Overview
Citadel of Blood is a fantasy dungeon-crawl adventure game published by SPI (Simulations Publications Inc.) in 1980. Players control heroes exploring a dark citadel filled with monsters, traps, and treasure. The citadel is randomly generated using geomorphic tiles, creating a different layout each game. Heroes move through the citadel, encountering room monsters, collecting treasure, and trying to survive. The game can be played solitaire or cooperatively/competitively with up to 6 players. Victory is based on accumulating experience points from defeating monsters and collecting treasure.
Components
- Geomorphic map sections (citadel tiles that connect to form random layouts)
- Hero character cards
- Monster characteristic charts
- Dice (2 six-sided)
- Counters for heroes, monsters, treasure, and markers
- Reference charts and tables (combat, treasure, magic, traps, room encounters)
- Rules booklet
Setup
- Select a scenario or use the standard random citadel generation rules.
- Each player creates a hero by rolling on the Hero Characteristics Chart:
- Strength (ST): Physical power, affects melee combat and carrying capacity.
- Weapon Skill (WS): Ability to hit in combat.
- Agility (AG): Speed and dexterity, used for traps and initiative.
- Intelligence (IN): Mental acuity, affects magic and resistance.
- Luck (LK): General fortune, used for various checks.
- Hit Points (HP): Damage the hero can absorb before death.
- Choose a hero type (Fighter, Magic User, Thief, etc.) which determines special abilities.
- Assemble the citadel using geomorphic sections. Place the entrance/Hellgate.
- Place starting equipment counters.
- All heroes begin at the citadel entrance.
Turn Structure
Each game turn consists of:
- Movement Phase: Each hero moves up to their movement allowance through the citadel corridors and rooms.
- Encounter Phase: When entering a new room, draw or roll for encounters (monsters, traps, treasure, or empty rooms).
- Combat Phase: Resolve any combat between heroes and monsters.
- Magic Phase: Cast spells if applicable.
- End Phase: Check for wandering monsters, update markers.
Actions
Movement
- Heroes move through corridors and rooms, counting spaces.
- Doors may be locked (requiring a check to open) or trapped.
- Secret doors can be found with a successful search roll.
- Movement through the citadel reveals new rooms as tiles are placed.
Combat
Combat uses a comparison system:
- Initiative: Compare Agility scores; higher goes first.
- Attack: Roll 2 dice, add Weapon Skill, and compare to the defender’s defense value. If the attack total equals or exceeds the target number, a hit is scored.
- Damage: Roll on the appropriate weapon damage table. Subtract from target’s Hit Points.
- Monster Combat: Monsters have their own attack values, hit points, and special abilities listed on the Monster Characteristics Chart.
- Combat continues round by round until one side is dead, flees, or a special condition triggers.
Magic
- Magic Users can cast spells from their spell list.
- Spells cost magic points and have various effects (damage, healing, detection, protection).
- Some spells require a successful Intelligence check.
- Magic items found as treasure may grant additional spell-like abilities.
Traps
- Rooms and doors may be trapped.
- Traps are detected with an Agility or Intelligence check.
- Failing to detect triggers the trap (damage, pit falls, poison, alarm summoning monsters).
- Thieves have bonuses to trap detection and disarming.
Resistance Checks
- Certain effects (poison, magical attacks, fear) require Resistance Checks.
- Roll dice and compare to the relevant attribute (usually Intelligence or Luck).
Room Features
- The Hellgate: The deepest part of the citadel containing the most dangerous encounters and greatest treasures.
- Treasure rooms: Contain gold, gems, magic items, and equipment.
- Monster Lairs: Guaranteed monster encounters, often with extra treasure.
- Empty Rooms: Safe areas for resting.
Scoring / Victory Conditions
Victory is determined by Experience Points (XP):
- Defeating monsters awards XP based on monster difficulty.
- Collecting treasure awards XP based on value.
- Completing special objectives (reaching the Hellgate, rescuing captives) awards bonus XP.
- The hero (or team) with the most XP at the end of the game wins.
In solitaire play, the goal is to survive the citadel, reach the Hellgate, and escape with as much treasure as possible.
Gaining Experience Levels: Accumulated XP can increase hero attributes between adventures in campaign play.
Special Rules & Edge Cases
- Wandering Monsters: At the end of each turn, there is a chance of a wandering monster appearing. Roll on the Wandering Monster Table.
- Monster Special Abilities: Many monsters have unique abilities (breath weapons, petrification, regeneration, poison, level drain, etc.) detailed on the Monster Characteristics Chart.
- Fleeing Combat: Heroes may attempt to flee; requires an Agility check. Failure means the monster gets a free attack.
- Death and Resurrection: Dead heroes may sometimes be revived with specific magic items or spells.
- Multi-player rules: In competitive play, heroes may attack each other. In cooperative play, heroes share XP equally.
- Solitaire adjustments: The game plays well solo with the player controlling 1-3 heroes.
- Campaign play: Heroes can carry over between adventures, gaining experience levels and keeping equipment.
Player Reference
Hero attributes: Strength, Weapon Skill, Agility, Intelligence, Luck, Hit Points
Turn flow: Move > Encounter > Combat > Magic > End Phase
Combat: Roll 2d6 + Weapon Skill vs. defense target. Damage by weapon table.
Key tables: Room Monster Chart, Wandering Monster Table, Treasure Table, Trap Table, Magic Item Table, Combat Damage Table
Win: Accumulate the most Experience Points from monsters defeated and treasure collected. Survive and escape the citadel.