TABLETOP LENS

Citadels

2–8PLAYERS · 4
45–60MINUTES
3 / 5WEIGHT
Luck20
Skill40
Sense40

RULES

Goal
Gather gold to build city districts for the highest score
Flow
Secretly pick a role each round, and act in call order to gain gold or build
Win
Once a city completes 7 districts (8 for 2-3 players), scores are totaled at the end of that round to determine the winner
Twist
The Assassin and Thief can target other roles to block a turn or steal gold

RULES VIDEO

A classic role-bluffing city-building board game where, each round, players secretly claim one of 8 characters with unique abilities (Assassin, Thief, Magician, King, etc.), predict opponents' identities and moves to gather resources, and race to be the first to build 8 buildings and complete the most magnificent medieval city.

When a results-driven gamer easily gets rattled or upset by unlucky situations like getting hit by the Assassin's instant kill and being forced to skip their turn doing nothing, or finally saving up gold to build only to have it all stolen by the Thief and wasting the turn — the direct 'muddy interference' of the game. Or when a calm-natured group gets tired of players squabbling and making forced accusations like 'it's not me, it's them,' along with the scheming and politicking, and just wants a clean, purely rule-based contest. Also when the group leans heavily toward general beginners who need a 'game-intelligence adjustment period' to organically grasp the rules and play smoothly, making the game drag on endlessly.

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Scores by situation

New faces+

♡♡☆☆☆ [First-Meeting Barrier] It takes a fairly lengthy explanation to fully get a newcomer up to speed on the unique abilities of the 8 characters (assassination, theft, destruction, etc.) and the unusual rule of drafting a character each round. What's more, you have to unleash harsh attacks right from the first meeting — forcibly skipping an opponent's turn or stripping them of all their money — so the wary, awkward atmosphere can linger.

Close friends+

♡♡♡☆☆ [Explanation Barrier and Mental Breakdown] The fun of raucously ganging up on close friends is real, but throwing this at a group of true rookie friends with little game experience puts too heavy a burden on them with the functional barrier and fine print of the 8 character cards. The early tension easily drops while everyone is busy learning the rules, and after finally learning them, getting hit hard right from turn one by an Assassin or Thief risks crushing morale before anyone even warms up to the game — so caution is needed for a group of general newbie friends.

Strategy+

♡♡☆☆☆ [Strategist's Bridge] The backbone of character-rotation counting and psychological warfare is solid, but among intermediate strategists who favor tight, precise resource engine building or systemic conquest, the interference (denial) hits too hard and often breaks strategic consistency. Because of this, strategy groups tend to use it more as a light warm-up scheming bridge game rather than a heavy calculation showdown.

Couple+

♡☆☆☆☆ [Marriage-Damaging Zone] This is a spicy game at the complete opposite end from a sentimental healing build where a couple sits face to face, quietly considerate of each other, peacefully decorating their own beautiful city area. Its core mechanic is vicious interaction — destroying an opponent's key building, wiping out their entire turn — making it a landmine title that should never be brought out for a cozy, romantic time with a partner.

Duel+

♡♡☆☆☆ [Downtime Hell] A special rule exists for 2-3 players (each picking 2 roles), but it plays out with narrower information, greatly diminishing the buzzing psychological warfare of 'no one knows who picked what role' that defines Citadels. Compared to the identity-guessing and commotion tension that truly comes alive with a larger group (best with 4-6), the 1-on-1 fight ends up rather dry and flat.

Gateway+

♡♡♡♡♡ [Level 5 (The Ultimate Gateway)] For sharp newbies determined to conquer more than a simple party game — the refined system and 'asymmetric character-claiming' mechanic of a proper board game — there's no more perfect textbook. Once you clear the hurdle of learning the rules, you get to fully savor the deep, weighty joy of high-level psychological maneuvering and city building, staying one step ahead of your opponents — a top-tier gateway strategy title.

Frequently asked questions

How many players does Citadels need?

2–8 players, and it is at its best with 4. It also works as a two-player game.

How long does a game of Citadels take?

About 45–60 minutes per game, plus roughly 10 minutes to teach the rules.

Is Citadels hard to learn?

It sits at 3 out of 5 on rules weight. The balance is 20 luck / 40 skill / 40 read, so quick reads and table sense decide it.

Who is Citadels good for?

It fits Gateway especially well. One caveat: When a results-driven gamer easily gets rattled or upset by unlucky situations like getting hit by the Assassin's instant kill and being forced to skip their turn doing nothing, or finally saving up gold to build only to have it all stolen by the Thief and wasting the turn — the direct 'muddy interference' of the game. Or when a calm-natured group gets tired of players squabbling and making forced accusations like 'it's not me, it's them,' along with the scheming and politicking, and just wants a clean, purely rule-based contest. Also when the group leans heavily toward general beginners who need a 'game-intelligence adjustment period' to organically grasp the rules and play smoothly, making the game drag on endlessly.

How do you win Citadels?

Once a city completes 7 districts (8 for 2-3 players), scores are totaled at the end of that round to determine the winner The goal is Gather gold to build city districts for the highest score

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