Citadels Player Aid
Character Cards
Name |
Rank |
Ability |
Assassin |
1 | Call a character you wish to kill. The killed character
skips his turn. |
Witch | 1 | Gather resources, call a character you with to bewitch, then
put your turn on hold. After the bewitched character gathers
resources, you resume your turn as that character. |
Magistrate | 1 |
Assign warrents face down to character tokens. Reveal
the signed warrent to confiscate the first district that player
builds. The player gets all gold paid to build their
district. There are 3 warrent markers, only one of which is
signed. |
Thief | 2 |
Call a character you wish to rob. When the robbed
character is revealed, you take all his gold. |
Spy | 2 | Name a district type and look at another player's hand.
For each card of that type, take 1 of his gold and gain 1 card from the
deck. |
Blackmailer | 2 |
Assign threats face down to character tokens. A
threatened character can bribe you (half his gold rounded down) to
remove the threat. If you reveal the flower, you take all his
gold. There are 2 threat markers, one of which has a flower on
the back. |
Masgician | 3 | Either exchange hands of cards with another player or discard
any number of cards to gain an equal number of cards from the deck. |
Wizard | 3 |
Look at another player's hand and choose 1 card. Either
pay to build it immediately or add it to your hand. You can build
identical districts. |
Seer | 3 |
Randomly take 1 card from each player's hand and add it to
yours. Then give each player you took a card from 1 card from
your hand. You can build up to 2 districts. |
King | 4 |
Take the crown. Gain 1 gold for each of your Noble districts. |
Emperor | 4 | Give the crown to a different player and take either 1 of his gold or 1 of his cards. Gain 1 gold for each of your Noble districts. |
Patrician | 4 |
Take the crown. Gain 1 card for each of your Noble districts. |
Bishop |
5 |
The rank 8 character cannot use its ability on your districts. Gain 1 gold for each of your Religious districts. |
Cardinal |
5 |
If you are short of gold to
build a district, exchange your cards for another player's gold (1 card
= 1 gold). Gain 1 card for each of your Religious districts |
Aboot |
5 |
The richest player gives you 1
gold. Gain either 1 gold or 1 card for each of your Religious
districts. |
Merchant |
6 |
Gain 1 extra gold. Gain 1
gold for each of your Trade districts. |
Trader |
6 |
You can build any number of
Trade districts. Gain 1 gold for each of your Trade districts. |
Alchemist |
6 |
At the end of your turn, you get
back all the gold you paid to build districts this turn. You
cannot pay more gold than you have. |
Architct |
7 |
Gain 2 extra cards. You
can build up to 3 districts. |
Navigator |
7 |
Gain either 4 gold or 4 extra
cards. You cannot build any districts. |
Scholar |
7 |
Draw 7 cards, choose 1 to keep,
then shuffle the rest back into the deck. You can build up to 2
districts. |
Warlord |
8 |
Destroy 1 district by paying 1
fewer gold than its cost. Gain 1 gold for each of your Military
districts. |
Diplomat |
8 |
Exchange 1 of your districts for
another player's district, giving him gold equal to the difference in
their costs. Gain 1 gold for each of your Military districts. |
Marshal |
8 |
Sieze a district with a cost of
3 or less from another player's city, giving that player gold equal to
its cost. Gain 1 gold for each of your Military districts. |
Queen |
9 |
If you are sitting next to the
player who revealed the rank 4 character, gain 3 gold. |
Artist |
9 |
Beautify up to 2 of your
districts by assigning each of them 1 gold. A district can be
beautified only once. The beautification is worth 1VP at the end
of the game. |
Tax Collector |
9 |
After each player builds, he
places 1 of his gold on the Tax Collector's character token. Take
all gold from your character token. |
Unique Buildings
Name |
Cost |
Effect |
Armory |
3 |
During your turn, destroy the
Armory to destroy 1 district of your choice. |
Basilica |
4 |
At the end of the game, score 1
extra point for each district in your city with an odd-numbered cost. |
Capitol |
5 |
If you have at least 3 districts
of the same type at the end of the game, score 3 extra points. |
Dragon Gate |
6 |
At the end of the game, score 2
extra points. |
Factory |
5 |
You pay 1 fewer gold to build
any other unique district. |
Framework | 3 | You can build a district by
destroying the framework instead of paying that district's cost. |
Gold Mine |
6 |
If you choose to gain gold when
gathering resources, gain 1 extra gold. |
Great Wall |
6 |
The rank 8 character must pay 1
more gold to use its ability on any other district in your city. |
Haunted Quarter |
2 |
At the end of the game, the
Haunted Quarter counts as any 1 district type of your choice. |
Imperial Treasury |
5 |
At the end of the game, score 1
extra point for each gold in your stash. |
Ivory Tower |
5 |
If the Ivory Tower is the only
unique district in your city at the end of the game, score 5 extra
points. |
Keep |
3 |
The rank 8 character cannot use
its ability on the Keep. |
Laboratory |
5 |
Once per turn, discard 1 card
from your hand to gain 2 gold. |
Library |
6 |
If you choose to draw cards when
gathering resources, keep all the cards. |
Map Room |
5 |
At the end of the game, score 1
extra point for each card in your hand. |
Monument |
4 |
You cannot build the Monument if
you have 5 or more districts in your city. Treat the Monument as
being 2 districts toward your completed city. |
Museum |
4 |
Once per turn, assign 1 card
from your hand face down under the Museum. At the end of the
game, score 1 extra point for each card under the Museum. |
Necropolis |
5 |
You can build the Necropolis by
destroying 1 district in your city instead of paying the Necropolis'
cost. |
Observatory |
4 |
If you choose to draw cards when
gathering resources, draw 3 cards instead of 2. |
Park |
6 |
If there are no cardsd in your
hand at the end of the turn, gain 2 cards. |
Poor House |
4 |
If you have no gold in your
stash at the end of your turn, gain 1 gold. |
Quarry |
5 |
You can build districts that are
identical to districts in your city. |
School of Magic |
6 |
For abilities that gain
resources for your districts, the School of Magic counts as the
district type of your choice. |
Secret Vault |
0 |
The Secret Vault cannot be
built. At the end of the game, reveal the Secret Vault from your
hand to gain 3 extra points. |
Smithy |
5 |
Once per turn, pay 2 gold to
gain 3 cards. |
Stables |
2 |
Building Stables does not count
toward your building limit for the turn. |
Statue |
3 |
If you hvae the crown at the end
of the game, score 5 extra points. |
Theater |
6 |
At the end of the selection
phase, you may exchange your chosen character card with an opponent's
character card. |
Thieves' Den |
6 |
Pay some or all of the Thieves'
Den cost with cards from your hand at the rate of 1 card for 1 gold. |
Wishing Well |
5 |
At the end of the game, score 1
extra point for each unique district in your city (including the
Wishing Well). |
Standard Combinations
Base Set
Characters |
Unique
Buildings |
1. Assassin |
Dragon Gate |
2. Thief |
Factory |
3. Magician |
Haunted Qurter |
4. King |
Imperial Treasury |
5. Bishop |
Keep |
6. Merchant |
Laboratory |
7. Architect |
Library |
8. Warlord |
Map Room |
(9. Queen*) |
Quarry |
School of Magic |
|
Smithy |
|
Statue |
|
Thieves' Den |
|
Wishing Well |
Ambitious Aristocrats
Characters |
Unique
Buildings |
1. Magistrate |
Capitol |
2. Thief |
Factory |
3. Wizard |
Framework |
4. Patrician |
Great Wall |
5. Bishop |
Haunted Quarter |
6. Trader |
Keep |
7. Architect |
Necropolis |
8. Marshal |
Park |
(9. Queen*) |
Poor House |
Quarry |
|
School of Magic | |
Stables |
|
Statue |
|
Thieves' Den |
Cunning Agents
Characters |
Unique
Buildings |
1. Witch |
Armory |
2. Blackmailer |
Basilica |
3. Magician |
Dragon Gate |
4. Emperor** |
Gold Mine |
5. Abbot |
Keep |
6. Alchemist |
Monument |
7. Architect |
Museum |
8. Warlord |
Necropolis |
(9. Tax Collector) |
Park |
Poor House |
|
Quarry | |
Secret Vault |
|
Smithy | |
Theater |
Illustrious Emissaries
Characters |
Unique
Buildings |
1. Witch |
Factory |
2. Spy |
Framework |
3. Seer |
Great Wall |
4. Emperor** |
Haunted Qurter |
5. Bishop |
Ivory Tower |
6. Merchant |
Keep |
7. Scholar |
Library |
8. Diplomat |
Museum |
(9. Artist) |
Observatory |
Park |
|
Poor House |
|
Quarry |
|
School of Magic |
|
Smithy |
Devious Dignitaries
Characters |
Unique
Buildings |
1. Magistrate |
Dragon Gate |
2. Blackmailer |
Factory |
3. Wizard |
Framework |
4. King |
Haunted Qurter |
5. Abbot |
Laboratory |
6. Alchemist |
Necropolis |
7. Navigator |
Park |
8. Marshal |
Poor House |
(9. Queen*) |
Secret Vault |
Smithy | |
Stables |
|
Theater |
|
Thieves' Den |
|
Wishing Well |
Tenacious Delegates
Characters |
Unique
Buildings |
1. Assassin |
Basilica |
2. Spy |
Capitol |
3. Seer |
Haunted Qurter |
4. King |
Imperial Treasury |
5. Cardinal |
Laboratory |
6. Trader |
Library |
7. Scholar |
Map Room |
8. Diplomat |
Observatory |
(9. Artist) |
School of Magic |
Secret Vault |
|
Smithy |
|
Stables |
|
Statue | |
Wishing Well |
Vicious Nobles
Characters |
Unique
Buildings |
1. Assassin |
Dragon Gate |
2. Thief |
Factory |
3. Magician |
Haunted Qurter |
4. King |
Imperial Treasury |
5. Bishop |
Keep |
6. Merchant |
Laboratory |
7. Architect |
Library |
8. Warlord |
Map Room |
(9. Queen*) |
Monument |
Museum |
|
School of Magic | |
Statue |
|
Thieves' Den |
|
Wishing Well |