How the court works
Everyone starts with two hidden influences and two coins. Lose both and you are out; the last courtier standing wins. You may claim any office, even one you do not hold.





- Income: take 1 coin. Foreign Aid: take 2; anyone claiming the Duke may block.
- Duke · Tax: take 3. Captain · Steal: take up to 2 from a player; they may block as Captain or Ambassador.
- Assassin: pay 3 to make a player lose an influence; they may block as Contessa. A Contessa block keeps the 3 coins spent; a caught Assassin bluff returns them.
- Ambassador · Exchange: draw two from the Court, keep the ones you want, return the rest.
- Coup: pay 7 to make a player lose an influence. At 10 coins you must Coup.
Any claim can be challenged. If the claim was true, the challenger loses an influence and the proven card is swapped for a fresh one. If it was a bluff, the claimant loses an influence. A successful block cancels the action.
Homebrew, two of a kind (optional, set by the host): with two hidden cards you may claim both as the same office. Two Dukes tax 6. Two Ambassadors draw four. A double attack can be blocked only with two blocking cards: two Contessas against two Assassins, and two Captains, two Ambassadors or one of each against two Captains. A challenged pair must show both cards: if you hold only one of the two you lose one influence, and if you hold neither you lose both.
Turns last 60 seconds. Challenge and block windows last 15 seconds and close as soon as everyone answers; silence lets the claim stand.




