Card library
Citadels card library
Inspect every character and every distinct district available to the game. The cards use the same localized faces and rules text as the live table.
Choose an official setup to see its characters and unique districts together. Basic districts are used in every setup.
Characters
All 27 characters, ordered by call rank and then by name.
- AssassinCharacter1

Name another character. When called, it stays silent, does not reveal its card, and skips its entire turn.
AssassinRank 1 - MagistrateCharacter1

Secretly assign three warrants to different characters, one signed. You may confiscate the signed target's first paid district, refund the builder's gold, and build it free unless it duplicates your city.
MagistrateRank 1 - WitchCharacter1

Gather resources, name a character to bewitch, then pause without building. When it is called, its player gathers only; then resume with that character's abilities and restrictions. If nobody has it, your turn never resumes.
WitchRank 1 - BlackmailerCharacter2

Secretly threaten two eligible characters; one threat is flowered. After gathering, each may pay half their gold, rounded down. If they refuse and you reveal the flowered threat, take all their gold.
BlackmailerRank 2 - SpyCharacter2

Choose another player and a district type, then inspect their hand. For each matching card, gain one card and take one gold from that player if available.
SpyRank 2 - ThiefCharacter2

Name a character other than rank 1, the killed character, or the bewitched character. When it is revealed, take all gold from its player.
ThiefRank 2 - MagicianCharacter3

Either exchange your entire hand with another player's hand, or put any number of cards under the district deck and draw the same number.
MagicianRank 3 - SeerCharacter3

Take one random card from every other nonempty hand, then give one card to each affected player. You may build up to two districts this turn.
SeerRank 3 - WizardCharacter3

Inspect another player's hand. Take one card or pay to build it immediately without using your building limit. You may build duplicate district names this turn.
WizardRank 3 - EmperorNoble4

Gain one gold for each noble district in your city. Take the crown from its holder, give it to another player, then take one available gold or one random card from them. If killed, transfer it at round end without a resource.
EmperorRank 4 - KingNoble4

Gain one gold for each noble district in your city and take the crown. If killed, reveal and take it at round end; if bewitched, you still take it.
KingRank 4 - PatricianNoble4

Gain one card for each noble district in your city and take the crown. If killed, reveal and take it at round end; if bewitched, you still take it.
PatricianRank 4 - AbbotReligious5

For each religious district in your city, gain either one gold or one card, in any mix. If you are not among the richest players, choose a richest player to give you one gold.
AbbotRank 5 - BishopReligious5

Gain one gold for each religious district in your city. Rank 8 cannot use its ability on your districts this round unless you were killed; if bewitched, it protects the Witch's districts instead.
BishopRank 5 - CardinalReligious5

Gain one card for each religious district in your city. When short of gold for a build, you may take exactly the missing gold from one player, give them one card per gold, then build that district.
CardinalRank 5 - AlchemistCharacter6

At turn end, recover all gold paid to build districts this turn. Other payments are not recovered, and you must still afford every build.
AlchemistRank 6 - MerchantTrade6

Gain one gold for each trade district in your city, plus one additional gold, regardless of the resource you gathered.
MerchantRank 6 - TraderTrade6

Gain one gold for each trade district in your city. Trade districts do not count against your building limit this turn.
TraderRank 6 - ArchitectCharacter7

Gain two cards, regardless of the resource you gathered. You may build up to three districts this turn.
ArchitectRank 7 - NavigatorCharacter7

Gain either four gold or four cards, regardless of the resource you gathered. You cannot build any district this turn.
NavigatorRank 7 - ScholarCharacter7

Draw seven cards, keep one, and shuffle the other six into the district deck. You may build up to two districts this turn.
ScholarRank 7 - DiplomatMilitary8

Gain one gold for each military district in your city. You may exchange one of your districts for one from an incomplete opposing city, paying its owner any positive cost difference without creating duplicates.
DiplomatRank 8 - MarshalMilitary8

Gain one gold for each military district in your city. You may seize one district costing at most three from an incomplete opposing city, paying its owner the full cost without creating a duplicate.
MarshalRank 8 - WarlordMilitary8

Gain one gold for each military district in your city. You may destroy one district by paying one less than its cost; no district in a completed city can be destroyed.
WarlordRank 8 - ArtistCharacter9

You may pay one gold on each of up to two of your districts to beautify them. Each can be beautified once and permanently costs and scores one more.
ArtistRank 9 - QueenCharacter9

Gain three gold when a player seated beside you reveals rank 4, including a killed rank 4 revealed at round end.
QueenRank 9 - Tax CollectorCharacter9

After any district is built by a character other than the Tax Collector, place one available gold from that player's stash on your token. Taxes persist between rounds; take all stored gold on your turn.
Tax CollectorRank 9
Basic districts
Every noble, religious, trade, and military district in the complete deck. Copy counts are shown below each card.
- WatchtowerMilitary district1

Military district. Its building cost is also its base score.
Watchtower3 copies in the complete deck - PrisonMilitary district2

Military district. Its building cost is also its base score.
Prison3 copies in the complete deck - BarracksMilitary district3

Military district. Its building cost is also its base score.
Barracks3 copies in the complete deck - FortressMilitary district5

Military district. Its building cost is also its base score.
Fortress2 copies in the complete deck - ManorNoble district3

Noble district. Its building cost is also its base score.
Manor5 copies in the complete deck - CastleNoble district4

Noble district. Its building cost is also its base score.
Castle4 copies in the complete deck - PalaceNoble district5

Noble district. Its building cost is also its base score.
Palace3 copies in the complete deck - TempleReligious district1

Religious district. Its building cost is also its base score.
Temple3 copies in the complete deck - ChurchReligious district2

Religious district. Its building cost is also its base score.
Church3 copies in the complete deck - MonasteryReligious district3

Religious district. Its building cost is also its base score.
Monastery3 copies in the complete deck - CathedralReligious district5

Religious district. Its building cost is also its base score.
Cathedral2 copies in the complete deck - TavernTrade district1

Trade district. Its building cost is also its base score.
Tavern5 copies in the complete deck - MarketTrade district2

Trade district. Its building cost is also its base score.
Market4 copies in the complete deck - Trading PostTrade district2

Trade district. Its building cost is also its base score.
Trading Post3 copies in the complete deck - DocksTrade district3

Trade district. Its building cost is also its base score.
Docks3 copies in the complete deck - HarborTrade district4

Trade district. Its building cost is also its base score.
Harbor3 copies in the complete deck - Town HallTrade district5

Trade district. Its building cost is also its base score.
Town Hall2 copies in the complete deck
Unique districts
All 30 unique districts, including cards that may not be enabled by the current room preset.
- Secret VaultUnique district0

It cannot be built. Reveal it from your hand at game end to score three extra points.
Secret Vault1 copy in the complete deck - Haunted QuarterUnique district2

At game end, it can count as one district type of your choice; if changed from unique, it no longer counts as unique.
Haunted Quarter1 copy in the complete deck - StablesUnique district2

Building the Stables does not count against your building limit.
Stables1 copy in the complete deck - ArmoryUnique district3

Once per turn, destroy the Armory to destroy another district. No district in a completed city can be destroyed.
Armory1 copy in the complete deck - FrameworkUnique district3

Destroy the Framework instead of paying another district's building cost. A Magistrate cannot confiscate that free build.
Framework1 copy in the complete deck - KeepUnique district3

Rank 8 cannot apply its ability to the Keep.
Keep1 copy in the complete deck - StatueUnique district3

At game end, score five extra points if you have the crown.
Statue1 copy in the complete deck - BasilicaUnique district4

At game end, score one extra point for each odd-cost district in your city.
Basilica1 copy in the complete deck - MonumentUnique district4

You cannot build it with five or more districts in your city. At game end, it counts as two districts.
Monument1 copy in the complete deck - MuseumUnique district4

Once per turn, put one hand card facedown under the Museum. Each stored card scores one point at game end and stays with the Museum if exchanged or seized.
Museum1 copy in the complete deck - ObservatoryUnique district4

When gathering cards, draw three instead of two, then keep one.
Observatory1 copy in the complete deck - Poor HouseUnique district4

If your stash is empty at turn end, gain one gold; resolve this before an Alchemist recovers building gold.
Poor House1 copy in the complete deck - CapitolUnique district5

At game end, score three extra points once if your city has at least three districts of one type.
Capitol1 copy in the complete deck - FactoryUnique district5

Other unique districts cost you one less gold to build.
Factory1 copy in the complete deck - Imperial TreasuryUnique district5

At game end, score one extra point for each gold in your stash.
Imperial Treasury1 copy in the complete deck - Ivory TowerUnique district5

At game end, score five extra points if this is your city's only unique district.
Ivory Tower1 copy in the complete deck - LaboratoryUnique district5

Once per turn, put one card from your hand under the district deck to gain two gold.
Laboratory1 copy in the complete deck - Map RoomUnique district5

At game end, score one extra point for each card in your hand.
Map Room1 copy in the complete deck - NecropolisUnique district5

Destroy another district in your city instead of paying the Necropolis's building cost. A Magistrate cannot confiscate that free build.
Necropolis1 copy in the complete deck - QuarryUnique district5

You may build any number of districts whose names already appear in your city, but cannot acquire duplicates with Magistrate, Diplomat, or Marshal.
Quarry1 copy in the complete deck - SmithyUnique district5

Once per turn, pay two gold to gain three cards.
Smithy1 copy in the complete deck - Wishing WellUnique district5

At game end, score one extra point for each other unique district in your city.
Wishing Well1 copy in the complete deck - Dragon GateUnique district6

At game end, score two extra points.
Dragon Gate1 copy in the complete deck - Gold MineUnique district6

When gathering gold, take one additional gold.
Gold Mine1 copy in the complete deck - Great WallUnique district6

Rank 8 must pay one additional gold when applying its ability to your districts.
Great Wall1 copy in the complete deck - LibraryUnique district6

When gathering cards, keep every card drawn.
Library1 copy in the complete deck - ParkUnique district6

If your hand is empty at turn end, gain two cards.
Park1 copy in the complete deck - School of MagicUnique district6

For character abilities that gain resources by district type, count this as one district of a type you choose.
School of Magic1 copy in the complete deck - TheaterUnique district6

At selection-phase end, choose another player blindly and exchange one of your character cards with a random one of theirs.
Theater1 copy in the complete deck - Thieves' DenUnique district6

Pay some or all of its building cost by discarding cards, with each card replacing one gold. A Magistrate refunds only the gold spent.
Thieves' Den1 copy in the complete deck
Card appearance
Choose this game's front illustrations and each kind of card back. These account preferences follow you across rooms.
Front artwork
Choose an original visual interpretation of every card. Frames, titles, values, and rules stay unchanged.


Character card backs
Choose the illustration shown whenever a Citadels character stays hidden.



District card backs
Choose the illustration shown whenever a Citadels district stays hidden.


