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=========================== Game Instructions ===========================
Citadels
For 4 to 8 players.
How to Play
Goal
Earn the most points when scoring at the end of the game.
Overview
The game is played over multiple rounds. Each round has 2 phases: Character
Selection and Character Turns.
During the Character Selection phase, the Character cards (1 for each Character
in the game) are shuffled. 1 Character card is dealt face down on the table. 0-2
(depending on number of players) cards are dealt face up on the table. The face up
Characters will not be in play for this round. The remaining Character cards are
given to the player with the Crown Marker who will secretly select one of the
Characters to be for the round and passes the remaining Character cards clockwise.
Each subsequent player will have fewer and fewer Characters to choose from with
the last player getting to Choose from only 2. (In 7 and 8 player games, there will
be only 1 card left for the last player, so the last player is also give the Character
card that was dealt face down on the table.) The last player puts the Character
card he doesn't choose face down on the table. The final face down Characters
will not be in play for this round. It is important to not reveal the Character
you selected until it is your turn in the Character Turns phase.
During the Character Turns phase, players take turns in the Character rank
order from 1 to 8 (or 9). On your turn, you start by taking 1 of 2 actions:
A) Take 2 Gold from the bank.
OR
B) Draw 2 District Cards; put one in your hand and return the other to the
bottom of the District Card draw pile.
After you take an action, you may do the following in any order:
- Build 1 district in your city (by placing a District Card from your hand
in front of you and paying its cost to the bank).
- Make use of your character's special powers.
- Make use of powers from your special districts in your city.
After all Characters have played, the round ends. If the game is not over, another
round is started. Character Selection will always start with the player who has
the Crown Marker which may be different from the previous round.
District Cards
There are 5 types of Districts: Noble, Religious, Trade, Military, and Special. All
Districts have a name and a Gold cost to build. You may build multiple districts
of the same TYPE, but you cannot build multiple districts with the same NAME. Noble,
Religious, Trade and Military Districts provide income for their corresponding
Characters. Special Districts each have a special effect on game play or scoring
that apply once they are built in your city. The special effect goes away if the
District is destroyed. The Special Districts are described in detail later. Note
that District cards and never removed from the game, any District card that is
discarded or destroyed is returned to the bottom of the District draw pile. It is
still possible, although unlikely unless you are playing with 7 or 8 players, to run
out of District cards. If there are no District cards in the draw pile, any drawing
of District Cards is skipped. To avoid running out with 7 or 8 players, either set
the Completed City size to 7 and/or add additional Special District cards.
Game End
When a player completes his city, by building an 8th (7th in some cases) district,
the game will end at the end of that round and scoring will take place. Scoring is as
follows:
- Number of points for the total combined Gold cost of all districts in your city.
- 3 points for having a district of each type/color.
- 4 points for being the FIRST player to complete your city.
- 2 points for having a complete city, but were not the first.
- Additional points may be earned from Special Districts in your city.
If there is a tie, the player with the largest total combined Gold cost of all
districts in his city wins. If there is still a tie, the player with the most Gold
in hand wins.
Characters
The standard game uses 8 characters, one of each rank 1-8. To play with 8 players,
you must add a character with a rank of 9. Here are the original cast of characters and
their special powers. Note: any part of a power that happens "after you take an action"
will occur automatically when you take your action (take 2 Gold OR Keep 1 of 2 District
Cards), but you will get to choose when to use the rest of your power.
- (1) Assassin: Choose a Character (not a player) you wish to murder. That Character will not get a turn this round.
- (2) Thief: Choose a Character (not a player) you wish to steal from. At the beginning of that Character's turn, you will get all of his Gold. You cannot steal from the Assassin/Witch or his target.
- (3) Magician: You can perform 1 of the following: A) Choose a player (not a character) and trade hands with that player. B) Select any number of District cards from your hand to discard and replace them with the same number of cards from the draw pile.
- (4) King: Receive 1 Gold for each Noble district in your city. At the beginning of your turn, you get the Crown Marker. If you were murdered by the Assassin, you will get the Crown Marker at the end of the round.
- (5) Bishop: Receive 1 Gold for each Religious district in your city. Your districts may not be destroyed/exchanged by the Warlord/Diplomat.
- (6) Merchant: Receive 1 Gold for each Trade district in your city. After you take an action, you receive 1 Gold from the bank.
- (7) Architect: You are allowed to build up to 3 Districts this turn. After you take an action, you draw 2 District cards and put both in your hand.
- (8) Warlord: Receive 1 Gold for each Military district in your city. You may destroy 1 district in any player's city (including your city) for one less then the cost of the district. You may NOT destroy a district in a completed city.
- (9) Queen: Receive 3 Gold if you are sitting on either side of the King/Emperor. If the King/Emperor was murdered, you do not get the Gold until AFTER your turn is over.
Special Districts
All of the Special Districts have some effect on game play or end scoring.
With the exception of the Keep, there is only 1 District card of each Special
District. (There are 2 Keep District cards.) The effect is applicable if the district
is built in your city, not in your hand. The effect goes away when the district is
destroyed. The standard game uses the following Special Districts:
- Haunted City: For end of game scoring, the Haunted City may be counted as any 1 of the 5 District types. If it was built in the last round of the game, it must be counted as a Special district.
- Keep: The Keep cannot be destroyed by the Warlord or exchanged by the Diplomat.
- Graveyard: (not implemented in this game) When the Warlord destroys a District, you may pay 1 Gold to put the District card in your hand. You may NOT do this if you are the Warlord. The ability can NOT be used to retrieve the Graveyard.
- Observatory: If you choose to draw cards for your action, you get to choose from 3 District cards instead of 2.
- Smithy: Once per turn, you may pay 2 Gold to draw 3 District cards.
- Laboratory: Once per turn, you may discard a District card from your hand to receive 1 Gold from the bank.
- School of Magic: For purposes of income, the School of Magic is considered to be the District type of your choice: Noble for the King, Religious for the Bishop, ...
- Great Wall: The cost for the Warlord/Diplomat to destroy/exchange any of your OTHER districts is increased by 1 Gold.
- Library: If you choose to draw cards for your action, you get to keep 2 of them.
- University: The University has a cost of 6, but is worth 8 Gold for end of game scoring.
- Dragon Gate: The Dragon Gate has a cost of 6, but is worth 8 Gold for end of game scoring.
You can add 2-3 of the following bonus Special Districts to the District
deck before the game begins. If you want to add more than 3, you should probably swap
out some of the standard Special District cards if you are playing with less than 8
players.
- Imperial Treasury: During end of game scoring, you score 1 point for each Gold in your possession (not counting Gold used for "beautifying").
- Map Room: During end of game scoring, you score 1 point for each District card in your hand.
- Wishing Well: During end of game scoring, you score 1 point for every Special District in your city, OTHER then the Wishing Well.
- Throne Room: Every time the Crown Marker switches players, you receive 1 Gold from the bank.
- Poor House: If you have 0 Gold at the end of your turn, you receive 1 Gold from the bank.
- Park: If you have no cards in your hand at the end of your turn, you get 2 cards from the District draw pile.
- Quarry: You are allowed to build a District even if you already have that District in your city. You can NOT build a 3rd of any District. If the Quarry is destroyed, your duplicates remain.
- Factory: Your cost to build OTHER special Districts is reduced by 1 Gold. This does not affect the cost for the Warlord/Diplomat for destroying/exchanging.
- Hospital: (not implemented in this game) Even if you are assassinated, you may take an action during your turn, but may not build a District or use any special powers.
- Armory: (not implemented in this game) During your turn, you may destroy the Armory in your city in order to destroy any other District of your choice in another player's city.
- Lighthouse: (not implemented in this game) When you place the Lighthouse in your city, you may look through the District draw pile, choose 1 card to put in your hand, and shuffle the draw pile afterwards.
- Bell Tower: (not implemented in this game) When you place the Bell Tower in your city, the completed city size changes from 8 to 7. Any player that already has 7 Districts (including yourself counting this District) will get the 4 bonus points during scoring. If any player already has 7, this will be the last round. As long as no player has 7 Districts, the Warlord can destroy the Bell Tower to change the size back to 8.
- Ball Room: (not implemented in this game) When you have the Crown Marker, all other players must say, "Thanks, your Excellency" after you have called their character. If any player forgets, he loses the turn.
- Museum: (not implemented in this game) Once per turn, you may place a District card from your hand facedown under the Museum. During end of game scoring, you score 1 point for every card under the Museum.
Alternative Characters
For variety, at the beginning of the game you may swap out 1 or 2 of the
original Characters with the alternate of the same rank. Note: These characters are
not yet implemented in this game.
- (1) Witch: After you take an action, choose a Character (not a player) you wish to bewitch and immediately end/stop your turn. When it is the bewitched Character's turn, he takes an action and immediately ends his turn without using any special powers. The Witch's turn resumes as the bewitched Character, getting to use all the Character's powers (including bonus for taking an action).
- (2) Tax Collector: When any Character builds 1 or more districts during his turn, he must pay 1 Gold to the Tax Collector at the end of his turn IF he has any. If the Assassin already built a district in his turn, he must pay you 1 Gold at the start of your turn.
- (3) Wizard: You may look at another player's hand and take 1 card. You can put the card in your hand or pay to build it in your city. You are allowed to build the district during this turn even if it is a duplicate and it does not count towards your 1 district building limit.
- (4) Emperor: Receive 1 Gold for each Noble district in your city. You must move take the Crown Marker away from the player who has it and give it to a different player other than yourself. The player receiving the Crown Marker chooses to give you 1 Gold or 1 card from his hand, unless he has neither. If the Emperor is murdered, the Crown Marker is not moved.
- (5) Abbot: Receive 1 Gold for each Religious district in your city. The player with the most Gold must give you 1 Gold. If there is a tie, or you have the most Gold, you do not receive any Gold.
- (6) Alchemist: At the end of your turn, you receive back all the Gold you spent to BUILD district cards this turn. You cannot spend more Gold than you have during your turn.
- (7) Navigator: After you take an action, you may receive 4 Gold OR 4 District cards. You CANNOT build any districts during this turn.
- (8) Diplomat: Receive 1 Gold for each Military district in your city. You may take a district from another player's city in exchange for a district in your city. If the district you take costs more than the district you give, you must pay the different to the player. You may NOT exchange the Keep, any district in the Bishop's city or any district in a completed city.
- (9) Artist: You may "beautify" 1 or 2 of your districts by playing 1 Gold on each of them. The value of a beautified district (and therefor the cost of destroying or exchanging it) is increased by one.