Citadels Duel rules refresher
Get back into Citadels Duel in 10 minutes: a spoken refresher of the setup, how a turn goes, the rules people often forget, and how the game ends and is scored. Made for people who have played before. Listen on the way to game night and start playing without opening the rulebook.
2026 · Z-Man Games / Asmodee · 2 players · 2 min 40 s in the feed
The rest of this one is for contributors
Contributors hear the whole refresher: how that works.
- How to win
- Basic setup
- Core mechanics
- Gameplay example
Rules quiz
How much of Citadels Duel do you still remember? Each question opens on its answer.
When you build a new district, how much bonus gold do you place on it?
You put 1 gold from the supply on the new tile for each touching district of the same color, including your opponent's, with diagonals not counting.
During the expansion phase, what does each player get to do?
The player with the most council seats gains 3 gold and builds a district, then the other player either gains 2 gold or builds a district, building only what they can afford with no character help.
Which districts does the King's Guard protect, and which characters can't target them?
The King's Guard protects the district it stands on and every district touching it, no matter who owns them, and the Thief, the Diplomat, and the Warlord can't target a protected district.
How does the Diplomat take over an opponent's district?
You give up council seats equal to the district's value, which is its printed cost plus any gold on top of it, and flip it to your color with that gold staying on the tile.
How do council seats count toward your final score?
You score 1 point for every 2 council seats you hold, added to the printed cost of your districts and 1 point per gold coin on top of them.