Citadels Is Still One of the Best Games to Play in Groups of Four or More
Bruno Faidutti’s 2000 title Citadels is one of the few good boardgames on the market that works well for more than four players. In fact, I’d argue it requires at least four for the best experience. Asmodee has brought it back out in a new ‘big box’ edition that includes all of the original cards and tokens, the later Dark City expansion, and several new pieces that all give the game a ton of replayability.
The basic mechanics of Citadels couldn’t be much simpler. Each round, every player chooses a character (role) to play for that one round, and on a turn, the player can either take gold or draw a new building card, pay and build one of those cards if desired, and may use the character’s special ability, if applicable. When one player constructs his/her seventh building (or eighth if there are fewer than four players), that triggers game-end; the players complete the current round and score points. Each building is worth one point per coin it cost to build, and there are bonuses for finishing first, for building one of each of the five building types, and for some of the buildings themselves.
The game’s “catch” is in interactions between the characters. Players select roles via a mechanic later popularized by 7 Wonders; the start player shuffles the eight role cards, discards a number specific to the number of players, chooses one of the remainder, and passes to his/her left. That player chooses one, passes it along, and so on, until the final player gets to choose from two cards and places the last one face-down on the table, so only s/he knows what’s there, and nobody knows for sure what role any other player is.
Each character has a number from 1 to 8 (there are a few characters numbered 9 for certain player counts), and the characters’ roles are called in order, starting at 1. The base game’s characters begin with the Assassin (1), who calls out another character to ‘kill’ for that round – not the player, mind you, but the character, so it’s a bit of guesswork involved if you want to target the leader – and the Thief (2), who robs another character in similar fashion. The Warlord (8) can destroy another player’s building, but not one of the Bishop’s (5), while both players as well as the King (4) and Merchant (6) get extra gold if the player has buildings of the matching color. The Magician (3) can steal your cards, and the Architect (7) gets to draw two cards as a bonus, and is the only role of the eight that can build multiple building cards on a turn.