Unless otherwise noted, all of this is based on the review posted by
Charles Brabec <email@example.com> to rec.games.board
on 9 September 1994.
Basic Game Contents
- Game Board
- 1 Rules Sheet
- 11 Plastic Citadel Miniatures
- 11 Character Cards
- 129 Adventure Cards
- 30 Spell Cards
- 40 Purchase Cards (Box claims 40, I got 48)
- 5 Tower Cards
- 6 Talisman Cards
- 6 Toad Cards
- 30 Strength Counters: one (x24), five (x6)
- 30 Craft Counters: one (x24), five (x6)
- 30 Lives Counters: one (x24), five (x6)
- 20 Experience Counters: one (x16), five (x4)
- 32 Coins: one (x12), three (x8), five (x12)
- 12 Alignment Markers: Good (x4), Neutral (x4), Evil (x4)
- 6 Toad Counters
- 6 Dice (all D6)
- 1 Painting Guide
- 8 Resealable bags for counters
The new board is a single piece, fold in the middle.
The Inner Region is gone. It has been replaced with "The Wizard's Tower",
players encounter a series of traps in the Tower Cards. See Below.
The Outer Region has been rearranged slightly: the Graveyard has been moved
to the middle square on the opposite side of the board. Also, the Sentinel
is gone. In his place is a Hills square with a toll bridge across the river.
Other changes by square:
The Middle Region has also changed slightly. Only the Runes square next to
the Warlock remains, the other two were changed to Wilderness (Draw 2)
squares. The Portal of Power is now The Causeway, which still leads to the
Other changes by square:
- Chapel: No praying
- City: Now "The City Gates" (probably for future expansion).
No enchantress, alchemist, or doctor. Has a market to buy
- Tavern: New table.
- Village: No blacksmith. Healer is the same. Mystic has the same
table except #4 only changes alignment if you want to.
- Sentinel: Replaced by toll bridge. One gold to cross in either
- Chasm: Roll once, lose life OR follower on 1-2
- Runes: the one remaining Runes square is a +3 penalty.
- Warlock's Cave: New quest table. Beat a player, monster, or spirit,
1/3 chance of each.
- Desert: Draw one card after losing a life.
- Temple: New, less beneficial table.
- Portal of Power: Now "The Causeway", no dice roll to enter the Tower.
The third edition introduces experience points (EP) in place of saving monsters
for strength. Every time you win a combat or psychic combat, you collect
EP equal to the strength or craft of the enemy you defeated (except other
players). Every seven EP can be traded in for one strength, craft, gold
You can carry only four objects (without help) and as many followers or gold
as you want. Horses and Mules are now followers, so they do not count against
your tally of four.
There are no rafts. You must cross the river by the toll bridge or by
some magical means.
The rules have generally been streamlined and rewritten in a few places
so as to be less ambiguous. Otherwise, the spirit of the game is the same
as in the 2nd ed. The last rule is noteworthy:
The Most Important Rule:
If you get completely stuck with a problem not covered by the
rules, state the problem in the form of a yes/no question and roll the dice:
1-3 = No, 4-6 = Yes. If you want an official answer, send an SASE to them,
stating your problem as a yes/no question if possible.
There are only 11 Characters with the new game. :( On the other hand,
it probably wouldn't be too hard to adapt most of the 2nd ed. characters,
although that could upset the game balance a bit.
Each character has a thick cardboard stat sheet, and a corresponding
Citadel miniature. Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and
Strength according to the card.
The characters are...
The characters have different abilities from their 2nd ed. counterparts.
Note that none of the characters have "always one spell" although
the wand can still give this power.
- Barbarian: S=4, C=2, Neutral
- Dwarf Warrior: S=4, C=2, Neutral
- Goblin Fanatic: S=2, C=3, Evil
- Knight Templer: S=3, C=3, Good
- Minotaur: S=5, C=2, Evil
- Ranger: S=3, C=3, Good
- Skaven: S=3, C=3, Evil (Rat-man)
- Swashbuckler: S=3, C=3, Good
- Warrior: S=3, C=3, Neutral
- Wizard: S=2, C=4, Good
- Wood Elf: S=3, C=4, Good
Some of these cards have been changed slightly from 2nd ed. to improve
playability. I won't take the time to list all the changes.
- Events (18 cards):
Angel, Astral Conjunction, Blizzard, Book of Spells, Cursed by Hag, Devil, Earthquake, Electrical Storm, Fools' Gold, Imp, Jester, Magical Vortex, Patrol, Pestilence, Poltergeist, Raiders, Storm, Taxation
- Monsters (23 cards):
- S=1: Boar, Wolf
- S=2: Goblin (x2), Gorilla
- S=3: Bandit, Berserker, Giant Lizard, Grizzly Bear, Lion, Orc (x2), Serpent
- S=4: Highwayman
- S=5: Gargoyle, Golem, Manticore, Ogre
- S=6: Cave Troll, Chinese-Dragon, Giant
- S=7: Red Dragon
- S=?: Doppelganger
- Spirits (9 cards):
- C=3: Banshee, Ghost, Shade, Succubus, Zombie
- C=4: Phantasm, Spectre, Wraith
- C=10: Daemon
- Strangers (11 cards):
Demigod, Ferryman, Healer, Hermit, Magician, Outlaw, Pegasus, Siren, Sorcerer, Sphinx, Witch
- Followers (16 cards):
Alchemist, Bodyguard, Familiar, Genie, Guide, Homunculus, Horse, Horse &
Cart, Maiden, Mercenary, Mule, Porter, Prince, Princess, Squire, Unicorn
- Objects (43 cards):
Ancient Artifact, Armour, Bag of Carrying, Bow, Broadsword, Casket, Cross,
Crystal Ball, Doomsword, Gold Coins (x13), Golden Guineas(=2G,x3), Golden
Statue, Helmet, Holy Grail, Holy Lance, Magic Amulet, Magic Belt, Magic
Ring, Potion of Strength, Quiver of Arrows, Shield, Skullwand, Solomon's
Crown, Staff of Mastery, Talisman (x2), Water Bottle, Wand, Winged Boots
- Places (9 cards):
Arena, Cave, Fountain of Wisdom, Magic Stream,
Market, Marsh, Maze, Pool of Life, Shrine
There are 30 cards.
Some of these spells have changed a little from the 2nd ed:
Acquisition, Alchemy, Barrier, Brainwave, Counterspell (x2), Curse, Destroy
Magic, Destruction (x2), Displacement, Divination, Finger of Death, Fireball,
Healing (x2), Immobility, Invisibility, Lightning Bolt, Mesmerism,
Preservation, Psionic Blast (x2), Random, Reflection, Syphon, Teleport (x2),
Temporal Warp, Water Walking
The back of the box says there are 40 purchase cards. I got 48. Here's
what I got:
- Armour (x6) 4G at city
- Battleaxe (x6) NA at city
- Bow (x5) 2G at city
- Broadsword(x6) 2G at city
- Helmet (x6) 2G at city
- Quiver of Arrows (x7) 1G at city
- Shield (x6) 3G at city
- Water Bottle (x6) 1G at city
Tower Cards (The Endgame)
The new endgame is fairly easy to survive once you've built up your
abilities. You enter the Wizard's Tower, then encounter a series of
traps on your way to the Crown of Command. The Tower Cards are, in order:
- Portal of Power:
If you have a Talisman, you are safe, but you must discard the
Talisman. [You can only have one Talisman in the new rules.]
If you don't have a Talisman, lose D6 lives.
- Magical Trap:
For each item you or your followers carries, roll a die. On 1-2,
the item is discarded.
- Pit Trap:
You escape, but each follower must roll 3,4,5 or 6 on one die or
- Dragon King:
The Dragon King is S=12, C=12. Fight him in combat or psychic
combat (your choice). If you lose or draw, you must leave the
tower on your next turn.
- The Crown of Command:
You win. Game Over.
Each time you enter the Tower, you start over with card 1. You cannot fight
other characters in the Tower.
Counters and Coins
Strength, Craft, Life and Experience counters are all color coded
plastic cones. Small cones are one point, large cones are 5 points.
Str is red, Craft is Blue, Life is Green, EP is Purple. They stack
easily and are MUCH easier to pick up than the little cardboard squares.
Gold is counted with plastic coins in 1G, 3G, and 5G denominations.
Only the Toad Counters (used while your character is a toad), and alignment
cards are little cardboard pieces.
Comments on Play
I have played one game with my fiancee since I bought the game earlier
today. I played the Swashbuckler, while my fiancee had the Warrior.
Early in the game she got the Doomsword (used to be Runesword), and that
combined with her ability to roll twice and choose the higher die in combat
tipped the balance for a while. But, she had trouble encountering monsters,
so I gathered experience, and thus strength, more quickly. We had only
one rules conflict, an interpretation of what "spells" the magic amulet
negated. The middle region seems a bit too easy to get into, which is
part of how I kept building up faster. (Middle region now has 3 draw-2
squares and one draw-3 square, so lots of monsters came up.) Running out
of money in the middle can be deadly: you can't bribe the knight, pay the
castle, or cross the toll bridge to get out. The temple isn't as nice,
it is a 50-50 shot, and it gives out EP instead of other things.
Overall opinion: I'm glad I got it. My local game shop says they'll have
the first expansion in November, and I already can't wait. In the mean time,
I'll play with adapting 2nd ed characters so I have more choices. I could
have done without the miniatures if it meant they gave me more characters
or the game cost less. (I paid $50, by the way.)
I will not be getting rid of my 2nd ed, though. I miss the larger variety
of game boards and places. And I think the uneven characters and rule
problems make the game interesting. Also, it would be pretty easy to
use the new counters and implement the EP rules into the old game to make
it play better, IMHO.