds a slight twist to the mix. Each element has advantage over another and does double damage, which is not huge deal in the basic game, but in more advanced games when you mix up your decks, this becomes yet another layer of strategic goodness you can sink your teeth into.
I know you shouldn’t judge a book by it’s cover, but Xi is definitely an exception to the rule. The artwork is absolutely stunning. Its nothing like the airbrushed perfection you see stacked along the shelves of game shops today. Xi’s art style courtesy of Jordan Saia, has a distinct rawness which gives the game an authentic grass roots feel. Heck, the art alone is reason enough to check this game out.
Xi is a perfect fit for anyone looking to test the waters of the 2 player card game genre. It’s the very definition of ‘easy to learn, hard to master’, which not only makes it an excellent gateway game, but also, if it’s the only game you ever purchase you’ll have plenty to mull over for years to come. If you really do get tired of the 4 core decks, you can always experiment by building new ones. And when you’re done with that, you might consider buying more packs or the expansion ‘Xi Advanced’. We have yet to try it since we’re quite happy with single copies of the core decks, but ultimately, there is virtually no limits to how far you can push this game. We’re big fans of games that come in a small package but hit like a truck and Xi is tremendous bang for your buck.
Perhaps Xi never made a splash in the 2 player market because it relied too heavily on a form and theme that veterans of hobby gaming have seen time and time again, but beyond that familiar veneer, lies an incredibly fun and heartfelt card game that lets you tinker, twist and turn like someone learning how to wield a sword properly. As of the time of this post, you can still find copies of the core decks floating around online and they’re usually very cheap. If Xi ever comes up in your searches and you’re looking for an exciting kitchen table card game, we think it’s worth a shot.
Since a lot of us can’t meet up in person in these trying times, we thought it would be nice to shine a light on some of our favourite small box solo games. Perfect for afternoon tea while you work from home.
Onirim is not only the smallest game we’ll be writing about in this post but it’s also the oldest in my collection. And there’s a good reason for it. It’s absolutely amazing!
In Onirim you are a dreamwalker, trapped in an ethereal labyrinth, searching for 8 doors that will free you from slumber. However opening the doors isn’t exactly a walk in the clouds. On your turn you’ll play cards from your hand, forming a single row of dreamy labyrinthine rooms. The object is complete sets of three matching coloured cards, but each new card you lay down must have a different symbol to the previous one – either a sun, moon or key. If you manage to get the colours and the sequence to work, you’ll discover one of the doorways you’ll need to escape the dream world.
Getting the correct sequencing of labyrinth cards may sound tricky, because it is, but as you play cards onto the labyrinth track you’re also refilling your hand, which always gives you an option of where to go next. However, scattered throughout your draw pile are ‘nightmares’, waiting to disturb your peaceful sojourn. Nightmares eat away at the cards in your hand and deck, forcing you to discard precious pieces of the puzzle and ultimately making it more difficult to escape. There are ways of fighting the nightmares (like holding on to ‘key’ cards) but the skill is to carefully manage your hand while simultaneously digging deeper into this dreamy labyrinth.
Onirim is a perfect blend of challenging game play and addictive fun. Every game will have you locked in the dream world and you’ll say to yourself “I know how to get out!” So you’ll try again, and again, and again. Until, suddenly it all starts to click, and you will get out. Eventually. However, just when you think you’ve mastered the system, along comes a new challenge. Onirim comes packed with several mini expansions that add new layers of difficulty to the game. Now, you have to find the doors in a set order or search mystical towers and cast spells to fend off the nightmares. And when you master each of those, you can combine them all together to make a puzzle with more horrifying depth than cube in Hellraiser. The amount of punch this small box packs is utterly staggering.
Onirim is of course the game that launched the Oniverse series nearly a decade ago, which has grown to become the Studio Ghibli of board gaming with it’s whimsically child like art style and immensely rewarding puzzle solving. In truth you could take this endorsement for any of the Oniverse games, but for me, Onirim is the OG of this fantastic series and will remain in my collection for years to come.
Hostage Negotiator simulates what it’s like to be in the unfortunate position of leading a conversation with a hostage taker, and if there is one thing this game teaches you, it’s that nothing is certain in this line of work.
The action in Hostage Negotiator all takes place around a central tableau, which shows you all the relevant information you need to do you’re job. Who the terrorist is, what their demands are, how threatened they currently feel, how many hostages they have taken, and heaven forbid, how many casualties there are. You’ll have a hand of basic ‘conversation cards’ which you use to talk to the hostage taker. Whenever you play a conversation card, you roll a number of dice according to how threatened they feel. The more threatened they are, the less dice you roll and vice versa. Conversation cards have a variety of outcomes but by successfully talking with the hostage taker, you are mainly trying to calm them down – reducing their threat and increasing your dice pool – and getting them to open up – gaining you conversation points.
That last part is very important, because when a conversation is over in a round, you get to spend the conversation points you earned and buy more advanced conversation cards which open up more daring plays like instantly freeing hostages or having a sniper take the shot. Ultimately the calmer the hostage taker is the more likely future conversations will go well, and the more they open up to you in conversations the more psychological tools you’ll have at your disposal. Unfortunately, things are never straight forward in this line of work. At the end of every round a ‘terror event’ will occur which really hammers home the unpredictable nature of these situations. Even when things are going seemingly well, the unthinkable can happen. If you haven’t freed enough hostages by the time 10 terror events occur, you’ll only have one very slim chance to save the day.
Hostage Negotiator is probably the most intense game on this list. Not only is the theme extremely evocative, but you are also at the mercy of dice rolls at every turn. On the surface this may seem like a shallow luck-fest, but that is how all good gambles appear at first. Like in casino games, luck is a tool that can be bent in your favour, and at it’s core, Hostage Negotiator is gambling at it’s purist. The strategy is to improve your odds as best you can in a very volatile situation. Of course this means things can (and will) go wrong, even when it seems certain, but that is the beauty of this game. It shows just how demanding and challenging the job of a negotiator is, and I for one am quite happy to only visit the profession through this game.
Van Ryder Games has a reputation for making games that tell stories and Hostage Negotiator is no different. I’ve not played a game before or since that so closely marries theme and mechanics. When you move a meeple from the the hostage pool to the casualty zone, it’s hard to not feel like you’ve been stabbed in the heart. Conversely, when you move someone to the safe zone, you feel like an absolute hero. This game is definitely not for the faint of heart but if you enjoy a good dice with death, look no further.
Judge Dredd: The Cursed Earth
Speaking of games that tell stories, ‘Judge Dredd: The Cursed Earth’ by Osprey Games is a re-skin of the highly acclaimed ‘Lost Expedition’ which came out in 2017, and is (rather unexpectedly) equal parts a puzzler as it is a story game.
In JD:TCE you control Judges Dredd, Anderson and Giant of the infamous comic book series ‘2000AD’, as you march across the wasteland beyond the Mega Cities known as ‘The Cursed Earth’, in search of a person called Max Normal. Max is carrying a virus so potent it risks all life on the planet, and the Judges are tasked with securing his capture before he ends up in the wrong hands. And the wrong hands is exactly who is after him. An evil droid named ‘Satellat’ with its partners, ‘Mean Machine’ and ‘The Disciple’ are already hot on Max’s heels. As the Judges, you’ll need to catch up if you stand a chance finding Max before they do.
You’ll encounter a multitude of hazards across the cursed earth, represented by large beautifully drawn full art cards, laid in a single row across the play area. The type of hazards on encounter cards are symbolised by different icons, while their priority is denoted by their colour. Yellow icons are compulsory, red gives you a choice of hazard and blue is completely voluntary. These encounters can be anything from running low on food and ammo to bumping into a Satanic dinosaur….The cursed earth is a very weird place.
When your turn begins in earnest, you’ll encounter these cards from left to right, but the order they’re arranged is dictated by dusk and dawn setup each round. At dawn, you’ll arrange cards in numerical order, which doesn’t seem that terrible (you’ll say while peaking through your fingers) since it gives you a sliver of foresight as you lay the cards in the row. Whereas at dusk, cards are instead placed at the book ends of the row, which quickly becomes a logistical nightmare that my normal sized brain struggles to comprehend. The reason why these cards arrangement is so important is because the goal is to mitigate as much damage as possible so you don’t get squirted out the other end of the row like the last bit of toothpaste. Sometimes you’ll find precious resources like ammo and food, or best of all, a path forward to the next location, but most of the time, the Judges will become wounded, irradiated and fight their way out of encounters one at a time.
JD:TCE is an extremely challenging and intriguing puzzle. The game is essentially a gauntlet run through a harsh and unforgiving wasteland, and you have to make sure the Judges don’t hit too many rocks on their way down the hill. Lining up the cards in such a way that you aren’t dead by dawn is a Kasparov like quandary in itself, but fortunately there is a knack to it. Once you get used to the layout each round and which cards are the most dangerous, you start to see the signs, like a safe cracker carefully listening for pin tumblers to drop. Practice, memory and a dash of luck, are the main herbs in this spicy dish.
Although the puzzle IS the core feature to this game, one of the most striking things for me was how every card tells a story. The hazards on each encounter all make complete sense and often steer the player towards which direction they should take. You may stumble upon a wounded triceratops, but do you spend valuable ammo to put it out its misery and spend the time to prepare its remains as food, or do waste no time at all and move through it? That narrative cohesiveness and entertaining tasks gives this game just that extra bit of je ne sais quoi that makes it a solid gem. Do yourself a favour and get this one. Don’t think about it, just do it. It’s usually cheap and at the time of writing this review, it’s available from Osprey’s website for less than a tenner. So it’s a no brainer if you ask me.
Zulus on the Ramparts!
Some days I just get this hankering to play a war game. I wouldn’t necessarily consider myself a war gamer, but there is something incredibly alluring about their serious tone and beige colour palette. Lucky for me ‘Zulus on the Ramparts’ is a casual war gaming delight and could fit on any soloists shelf.
ZotR retells the story of the Battle of Rorke’s Drift in South Africa in 1879, which to this day, is one of the most successful defences in military history. To give a little context, the British had just suffered a massive defeat at Isandlwana, the first engagement of the Anglo-Zulu War, with nearly 1400 casualties at the hands of a Zulu army numbering of over 20000 warriors. The surviving troops retreated to nearby Rorke’s Drift, a mission station manned by 150 British troops and lead by Lieutenants Chard and Bromhead, and alerted the makeshift base that a contingent of Zulu Warriors was heading their direction. Deciding to stay, the British began fortifying the station with bags of corn around the perimeter. There they waited for the Zulu forces. The Zulu warriors were made up of 4 attacking groups, known as iButho’s and comprised of some 3000-4000 fighting men. With the Zulu forces vastly outnumbering the British, the attacks began in the late afternoon and didn’t cease until the early hours the next morning with the British managing to keep the the Zulu’s at bay by sticking to their guns (quite literary).
ZotR is one of Victory Points Games famed ‘States of Siege’ titles, which is a gloriously straightforward tower defence system. You’ll reveal tokens at the start of your turn that tell you which of the Zulu forces – the loins, chest, left or right horns – will move towards the centre of the mission station, and you must spend your turn performing actions like forming a reserve company or fetching ammo & water for the troops, while also firing a volley of attacks at the Zulu’s ranks by rolling handfuls of dice. Attacks that connect either drive the Zulu forces back or reduce their numbers. However, it only takes one iButho to break the back of the British forces. If any of the iButho’s make it to the Zulu Victory token in the centre of the board, the British lose. If on the other hand, the British can withstand the constant barrage of attacks until the relief column arrives in the morning, they will have survived as they did in real life.
This is a super exciting game that has a tremendous amount of card playing depth bubbling underneath its dice chucking surface. The main British protagonists – Lieutenant’s Chard and Bromhead – have such a marvellous synergy it’s hard not to cheer them on like they’re wrestling tag team. Chard helps you dig deeper into the deck and gets troops out FAST, while Bromhead is the go getter of the two and lets you commit more actions during your turn. The card play is so good in ZotR, I’ll often opt to play it over bigger games like Arkham Horror the card game. ZotR can be brutal at times, but thankfully the game comes with a slew of bonus cards that give you more defensive options. These are entirely optional so if you prefer the historically difficult version then you won’t be disappointed.
As a person who only flirts with war games on occasion, ZotR is perhaps one of the sweetest deals for casual players since the story is one for the most straight forward. You don’t have to worry about country spanning maps or moving hundreds of troops or complex military strategies or the socio-economic aspects of certain territories. There’s none of that. ZotR is a very easily digested story that invites the player to learn more when they’ve finished, which is exactly what I want from a war game – A compelling story that makes you want to discover more about a culture in a different time and place. A true gem in my opinion.
Venom Assault is a cooperative deck building game inspired by everyones favourite Real American heroes, G.I.Joe . Up to 5 commandos take on the role of ‘Freedom Squadron’ and must assemble crack teams of super soldiers to thwart the diabolical deeds of a terrorist organisation known as ‘Venom’.
You’ll start a game of Venom Assault by selecting one of the twelve gloriously shlocky missions that come in the box, each mimicing a different episode of the Joes 80’s cartoon show. As you’d expect from a Saturday morning kids show, missions are appropriately bonkers, with a decent side helping of fun. You’ll do everything, from searching the globe for the DNA of ancient warlords, to collecting parts of a weather manipulating machine. However, which ever mission you choose, you’ll inevitably end up fighting armies of evildoing snake soldiers in a kaleidoscope of red and blue laser fire. YO JOE!!..err I mean…Freedom?
If you’ve never played a deck building game before, they kind of work like this – players start out with a small deck of relatively basic cards, and as the game progresses, you’ll upgrade your deck by purchasing more powerful cards from a central tableau on the board, opening up new possibilities for play. Venom Assault follows this formulae to a T. You’ll begin the game with a deck of fresh faced recruits & commandos and spend ‘recruitment points’ each turn in exchange for elite, thousand-yard-stare, star-spangling, super-soldiers, ready to dispense freedom one shell at a time.
Once you’ve drilled your troops into shape, you can then plan your attack on Venom. Choosing one of the Joes, I mean Squaddies, from your hand as the ‘combat leader’, while the rest provide ‘support’, you’ll launch strikes against various land, sea, air and arctic locations around the globe.
Of course Venom isn’t going to idly sit by while you take an eagle sized dump on their evil plans. Just like their cartoon counterpart, Venom has a variety of colorful characters, each with their own distinct abilities. And that’s just the named bad guys. Venom also has access to an army of faceless goons, which they’ll happily throw at you during missions.
Turns in Venom Assault are broken out into phases and focus heavily on tactical card play. You’ll be going back and forth against Venom, playing cards and performing actions, eventually arriving at a point where you think you know the current ‘sitrep’…but you know what they say? “Knowing is half the battle”….the other half is extreme violence.
Combat itself is pretty quick, but just like the Joe cartoon, it’s less of a well coordinated military strike, and more of a ‘pew-pew-pew fest’. Hopefully something gets hit! Spoiler, no one in the cartoon ever got shot. You roll a number dice equal to your crack teams combat value and check if enough shots landed to take out the Venom Leader. A hit is successful if the die is equal to or higher than the Venom Leaders defence rating and you eliminate the target if you score hits equal to the Venom Leaders health value. If enough shots found their mark, you vaporize the Venom Leader and earn a reward card with a powerful once per game effect. If not, the Venom Leader stands triumphant and cackles at Freedom Squadrons impotent assassination attempt.
However, as is customary in the coop genre, the game will constantly try to derail your mission with random events. Every round, the first player draws a card from an event deck, some of which are favorable for Freedom Squadron, but more often than not they’ll do something bad like boosting the Venom Leaders stats or restricting recruitment that round or limit what type of terrain you can fight on, but most importantly, they also progress Venom’s nefarious plans with ‘Venom Strikes’ events. If Freedom Squadron hasn’t reached the goal stipulated on the mission card by the time 5 Venom Strike cards are revealed, they only have one more shot at glory. Otherwise it’s game over.
When I think of deck building games, titles like ‘Dominion’ or ‘Ascension’ are the first to come to mind, and in many respects, ‘Venom Assault’ stands equal with these titans of the genre. However one of my pet peeves with deck builders in general, is that quite often the flow of the game is so frenzied that you very quickly ignore a games theme and start looking at the board as nothing more than a series of transactions. In that sense, Venom Assault takes a bit of a slower approach. Not only does the coop structure of the game lend itself quite well to as a slower burn, but also the economy in the game is so finely balanced that you’ll rarely buy or retire more than one card on your turn. In most deck building games, efficiency is the ultimate goal, so having extra phases and machinations in the way is usually not ideal, but in Venom Assault it works really well. The game constantly asks wants you to give it more consideration. Should you take this card? Is this the best target to attack? Do we stand a better chance if we work together or can we just go for broke?
If efficiency is the meat and bones of the deck building genre, then customising your deck is its soul. Here is where I think Venom Assault is an absolute triumph. The card play and synergies between the Freedom Squaddies really makes it feel like you’re building an elite team of super soldiers. One player might take on the roll of the “blizzard team” and tackle Venom in the Arctic regions, while another can be the vehicle specialist with the “big-guns”, or maybe you like the death-like certainty of a team of ninjas. All doable and more. Quite often deck building games overlook this element or it’s simply reduced to collecting cards of a certain color, which is fine from a mechanics perspective, but weaving theme into your deck makes it far more likely that the game will see lots of play.
It’s not all rosy though. Although the team building is exceptional, encounters with Venom Leaders can feel a bit anticlimactic at times. In most situations if you fail at combat, nothing really happens. You’re just kind of…stopped. Normally I wouldn’t have a problem with that, but in some games you can be smashing your head against an absolute wall of an enemy, over and over again and get nothing out of it, nor suffer any ill effect. However, this is completely different on more difficult missions, where losing a battle could lead to forced retirement of some of your Squaddies, or just wreck your hand before you even get to fire a shot. Fortunately there is enough variation in the missions that everyone can find something to enjoy. For me, if I’m going to lose a fight, I’d much rather have my heart torn out, than just have some dude dressed as a snake stand in my way.
Of course it would be remiss of me not to point out that the real attraction to Venom Assault is it’s theme. If you were a cynical person, it would be easy to dismiss ‘Venom Assault’ as a cash grab that skirts close to plagiarism, but that would be flat out wrong. Venom Assault is a celebration of 80’s & 90’s action cartoons. As mentioned already, the mission cards follow story arcs of the G.I.Joe cartoon and even have references to more obscure cartoons like “The Inhumanoids”. Nostalgic tributes seep off of the event cards which are filled with memorable moments from the cartoon. A personal favorite is the line on one card “We all go home or no one goes home” from the animated Joe movie, which is to this day one of my favorite movie quotes of all time. Venom Assault is an excellent example of fans pouring all the love they have for an IP into something that everyone can enjoy. It may be a little rough around the edges at times, but sometimes, it’s enough to be reminded what it was like playing with toy soldiers in the back yard on a sunny Saturday afternoon. If ‘Venom Assault’ can do that for an hour or so every now and then, it’s totally done its job. As of writing this review, the expansion ‘Villains & Valor’ is soon to be released, otherwise it’s not hard to track a copy of this hidden gem down.
‘The Resistance’ is pretty much an institution in board gaming by now. Thats just a fact of life. If you turned over a rock in the desert, you would find a table of neurotic board gamers shrieking in a high register “I’m not a SPY!!” So when Indie Boards & Cards announced back in April on Kickstarter they were reskinning the original Coup with a Resistance theme, we came running like a crack addicted bullet train. Well the time has come, and its finally arrived.
As the government starts to collapse around you, up to six players seek to take control by influencing key figures in a political poker game. Each person is dealt 2 cards, the Duke, Ambassador, Captain, Assassin or the Contessa. These cards represent officials that you have leverage with. You’ll take turns claiming you have favour with one of the aforementioned characters, using their powers to get money, kill your political opponents or gain more influence, all in the aid of funding your coup d’ etat. However, any of your opponents can contest your supporter, and if you are caught trying to take advantage of the situation without the favour of your claimed political figure, you lose influence. On the other hand though, if you DO have the support you claimed to have, your challenger looks like a fool and he/she loses their influence. Once you’ve lost both of your supporters, you are out of the game and need to take a seat on the losers couch with Sarah Palin. Ultimately though, just like a sword fight between immortals, there can be only one. The last back-stabbing politician standing wins.
One of the cool side effects of ‘Coup’ is it fleshes out the narrative that ‘The Resistance’ started. In the latter you witnessed events from the perspective of freedom fighters in a corrupt dystopian future, whereas in ‘Coup’ you get to see how high rollers do business. The next time you finish 5 or 6 games of ‘The Resistance’ you won’t have that hollow feeling of a bad come down anymore. Now you get to see the other side the story. While the grunts are fighting the good fight destabilizing the status quo, others are ready to step in and seize control in these opportunistic times.
Even if you’ve been living in a cave for the last 4 years and you’ve never heard of ‘The Resistance’, ‘Coup’ is a sublime game by itself. Its wickedly fast, super tense and just oh so exciting. When you’re holding on to your last card and the turn is going round, you’ll be frantically scheming trying to ready yourself for your next move. You’ve decided to bluff holding the Duke, which will gain you the 3 credits to pay for the Assassin that you are actually holding. Its finally your turn, you try to sneak those precious credits in unnoticed. As your fingertips just touch the prize, you think “YES! I’ve done it. No one will suspect a thing”. You start to slink the money towards you when you hear the challenge from across the table, “Like Hell you’re the Duke! I’ve got the Duke”. You can’t show weakness but your backs up against the wall, inside your screaming, “WHAT AM I GOING TO DO???” You play it cool, time to show them what you’re made of. “Are you sure you want to make that call?”, a cold look of steel about your face, but really your legs are like jelly jumping castles. Your challenger hesitates, not wanting to lose their last card in a rash decision. He begins a retort but you cut it short, “Fine, just means one less of you I need to eliminate”. You reach for you card confidently, ready to flip it over, it’s do or die anyway, then you hear the withdrawal, “Alright. Take the money…this time”. You think to yourself, “Yes! A life-line. Now all I have to do is…”, the person next to you chucks 7 credits your way, “I’m couping you. You’re dead”. Your head drops between your chest and the table erupts into laughter. This is the sort of entertainment you just can’t put a price on. ‘Coup’ is an absolutely awesome game. Get it or you’ll get left behind.