A real-time multiplayer web adaptation of the classic bluffing card game.
Play Coup with 2–6 friends from any device — no app install, no accounts. Create a room, share the code, and start bluffing. The server enforces every rule so nobody can cheat, and the mobile-first UI keeps the game moving with timed challenge and block windows.
- Real-time WebSocket gameplay — instant action broadcasts via Socket.io
- Server-authoritative — all game logic runs server-side; clients never see hidden cards
- Room codes — 6-character codes for easy sharing, no accounts required
- Computer players — add 1–5 AI opponents with 7 personality types (Aggressive, Conservative, Vengeful, Deceptive, Analytical, Optimal, Random)
- Reconnection — drop and rejoin mid-game without losing your seat
- Auto-cleanup — stale rooms expire after 24 hours
- Complete 2012 base game — Income, Foreign Aid, Tax, Steal, Assassinate, Exchange, Coup
- Reformation expansion — Factions (Loyalist/Reformist), Convert, Embezzle, Treasury Reserve, Inquisitor character with Examine action
- Full challenge system — any player can call a bluff; failed challenges cost an influence
- Block and counter-block — Duke blocks Foreign Aid, Contessa blocks Assassination, Captain/Ambassador/Inquisitor block Steal
- Forced Coup — 10+ coins means you must Coup
- Timed responses — 15-second windows for challenges and blocks keep the pace up
- Mobile-first — portrait-optimized touch UI with 48px+ tap targets
- Dark theme — compact icon-only cards with character-colored borders and hover tooltips
- Haptic feedback — vibration on taps for mobile devices (with iOS Safari fallback), togglable in settings
- Settings modal — accessible from home, lobby, and in-game via gear icon. Controls for sound, haptic feedback (touch devices only), and text size (Normal / Large / Extra Large)
- Live activity stats — players online and games in progress shown on the home page
- Sound effects — synthesized audio cues for game events (your turn, coup, challenges, etc.) with mute toggle
- Emoji reactions — 12 reactions (GG, LOL, Nice bluff!, RIP, etc.) visible to all players. Bots fire context-aware reactions driven by per-bot personality traits (emotiveness and meanness)
- Phase status banner — always shows what's happening and what you need to do
- Urgency-coded prompts — red for threats (assassination), gold for decisions, gray for waiting
- Action log — scrollable history of every action, challenge, and block
- Contextual game over screen — winners and losers get personalized flavor text based on how they actually played (e.g. "You read them like an open book" for winning via challenges, "That one bluff cost you everything" for getting caught). Up to 4 post-game awards highlight standout moments like Pants on Fire (most bluffs caught), Eagle Eye (best challenge accuracy), Smooth Operator (many claims, never caught), and more
- Node.js 18+ (LTS recommended)
git clone https://github.com/8tp/Coup.git
cd Coup
npm install
npm run devThe server starts at http://localhost:3000. Open it in multiple browser tabs to test multiplayer.
- Click Create Room and enter your name
- Share the 6-character room code with friends
- Friends click Join Room and enter the code
- Optionally, the host can click Add Computer Player to fill seats with AI opponents
- The host clicks Start Game once 2–6 players have joined
- Bluff, challenge, and eliminate your way to victory
The host can add AI opponents from the lobby. Each bot has a personality type:
| Personality | Play Style | Bluffing | Challenges | Targeting |
|---|---|---|---|---|
| Random | Hidden random personality | Varies | Varies | Varies |
| Aggressive | Offensive actions, high risk | High bluff rates | Aggressive | Always targets leader |
| Conservative | Safe play, rarely bluffs | Very low | Rarely challenges | Avoids conflict |
| Vengeful | Retaliates against attackers | Moderate | Moderate | Targets last attacker |
| Deceptive | Constant bluffs, avoids scrutiny | Highest across all types | Avoids challenging | Leader-focused |
| Analytical | Evidence-based, calculated | Low-moderate | High with evidence | Strong leader targeting |
| Optimal | Strategic card counting | Selective (~12%) | Card counting-based | Highest-coin player |
All bots share the same underlying architecture — card counting, bluff persistence, deck memory, endgame tactics — with personality parameters modulating behavior. Strategies were tuned by analyzing 689,000+ real games from the treason online Coup server. See Bot Strategy Deep Dive for the full methodology.
Core bot capabilities (all personalities):
- Card counting — tracks publicly revealed cards to calculate challenge probabilities
- Bluff persistence — establishes a "bluff identity" by re-claiming the same character (3.5x weight boost)
- Dynamic card values — context-aware rankings for exchange and influence loss decisions
- Demonstrated character tracking — remembers opponents' successful blocks and unchallenged claims
- Endgame tactics — 1v1 Steal preference, 3P1L anti-tempo strategy, hail-mary challenges at 1 influence
Bots make decisions with realistic randomized delays (1.5–3.5s for actions, 0.8–2s for reactions) and follow all the same rules as human players — they never peek at hidden cards or the deck.
| Character | Action | Effect | Blocks |
|---|---|---|---|
| Duke | Tax | +3 coins | Foreign Aid |
| Assassin | Assassinate | Pay 3, target loses influence | — |
| Captain | Steal | Take 2 coins from target | Steal |
| Ambassador | Exchange | Draw 2 from deck, return 2 | Steal |
| Contessa | — | — | Assassination |
| Inquisitor* | Exchange / Examine | Draw 1, swap or keep / Look at opponent's card | Steal |
*Inquisitor replaces Ambassador in Reformation mode (optional)
| Action | Effect |
|---|---|
| Income | +1 coin (safe — cannot be challenged or blocked) |
| Foreign Aid | +2 coins (blockable by Duke) |
| Coup | Pay 7 coins, target loses influence (unblockable, unchallengeable) |
The host can enable Reformation mode in the lobby settings. This adds factions, new actions, and the Inquisitor character.
Factions — Players are assigned to Loyalists (blue) or Reformists (red). You cannot target same-faction players with Coup, Assassinate, Steal, or Examine. Challenges and blocks are unrestricted. When all surviving players share a faction, restrictions lift.
| Action | Cost | Effect |
|---|---|---|
| Convert | 1 (self) / 2 (other) | Switch a player's faction. Coins go to Treasury Reserve |
| Embezzle | 0 | Take all coins from the Treasury Reserve. Inverse challenge: challenger wins if you DO have Duke |
| Examine | 0 | Look at an opponent's card (claim Inquisitor). Force swap it or return it |
- Bluffing — claim any character action whether you hold that card or not
- Challenging — call someone's bluff. If they were honest, you lose an influence. If they lied, they lose one and the action is cancelled
- Blocking — certain characters counter certain actions. Blocks can themselves be challenged
- Elimination — lose both influences and you're out. Last player standing wins
The server is the single source of truth. Clients send intents (e.g. "play Tax") and receive filtered state — they can only see their own hidden cards and public information.
Client A Server Client B
| | |
|-- game:action (Tax) ----->| |
| |-- ActionResolver (pure) |
| |-- Apply side effects |
|<-- game:state (filtered)--|-- game:state (filtered) -->|
The ActionResolver is a pure state machine: (state, input) → (newPhase, sideEffects[]). The GameEngine applies side effects (mutate coins, reveal cards, set timers) and broadcasts per-player views through StateSerializer.
AwaitingAction
├─ Income ───────────────────────────> resolve ──> next turn
├─ Coup ─────────────────────────────> AwaitingInfluenceLoss ──> next turn
├─ Convert ──────────────────────────> resolve ──> next turn
├─ Tax / Steal / Assassinate / Exchange / Examine / Embezzle
│ └─> AwaitingActionChallenge
│ ├─ Challenge ──> resolve
│ └─ All Pass ──> AwaitingBlock (if blockable)
│ or AwaitingExamineDecision (Examine)
│ or resolve
└─ ForeignAid
└─> AwaitingBlock
├─ Block ──> AwaitingBlockChallenge
└─ All Pass ──> resolve
Coup/
├── server.ts # Express + Socket.io + Next.js entry point
├── docs/ # Project documentation
│ ├── BOT-STRATEGY.md # AI strategy research and tuning methodology
│ ├── CONTRIBUTING.md # Contribution guidelines
│ ├── PRD.md # Product requirements document
│ └── REFORMATION_PLAN.md # Reformation expansion implementation plan
├── tests/ # Test suite
│ ├── engine/ # Engine unit tests
│ └── server/ # Server unit tests
├── src/
│ ├── shared/ # Shared types, constants, protocol
│ │ ├── types.ts # All TypeScript interfaces and enums
│ │ ├── constants.ts # Game rules and action definitions
│ │ └── protocol.ts # Socket.io event contracts
│ │
│ ├── engine/ # Pure game logic (no I/O)
│ │ ├── GameEngine.ts # Orchestrator: timers, state, broadcasts
│ │ ├── ActionResolver.ts # State machine: phase transitions + side effects
│ │ ├── BotBrain.ts # AI decision logic: personality-parameterized choices
│ │ ├── Game.ts # Game state: players, deck, turns, treasury
│ │ ├── Player.ts # Player model: influences, coins
│ │ └── Deck.ts # Card deck: shuffle, draw, return
│ │
│ ├── server/ # Networking and room management
│ │ ├── RoomManager.ts # Room CRUD, player tracking, TTL cleanup
│ │ ├── SocketHandler.ts # Routes socket events to engine
│ │ ├── BotController.ts # Bot timing/execution: delays + engine calls
│ │ └── StateSerializer.ts # Per-player state filtering
│ │
│ └── app/ # Next.js App Router (client UI)
│ ├── page.tsx # Home: create/join room
│ ├── lobby/[roomCode]/ # Lobby: player list, start game
│ ├── game/[roomCode]/ # Game view
│ ├── hooks/useSocket.ts # Socket.io client with auto-reconnect
│ ├── stores/
│ │ ├── gameStore.ts # Zustand store: connection, room, game state
│ │ └── settingsStore.ts # Zustand store: text size, haptic preferences
│ ├── utils/haptic.ts # Haptic feedback (vibration + iOS fallback)
│ ├── audio/SoundEngine.ts # Synthesized sound effects (Web Audio API)
│ └── components/ # GameTable, ActionBar, prompts, settings, cards
| Command | Description |
|---|---|
npm run dev |
Start dev server (Express + Next.js + Socket.io) |
npm run build |
Build for production |
npm start |
Run production build |
npm test |
Run test suite (465 tests across 14 files) |
npm run test:watch |
Run tests in watch mode |
# Run all tests
npm test
# Watch mode during development
npm run test:watchThis project requires persistent WebSocket connections. Vercel will not work — use a platform that supports long-lived server processes.
- Railway — Git-based deploys, free tier available
- Render — Web Service type with WebSocket support
- Fly.io — container-based, globally distributed
Set the build command to npm run build and the start command to npm start. The PORT environment variable is read automatically.
Contributions are welcome! Please see CONTRIBUTING.md for guidelines.
MIT — see the LICENSE file for details.
- Coup is a card game designed by Rikki Tahta, originally published in 2012 by La Mame Games and Indie Boards & Cards
- This is a fan-made digital adaptation for personal and educational use — it is not affiliated with or endorsed by the original creators
- If you enjoy the game, please support the creators by purchasing the physical game
