From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: LONG REVIEW: Coup, boardgame by SJG
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Fri, 10 Apr 92 02:53:24 GMT

Review of _Coup_, 1992 game by Steve Jackson Games.  $19.95.

Coup is a board game, a wargame, even.  I'm not sure what market it's
trying to attract - it's an interesting mix of genres.  It is distinctly
a wargame, with its hex-grid map, units with combat ability / movement
factors printed on them, and combat results table.  But it's not an
historical or fantasy or science fiction setting: it's a light-hearted
hypothetical setting of a populus attempting to overthrow an unpopular
ruler.  As the Introduction says, ". . . European, South American,
African . . . take your pick . . . Coup is intended as an entertaining
tactical exercise flavored with limited strategy, not as a precise
simulation.  Therefore, time and distance scales are not too important.
One turn may be taken as a half-hour of real time, and one hex as about a
mile, and you won't be too far off . . . but don't worry about it."

So we have what amounts to a beer-n-pretzels game for hard-core
wargamers, but a game requiring a lot of thought for those not used to
wargames.  It could be taken as an introduction to wargaming: if you like
the maneuvering and thinking required in this game, you'll like wargames,
though most wargames aren't as light-hearted in their approach . . .

The components are a bit on the light side: one 17 x 22" map on thick
glossy paper, 112 die-cut counters, thinner but larger (3/4") than most
wargame counters, (the map has 1" hexes, BTW), the rulebook, two ziplock
baggies, and a die.  The map is very clear - there is no doubt about any
of the terrain, which includes city hexes, clear, forest, river hexsides,
lake hexes, strategic objectives, roads and fortresses.  Likewise, the
counters are very easy to read and distinguish - no eyestrain or excuses
that you mistook a unit for something else.

The rules are exceptionally clear.  I had only two questions, one of
which I already knew the answer to, but wanted to be sure, and the other
of which I simply misread the rules.  There are Basic game rules, three
optional rules, and an Advanced game scenario with more units and a
couple of new rules.  Complexity is low by wargame standards, and a game
runs about an hour for the basic game, two or more for the advanced game.
Solitaire suitability is medium - I've played it trying to win with the
rebels, and that seems to work best.  You still have to give it your all
as the Maximum Leader side, of course.

The government side has the heavy troops at the start of the game.  The
rebels have lighter irregulars and lots of mobs (very lousy units, but
they can earn victory points!).  Both sides get limited reinforcements,
but both the optional rules and advanced game allow more reinforcements.

The Maximum Leader has tanks, police, army units, an elite guard unit,
and helicopters.  The rebels have three leaders, irregular forces and
mobs.  They get some defecting police early in the game, however, and an
optional rule allows them to salvage tanks and helicopters . . .  The
counter-mix includes plenty of units for even the wildest advanced game.

The game is won by Victory Points, and there are only two ways to get
them: kill an enemy leader or hold a strategic point at the end of the
turn.  Victory points are kept track of every turn - the government
starts with seven strategic centers, and if he still holds them at the
end of the turn, gets seven victory points that turn.  The rebels start
with two strategic centers.  The government side moves first, then the
rebels, then victory points are counted.  If one side has a running total
of 15 points *more* than the other side, the game is over.

Movement factors are printed on each piece, and terrain effects are
logical and easy to remember.  There are no zones of control, but only
helicopters can move through an enemy unit.  Stacks may be three high
plus a leader and copters.  Mobs are a useful substitute for zones of
control . . . 

Combat is straightforward: compare the attacker's combat ability with the
defender's, consult the chart and roll a die.  A Leader can add its value
to an attack or defense, but has no power if alone.  Combat results
range from losing units, to retreating to no effect - there is no
"disruption" or step reduction.

The tactical and strategic elements of the game are surprisingly high.  A
game like this can make you sit back and rethink the current trend in
wargames to more and more complexity.  This game is simple, yes, but the
better tactician and strategist will win the game, usually.  I sometimes
wonder if all the quest for realism in other games doesn't get in the way
of that elemental goal . . .

All in all, I like this game and recommend it.  It has high replay value
since the rebel setup is completely wide open - the rebellion can start
*anywhere*.  If a certain strategy doesn't work, you can try something
else the next game.  I'll probably play it regularly as a fun change of
pace game from the more serious wargames.  The light-hearted tone and
excellent Ben Sargent illustrations make it hard to take the game so
seriously that losing is a pain.

A hearty thumbs up!

Disclaimer: I am a freelance writer with three RPG books published by
Steve Jackson Games.  However, I have never worked for the company, and
had nothing whatsoever to do with this project.  I bought my copy in a
store . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu