Citadel of Blood

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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

Setup

  1. Select a scenario or use the standard random citadel generation rules.
  2. 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.
  3. Choose a hero type (Fighter, Magic User, Thief, etc.) which determines special abilities.
  4. Assemble the citadel using geomorphic sections. Place the entrance/Hellgate.
  5. Place starting equipment counters.
  6. All heroes begin at the citadel entrance.

Turn Structure

Each game turn consists of:

  1. Movement Phase: Each hero moves up to their movement allowance through the citadel corridors and rooms.
  2. Encounter Phase: When entering a new room, draw or roll for encounters (monsters, traps, treasure, or empty rooms).
  3. Combat Phase: Resolve any combat between heroes and monsters.
  4. Magic Phase: Cast spells if applicable.
  5. End Phase: Check for wandering monsters, update markers.

Actions

Movement

Combat

Combat uses a comparison system:

  1. Initiative: Compare Agility scores; higher goes first.
  2. 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.
  3. Damage: Roll on the appropriate weapon damage table. Subtract from target’s Hit Points.
  4. Monster Combat: Monsters have their own attack values, hit points, and special abilities listed on the Monster Characteristics Chart.
  5. Combat continues round by round until one side is dead, flees, or a special condition triggers.

Magic

Traps

Resistance Checks

Room Features

Scoring / Victory Conditions

Victory is determined by Experience Points (XP):

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

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.