How it plays
You start with two hidden character cards representing your remaining influence. On a turn, collect money or take an action, including claims that a particular character lets you tax, steal or assassinate. You can claim a character you do not actually hold.
Other players can challenge that claim or use a claimed character to block certain actions. Losing a challenge costs influence. A successful attack can remove it too; reveal both cards and you are eliminated. The last player with influence wins.
Decisions you’ll make
Challenge selectively. Being right can expose a bluff, but being wrong loses one of your two cards, and a proven character returns to the deck before its owner draws a replacement.
Money creates a threat that needs no character claim: seven coins pays for an unblockable coup. Saving toward that attack can force rivals to act before you spend it.
Learning the game
Light: only five character types, but actions, blocks and challenges must be explained distinctly.