Characters: 1. Assassin: Announce a character. The player with that character says and does nothing when called. 2. Thief: Announce a character (other than Assassin or Assassin’s target). The player with that character gives all gold in possession at the beginning of their turn. 3. Magician: May trade entire hand with another player, or, may discard any number of cards and draw the same number. 4. King: Gets 1 gold for each noble (gold) district built. Receives crown card immediately and starts next turn. 5. Bishop: Gets 1 gold for each religious (blue) district built. The Bishop cannot be targeted by the Warlord. 6. Merchant: Get 1 gold & 1 for each trade (green) district built. 7. Architect: Gets 2 district cards and may build up to 3 districts. 8. Warlord: Gets 1 gold for each military (red) district built. May destroy 1 district by paying 1 less than the build cost. 9*. Queen: Receive 3 gold if you are sitting beside the King or beside the person to whom the Emperor gives the crown. Only use the Queen in a game with 5 or more players. 1*. Witch: Take action then announce a character. When the player with that character is called, that player takes an action and ends his turn. You then resume your turn using the attributes of the character chosen. The Thief cannot steal from the Witch or the Witch’s target. King still gets the crown. 2*. Tax Collector: If a player builds any districts in his city they must give you one gold at the end of his turn if he has any left. This applies to Assassin retroactively. 3*. Wizard: Look at another player’s hand of cards and take one card. You may immediately build it (at normal cost) or put it in your hand. You may build a district normally in the same turn and may build two districts of the same type. 4*. Emperor: Gets 1 gold for each noble (gold) district built. Take the crown and give it to any other player. That player must give their choice of 1 gold or district card from his hand. 5*. Abbot: Gets 1 gold for each religious (blue) district built. The player with the most gold must pay you 1 gold. If there is a tie, or if you have the most gold, you receive none. 6*. Alchemist: Get back all the gold you spend to build district cards (but not for other purposes) during that turn. 7*. Navigator: After taking an action, you receive 4 gold or four district cards. You may not build any district cards. 8*. Diplomat: Gets 1 gold for each military (red) district built. At the end of your turn, you may exchange 1 district from another player’s city for 1 in your city, paying the difference. The Diplomat may not take “The Keep” or a district from the Bishop. Remove the Cemetery from the deck before game starts. 9*. Artist: You may place one gold coin on one or two districts in your city. The cost (and victory point value) of the district is now increased by one for all purposes. CITADELS - Rules Summary Object: Increase your city's prosperity by influencing powerful characters and building new districts. The player with the most points worth of districts at game end wins. Setup: ▪ Shuffle Character Deck (decide if using 8 original or new). ▪ District Deck: remove cards with asterisk, deal 4 remaining cards to each player; shuffle the rest. ▪ 2 gold to each player. Remaining gold in ‘bank’. ▪ Deal character cards face up to players until the King (or Emperor) is revealed. Give the Crown piece to that player. Playing the Game: (4-6 players) Step One: Remove Characters: ▪ Shuffle all character cards and draw one at random and put it face down in the middle of the table. ▪ Draw character cards based on the # of players (4=2, 5=1) and place them face up in the middle of the table. If the King/Emperor is drawn replace it with another card. 3) Character Powers/Abilities: You MAY use once at any time during your turn. ▪ If your power gives you gold, you can use it before building districts or after. Step Four: End of Round: ▪ Once all character cards have been called, shuffle the character cards. Game End: ▪ Once a player builds his 8th district, the game ends after the current round is completed. ▪ Shorter Game: end the game once the 7th district is built. ▪ Scoring: ▪ City Points = total number of combined gold in all districts of player's city. ▪ 3 points if player has at least one district in each of the 5 colors. ▪ 4 points for the first player to build 8 districts; 2 points for other players to build 8 districts. If 7-8 people are playing: ▪ Crown player looks at remaining Character cards, secretly chooses one, and passes deck to the left. ▪ This continues until one card remains which is placed face down with the others. ▪ 7-Player Game: Play as a 6-player game except during Choose Characters, when the seventh player is given the last card he also secretly looks at the face down card on the table and chooses one of those two cards, placing the other face down in the middle of the table. ▪ 8-Player Game: Play as a 7-player game with the addition of one of the rank-9 characters. Step Three: Player Turns: Dark City Expansion: Step Two: Choose Characters: ▪ Crown player calls out each character in numerical order, skipping to the next if one isn't chosen. ▪ When your card is called, place it face up in front of you and take your turn. 1) Take an Action: You MUST do one of the following: ▪ Take 2 gold from the bank; or ▪ Draw 2 district cards, keep 1, and put the other on the bottom of the deck. 2) Build a District Card: You MAY: ▪ Build one district card, playing it in front of you after paying its cost in gold. ▪ You may never build two identical districts (ex: two castles, two markets, etc.) ▪ Building the 8th district triggers the game end, you may build more if allowed to. ▪ Bonus Cards: There are 10 character and 14 district cards marked with asterisks (*). ▪ Characters: one or two bonus character cards can be swapped in for the same rank members. ▪ If you want to use one of the rank-9 characters in a 4-7 player game, increase the number of cards that are placed face up in the middle of the table during Step One. ▪ Districts: You can add 2-3 bonus district cards to the deck. If you want more, remove one existing purple district card for each bonus district card added. Districts: (3) Keep – The Keep can’t be targeted by the Warlord/Diplomat's ability. (5) Observatory – If you choose to draw cards when you take an action, you must draw an extra card and put an extra card on the bottom of the District Deck face-down in any order. (2) Haunted City – For purposes of Victory Points (not Income), the Haunted City is considered to be of any 1 color of your choice at the end of the game (unless you built it during the last round of the game). (6) University – The cost for this district is 6, but is worth 8 Victory Points at the end of the game. The cost of the Warlord’s / Diplomat’s ability targeting this district is based off the final cost of this district. (6) School of Magic – For purposes of Income (not Victory Points), the School of Magic is considered to be a color of your choice every turn. (5) Smithy – Once during your turn, you may pay 2 gold to draw 3 district cards. (6) Library – If you choose to draw cards when you take an action, you must keep an extra card you have drawn. (6) Dragon Gate – The cost for this district is 6, but is worth 8 Victory Points at the end of the game. The cost of the Warlord’s / Diplomat’s ability targeting this district is based off the final cost of this district. (5) Graveyard – When the Warlord destroys a district (excluding the Graveyard) with his ability, you may pay 1 gold to put the destroyed district into your hand (unless you are the Warlord). Note: If the Diplomat is used, remove this card from the game and randomly replace it with another card. (5) Laboratory – Once during your turn, you may put a district card from your hand to the bottom of the District Deck face-down and receive 1 gold from the bank. (6) Great Wall – The cost for the Warlord's / Diplomat's ability when targeting your districts (excluding the Great Wall) is increased by 1 gold. (5) Quarry – You may build districts identical to another district already in your city (but may only have up to 2 of the same districts). You do not lose the district built this way if the Quarry is destroyed. (5) Wishing Well – At the end of the game, you score 1 Victory Point for each other purple district in your city. (4) Imperial Treasury – At the end of the game, you score 1 Victory Point for each gold in your possession. Gold used to beautify a district does not count. (5) Map Room – At the end of the game, you score 1 Victory Point for each card in your hand. (6) Hospital – If you are assassinated and called upon, you may still take your action for the turn, but that's all you can do. Note: If the Witch is used, remove this card from the game and randomly replace it with another card. (5) Poor House – If you have no gold at the end of your turn, you must receive 1 gold from the bank. The Tax Collector collects your gold before this ability activates. Gold used to beautify a district does not count. (3) Lighthouse – When you build (not exchange) the Lighthouse, you may look through the District Deck, choose 1 card and place it in your hand, then reshuffle the deck. (6) Park – If you have no cards in hand at the end of your turn, you may draw 2 cards from the District Deck. (3) Armory – During your turn, you may destroy the Armory along with another district card of your choice in another player’s city (even if it's a completed city but the game will still end, and the player will still get the Victory Point bonus for a completed city). Place the 2 destroyed districts to the bottom of the District Deck face-down in any order. If you destroy the Bell Tower, the game will still end at the end of the round if the end condition has already been met. (6) Ball Room – When you have the Crown, all other players must say “Thank you, your Excellency” loudly and clearly after you call his character. If a player forgets, mumbles, or says something different (for example, "Thanks, your Excellency") and starts his turn without saying it, he loses his turn. Starting a turn includes using an ability, or touching / receiving a district card from the District Deck or the bank's gold (does not actually get to keep the card(s) or gold). The Witch can still resume her turn as the bewitched character even if the bewitched player loses his turn and does not take an action. (6) Factory – The building cost for any other purple district you build in your city is reduced by 1. This doesn’t affect the cost of the Warlord's / Diplomat's ability or Victory Points. (4) Museum – Once during your turn, you may place 1 district card from your hand, face-down, under the Museum. At the end of the game, you score 1 Victory Point for each card under the Museum. If the Museum is destroyed or exchanged, all cards under the Museum go with it. If destroyed, the destroyer places all cards to the bottom of the District Deck face-down in any order. (5) Bell Tower – When you build the Bell Tower in your city, you may decide that the game will end at the end of the round in which a player builds 1 less than the # of districts required to complete a city. If the Bell Tower is destroyed, the end conditions go back to normal (but if a player completed a city, the game will still end regardless). All players with a completed city after Bell Tower activates get the 4 Victory Point bonus (unless someone already has a completed city prior to activation, in which case these players will only score 2 Victory Points). (6) Throne Room – Every time the Crown moves from a player to another, you must receive 1 gold from the bank. If the Thief steals from you at the same time the Crown moves, the Thief steals your gold before this ability activates. FAQ - Updated June 15, 2010 Errata If a tie occurs after all districts and bonus points are totaled: 1) Player with most victory points from only the value of his districts is the winner (i.e. don’t calculate bonus points to resolve the tiebreak). 2) If there is still a tie, the player with the most gold is the winner. On page 15 under the Tax Collector’s description, there’s a portion that reads “If the Assassin or Witch has already built a district card...” This sentence is correct for the Assassin, but this doesn’t apply to the Witch who is unable to build districts until the bewitched character’s turn. Characters & Special Powers Q: Are you required to use a character’s special power? A: No. The assassin is not forced to kill anyone, nor is the thief forced to steal, etc. Still, there is rarely a situation when it wouldn’t be to your advantage to use the special power. Q: Can a player receive income for his districts in two parts, before and after building? For example, if someone is the King and has two yellow districts already built, can he use the King’s special power to take one gold now, build a new district, and then take a gold for the other yellow district he owns? A: No. You may use abilities to receive income whenever you want, but you must take all of the gold at the same time. So, you can either collect gold for districts before constructing new districts (if money is needed to build), or after building (if the new district gives gold). On the other hand, district income is distinct from the 2 gold received when taking an action. Also, the Merchant’s special power of receiving 1 extra gold happens at the beginning of his turn and is not considered district income either. So, you can take 2 gold, build, and then receive income from your districts; you cannot receive income from some districts, build, and then receive income from the district you have just built. Q: Can a player build more than eight districts (i.e. he is the Architect during the last round and has a hand full of low-cost districts, but needs a lot of points to win)? A: Yes, you may build more than 8 districts if you have the means to. Q: Can you build identical districts (same name and illustration)? A: No. You can build a district that is in someone else’s city, but you cannot build another district that is already in your city. Q: Can the Diplomat exchange districts with a completed city of 8? A: No. Q: If the Bell Tower is in play, can the Warlord destroy someone’s 7th district? A: No. The Bell Tower makes a seven-district city “completed,” and the Warlord cannot destroy districts in a completed city. Q: How exactly does the Queen’s special power work? Does she get three gold if a) one of the adjacent players has the crown, or b) one of the adjacent players chooses the King/Emperor role for that round? A: The Queen’s special power is tied to the King/Emperor card, not the crown. Q: When a character is bewitched by the Witch’s special power, can that character use his special power before the Witch takes over the rest of his turn? A: No. The bewitched character cannot use his special power, but the Witch may use that character’s special power after the bewitched character performs his one action. Q: If the Witch bewitches a character with a passive special power (i.e. the Bishop’s special power of being immune to attacks from the Warlord), which character benefits from the special power? The Witch or the bewitched character? A: The Witch player acquires all abilities of the bewitched character. Q: If the Tax Collector is called and the Witch builds a district through a bewitched character, who pays one gold to the Tax Collector: the Witch or the bewitched character? A: The Witch player uses his own gold and cards while taking over the bewitched player’s turn, so the Witch would pay one gold to the Tax Collector. Q: What happens to the crown if the Emperor is assassinated? A: The player who has the crown keeps it. Q: When the Emperor gives the crown to someone, the rules say that the person receiving the crown must give the Emperor one gold or one card. Which player chooses whether a gold or a card is given, the Emperor or the player receiving the crown? A: The player receiving the crown. Q: If the Navigator opts to not use his special power (take 4 gold or take 4 cards), may he build a district? A: No. Part of the Navigator’s special power is the restriction “You may not build any district cards.” Q: How much does it cost for the Warlord/Diplomat to destroy/exchange the University or the Dragon Gate? A: Building cost minus one: 6 - 1 = 5 Q: Can the Warlord destroy a building of a murdered Bishop? A: Yes. Since the Bishop is not present, he is not able to protect his districts. Q: Are you allowed two identical districts in your city by using the Diplomat’s special power? A: No. Districts Q: Can the Graveyard’s ability (pay 1 gold to take a card that was just destroyed by the Warlord) be used to save itself if the Warlord chooses to destroy it? A: No. Because the Graveyard was destroyed, it is no longer in play and its ability is void. Q: What if a player has both the Observatory and Library in his city? How do their effects combine? A: When the player chooses to use his action to draw cards, he draws three and keeps two. Q: How do you handle the endgame scoring bonuses when the Bell Tower has been built? A: The bonuses are awarded for seven districts instead of eight. If one or more players have seven districts when the Bell Tower is built, they all get the four bonus points for simultaneously meeting the seven district condition. If the Bell Tower is built as someone’s seventh district, he and anyone else with seven districts get four bonus points for simultaneously meeting the endgame condition; any players to subsequently reach seven districts before the round (and the game) ends get two bonus points. Q: If a player has the Quarry and builds a duplicate district, but the Quarry is later destroyed by the Warlord, is one of the duplicate district cards lost because it is no longer “legal” for that player to have duplicate districts? A: No. The Quarry allows you to “build” a duplicate district. Since the district is already built, the player does not automatically lose one of the duplicates.
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