In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points, and the player with the highest score wins.
Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored buildings providing a benefit when you play particular characters. At the start of each round, the player who was king the previous round discards one of the eight character cards at random, chooses one, then passes the cards to the next player, etc. until each player has secretly chosen a character. Each character has a special ability, and the usefulness of any character depends upon your situation, and that of your opponents. The characters then carry out their actions in numerical order: the assassin eliminating another character for the round, the thief stealing all gold from another character, the wizard swapping building cards with another player, the warlord optionally destroys a building in play, and so on.
On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors.
The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.
Citadels - How To Play
- One of the most replayable games ever made specifically because of its meanness.
- The assassin eliminates a chosen character for the entire round.
- The thief takes all of another character's accumulated gold the moment that character's turn begins.
- Race to build buildings
Mechanics (from transcript analysis)
- Race game — Players race to be first to complete eight buildings.
- Role selection — Each round players secretly select one character role.
- take that — The assassin eliminates a chosen character; the thief takes gold.
Video topics + discussion points
Quotes (from this video)
- There is a specific kind of silence that falls over a game table when somebody realizes they have just been completely, deliberately, and systematically destroyed by somebody they trusted.
- Mean games are a genre unto themselves.
- The person sitting across from them smiled, played their cards just right, and had been planning it for three rounds.
- The sea serpent player maintained eye contact and smiled the whole time.
- You were never trying to save us.
- I was always trying to save myself.
- That is a different thing. It is, in fact, exactly what Nemesis is designed to produce.
- Everything is negotiable.
- The elected pope controlled by a player can excommunicate opponents.
- The traitor system is the knife at the game's heart.
- I held that card for two hours.
- That is why you committed everything.
- It is the meanest game ever designed because it is the only major board game where the primary mechanic is human trust and the primary strategy is its violation.
- Attack the east on this move and I will allow you three supply centers.
- That is diplomacy.
- This is showing me things about markets I did not want to understand.
- Since round one.
- The worst part was understanding that it had never been a competition. It had been a lesson on a schedule the teacher set before the first card was played.
References (from this video)
- building a city via district cards and character abilities
- medieval kingdom city-building competition under a king
- instructional explanation format
Mechanics (from transcript analysis)
- character abilities — Each character has a special ability that can be used at most once per turn, typically triggered at various times during a turn.
- character draft/selection with passing — At the start of each round, players privately select a character from a face-down deck; players pass the remaining options around the table until everyone has chosen.
- district building — Players may build one district per turn by paying its gold cost; districts have types and cannot duplicate the same name in a city.
- End condition and scoring — The game ends when a player builds seven districts; final scoring includes bonuses for first to seven, having at least one of each district type, gold spent on buildings, and unique buildings.
- Once-Per-Game Abilities — Each character has a special ability that can be used at most once per turn, typically triggered at various times during a turn.
- rank-based turn order — Turns proceed in ascending order of the character's rank, called out by the crowned player.
- resource gathering choices — On a turn, a player may either gain two gold or draw two district cards and keep one.
- round end and crown reassignment — At round end the crowned player collects discarded/used cards and a new selection phase begins for the next round.
- specific character abilities (examples) — Thief robs a character; Assassin kills a character; Magician swaps hands or discards to draw anew; King rules and can be killed; Bishop/Merchant/Architect/Warlord provide other bonuses or effects as described.
- Turn Order: Progressive — At round end the crowned player collects discarded/used cards and a new selection phase begins for the next round.
Video topics + discussion points
Quotes (from this video)
- citadels designed by bruno fiduti and published by z-man games
- let's learn how to play
- the game is played over a series of rounds and each round is broken into two phases
- if you are the first player to complete your city by building seven districts you earn four points
- the game concludes at the end of that round
References (from this video)
- brutal but fun competitive play
- dynamic role powers
- brutal, competitive bidding for district control
- medieval/fantasy city-building
- tainted by misdirection and bluffing
- El Grande
Mechanics (from transcript analysis)
- area majority — players compete to build districts and score points.
- area majority / city-building — players compete to build districts and score points.
- hidden roles — players draft roles with distinct powers and use them to influence rounds.
- hidden roles / drafting — players draft roles with distinct powers and use them to influence rounds.
Video topics + discussion points
Quotes (from this video)
- They are what I would call omniamers.
- El Grande seems to be the forgotten game because to me that is still the most perfect board game ever made.
- I absolutely love all of the work that Tom does.
- Cosmic Encounter is just so so much fun.
- The complete lack of El Grande.
- The minis are way too big. Just ridiculous.
References (from this video)
- Deluxe edition has all expansions
- Variety of mechanics
- Good family game
- 2-8 players
- Treacherous cards can be harsh
- Building districts while avoiding treachery
- Medieval city building
- Role selection intrigue
Mechanics (from transcript analysis)
- Betting and bluffing — Trying to avoid being targeted
- bluffing — Trying to avoid being targeted
- set collection — Building up city districts
- Unique player powers — Different role abilities each round
- Variable player powers — Different role abilities each round
Video topics + discussion points
Quotes (from this video)
- It's so hard for us to come together to be cooperative
- If you don't have dessert you get hurt
- We wore out the cards we played it so much
- Multi-use card to the fifth degree
- Some games are nice to me some are not
- You can have both of them in your collection
References (from this video)
- Easy to teach
- Strong bluffing interactions
- Works well with a variety of player groups
- Can be stressful with larger player counts
- Reliant on players' reading of others' intentions
- Bluffing, deduction, and drafting of district characters
- Medieval city with character roles
- Competitive bluffing with social deduction elements
- Mini Diversity
- Love Letter
Mechanics (from transcript analysis)
- Betting and bluffing — Players try to mislead opponents about their intent and chosen character
- bluffing — Players try to mislead opponents about their intent and chosen character
- drafting — Players select characters for their turn from a draft pool
Video topics + discussion points
Quotes (from this video)
- Mini Diversity is a one to seven player game
- it's extremely hard even on its easiest setting
- it's a card bluffing game and it's drafting
- three seems to for me is the perfect number
- Tiny Epic Galaxy is there is a lot of strategy in this tiny little box
- Doxy - it's the perfect size