Coup-De-Grace: Set Up

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For each of the following set-up steps, either reach mutual agreement between the players, or have a neutral GM set things up.

Number of Players[edit]


The game requires at least two players, and may also benefit from a GM. You can have any number of players, but for groups of four or more, its often worthwhile to split players into teams. Players on a team control their own warband of minis, but treat their team-mate's minis as allies in all respects.

Mini-selection[edit]


The more minis you have, the longer the game.

The recommended number of minis is 6 to 10 per player, though if this is the first game, it might be wise to have just 3 or 4 minis per player to keep things simple and to give opportunities to learn the rules.

You don't have to allocate the minis to individual players at this stage. See Warbands for more on how to allocate individual minis to each player.

Arena Size[edit]


There is no fixed size for the arena, but as a general rule of thumb a square grid of size equal to the total number of minis doubled should be more than enough. For example, if there are 12 minis, then a 24 x 24 grid should be ample.

You can change the game a lot by varying the size and shape of the arena. Generally, an empty square is about as dull as it gets, so consider more complex shapes. Its generally a good idea not to have clear line of sight from one players starting / entry point to the other, and if you are using corridors and rooms (as for a dungeon tile layout) its good to have branching paths that meet up again, to give an element of choice.

Arena Entry Points / Starting Areas[edit]


Each warband should either have a designated starting area, or an entry point (or both).

If using starting areas, then a player must place his minis within that area at the start of the game.

If using entry points, then a player keeps his minis off the board at the start of the arena, then when he activates a mini, moves it on through this area, as if starting on a square just outside that entry point. Generally speaking once a mini has entered the arena he can't leave again unless he is taken out-of-action, or his warband wins. Some scenarios might alter this.

Whether or not you are using a GM, it may be preferable to randomise starting areas, and to take turns placing minis within that area.

Arena Design[edit]


A battle is only as interesting as the arena it takes place in. You may want to add other features to the Arena, such as doors, traps, environmental hazards, moving pieces, collectible advantages and the like. See Arena Design for more on this.