1
Take one action
On your turn, you must perform exactly one action; turns cannot be skipped or passed
2
Announce action choice
Declare which action you wish to take; other players then have opportunity to challenge or counter
3
Income
Take 1 coin from the Treasury; this cannot be blocked or challenged
4
Foreign Aid
Take 2 coins from the Treasury; this can be blocked by a Duke
5
Coup
Pay 7 coins to the Treasury and force any player to lose one influence; this cannot be blocked
6
Mandatory Coup
If you have 10 or more coins at the start of your turn, you must perform a Coup
7
Duke - Tax
Claim Duke to take 3 coins from the Treasury
8
Assassin - Assassinate
Pay 3 coins to the Treasury and claim Assassin to force a target player to lose influence; can be blocked by Contessa
9
Captain - Extort
Claim Captain to steal 2 coins from another player (or 1 if they only have 1); can be blocked by Ambassador or Captain
10
Ambassador - Exchange
Claim Ambassador to draw 2 cards from the Court, then return any 2 cards (may keep originals or swap)
11
Duke blocks Foreign Aid
Claim Duke to prevent any player from receiving Foreign Aid
12
Contessa blocks Assassination
Claim Contessa to cancel an assassination attempt against you
13
Ambassador/Captain blocks Extortion
Claim either character to prevent being extorted
14
Challenge any character claim
Any player may challenge another player's claim to have a specific character
15
Prove the claim
If challenged, the claiming player must reveal the relevant card to prove their claim
16
Challenger loses
If the claim was truthful, the challenger loses one influence; the proven card returns to the Court and is replaced with a new card
17
Claimant loses
If the claim was false, the claiming player loses one influence and their action fails (but coins spent are returned)
18
Challenge timing
Challenges must occur before actions or counter-actions resolve; they cannot be made retroactively
19
Choose which card to reveal
When you lose influence, you choose which of your cards to turn face-up
20
Revealed cards are permanent
Face-up cards remain in front of you but provide no benefit
21
Elimination
When both your cards are face-up, you are exiled from the game and your coins go to the Treasury
22
Political Shift (self)
Pay 1 coin to the Treasury Reserve to change your own faction
23
Political Shift (other)
Pay 2 coins to the Treasury Reserve to change another player's faction
24
Faction restrictions
You cannot Coup, Assassinate, Extort, or block Foreign Aid against players in your faction unless all players share the same faction
25
Embezzlement
Take all coins from the Treasury Reserve unless you have a Duke; can be challenged by any player accusing you of having a Duke
26
Exchange
Draw 1 card from the Court, compare with your cards, then return 1 card to the Court
27
Investigate
Look at one card of another player; then either return it or force them to draw a new card from the Court and return their old one
28
Block Extortion
Claim Inquisitor to prevent being extorted (same as Ambassador)
29
Deploy Anarchist
Pay 5 coins to the Treasury to take the Anarchist card and give it to any other player; this cannot be blocked or challenged
30
Receive Anarchist - Detonate
Allow the bomb to explode, losing one influence; the Anarchist card returns to center
31
Receive Anarchist - Defuse with Contessa
Claim Contessa to neutralize the bomb; if unchallenged or challenge fails, the card returns to center
32
Receive Anarchist - Pass with Contessa
Claim Contessa to pass the Anarchist to another player who hasn't received it this round