COUP Rebrending
COUP Rebrending
As an exercise, I changed the setting of the COUP board game, and later modified the rules based on the change of setting.
Basing the research of the new theme on the main pillars of the game. The focus is to search for a theme that allows me to add a narrative also fitting with the game, and not only a theme that fits with the different cards in the game.
The exercise objective is to remove the theme from Coup and think of a theme that fits with the main pillars of the game, its mechanics and its emotional outcomes.
The new theme and setting of the game is feudal Japan. The narrative of the game is that in the society there is a war between powerful families to gain more power, the families use their social connections to clear their way to power.
Cards:
Duke become Daimyo;
Ambassador becomes Shogun;
Captain becomes Samurai;
Assassin becomes Ninja;
Contessa becomes the Emperor;
Coins:
Becomes Koban (Currency of the Edo feudal japan);
All the artworks used have been took from art station. Source for cards artwork final version: Feudal Japan the Shogunate _ character development
The exercise objective is to change some rules of the game (for example adding a card) creating an alternative version of the game but maintaining the main pillars of Coup. The changes have to fit with the new theme thinked in the previous exercise.
The game adds a new coin bank for every player called “safe bank”. This new bank differs from the normal bank for his formal design types.
Normal coin bank:
Access: Limited;
Visibility: Public;
Safe bank:
Access: Private;
Visibility: Public;
Coins in this bank are separated from the normal coins bank and so coins in the safe bank do not count for the obligatory coup when the player has 10 coins. Nobody except for the owner can access coins in this bank. The coins in this pool can be used only for an assassination with the Ninja card or to do agreements between players.
Players can make binding agreements with other players using coins in their safe bank; there is no limit to the number of agreements a player can do in a turn. Agreements between players must have a minimum cost of one coin, so no free deals or deals with currencies other than coins can be made. The agreements the players can do are limited to the following:
You can’t challenge one of my actions and counteractions for 2 turns (a turn ends at the next action of the player proposing the agreement);
You can’t use the Coup on me with your next action;
For two actions if you want to use an assassination on me you have to show me a Ninja card;
If you have a Samurai card you must protect me from stealings until my next turn;