Rules

Citadel is a strategic battle between two to four different Citadels. The objective is to conquer your opponent's citadels, whether through defeating opposing champions and earning points, taking your enemies' citadels, or even defeating the opposing Commander. The game is versatile and can fit many diffrent play styles. Find a team that resonates with your style, or change it up each time to challenge yourself.


Deck Structure and Initiative

A deck must consist of a minimum of 6 cards and a maximum of 12 cards The deck is broken down into the following setup:

  • 6 Champion Cards: All available champions are broken into both 3 Archetypes (Warrior, Rogue, and Academic) and 6 Roles (Commander, Divine Slayer, Marshall, Spymaster, Sage, and Successor). Players must have 1 of every role in their deck. 

    • 3 Archetypes: Warrior, Rogue, and Academic

      • Warrior. Warriors share an unparalleled mastery of weapons and armor and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face. (Warriors have a high HP but Low Speed.)

      • Rogue. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful adventuring party. (Rogues have a high speed but low AC.)

      • Academic. Academics are defined by their extensive studies, and their characteristics reflect this life of contemplation. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. (Academics have a high AC but low HP.)

    • 6 Roles: Successor, Spymaster, Sage, Marshal, Divine Slayer, and Commander

      • Successor (Circle Token). Successors are worth 20 points each. The main trait of a Successor is the ability to have two different effects if they are in their home citadel or an enemy citadel.

      • Sage (Triangle Token). Sages are worth 25 points each. The main trait of sages is that they call upon a randomized spirit, which increases their defense. Once per game, sages may increase their AC by 2 for 2 rounds. Sages also generate 10 points for the player if their sage is on the field at the start of their turn.

      • Spymaster (Pentagon Token). Spymasters are worth 30 points each. The main trait of a spymaster is their increased speed and mobility, enabling them to perform high-speed maneuvers. Once per game, spymasters may increase their speed by 2 for 2 rounds.

      • Marshall (Hexagon Token). Marshalls are worth 35 points each. The main trait of a marshall is their superior strength. The standard attack damage for a marshall is 6.

      • Divine Slayer (4-Pointed Star Token). Divine Slayers are worth 40 points each. The main trait of the Divine Slayer is that they earn traits from Marshals, Spymasters, and Sages. Once per game, Divine Slayers can increase their Speed, AC, and Strength by 2 for 2 rounds.

      • Commander (5-Pointed Star Token). Commanders are worth 100 points. The main trait of a commander is their ability to lead. Once per game, the Commander can bestow their card ability to an allied champion. Once bestowed, The allied champion will have their ability replaced by their commander's ability until they fall in battle.

    • 2 Tool Cards

      • Tool Cards. Tool cards are cards are cards such as traps and other items that provide a general boon to its player.

    • 2 Weapon Cards

      • Weapon Cards. Weapon cards can be equipped to allied champions. Weapons can only be equipped to one champion at a time and once that champion is defeated the weapon card is also discarded.

    • 2 Summon Cards

      • Summon Cards. Summon cards are usually field wide cards that can change the flow of a battle by either giving it’s player a boon or giving an enemy a bane.

In initiative, players must set up their Citadel using their tiles. Within Citadel, players are given 9 Tile Points (TP) and must set up their configuration however they want. The only requirement is that each Citadel needs 1 Command room (Tile Marked with C.)

While in initiative players must set each of their champions into the different rooms in your citadel. Commanders must start in the command room. During actual play, the player can move their pieces anywhere at the rate of the speed indicated on the card.

  • Tile Points

    • Standard Tiles (Black & White Tiles) - 1 TILE POINT.

      • These tiles have no additional effect.

      • Red Tiles are

    • Basic Fire Tiles (Red Tiles) - 2 Tile Points

      • Every Champion loses 1 HP everytime they pass through this tile.

    • Basic Healing Tile (Green Tiles) - 2 Tile Points

      • Every Champion Heals for 1 HP every turn they end on this tile.

    • Basic Poison Tile (Purple Tiles) - 3 Tile Points

      • Every Champion that passes that steps on this tile becomes poisoned. Poisoned champions lose 1 HP at the end of each turn until they are healed. Any healing effect will cure the poison conditioned.

Battle Stage

A coin will be tossed with the stage to determine which team goes first. Their turns will continue to be taken until a winner is declared. On a player's turn, they can utilize all of their champions.

In each turn, a single Champion can:

  • Move (Up to or less than their Maximum Movement Speed.)

    • An individual champion movement includes the ability to move up to their movement speed and the player may roll 1d4 and add that to their total movement speed for that turn.

  • Utilizing an Effect

    • Effects cannot be stacked within the game. For example effects can't be stacked to give a champion double advantage in a combat situation

  • Make an attack

    • Attack. Once an attack is declared, the player must roll a d20 to break the opponent's champion AC in order to deal damage.

      • Unarmed attacks deal 5 damage. Players roll an additional 1d4 and may add that to the base 5 damage for each champion.

How a player assaults another player’s base is entirely up to the individual player. Just remember the goals: 

  • Capture and hold the Citadel

  • To hold a Citadel, a player champion must take the inner chamber of the opponent's Citadel and then survive the inner Chamber for 2 turns.

  • Defeat the Opponent Commander

    • You must defeat the opponent's Commander.

  • Earn 100 Points.

    • Points can be earned by hunting down the opposing enemies' champions.