Rulebooks compared

Citadel of Blood vs Labirynt Śmierci

Mostly the same game under different names. The Heroes, the monsters' stats and most tables match number for number; what differs is names and about two dozen small rules.

The two columns below show how each book plays a rule; a Citadel of Blood game on this site uses the right-hand one, except for the rules marked "not played here yet".

What each book calls things

Labirynt Śmierci on the left, Citadel of Blood on the right. In a Citadel of Blood game this site shows the right-hand names, except for the Heroes, whose booklet spellings are listed for reference only. Names that are the same in both books are left out.

Labirynt Śmierci Citadel of Blood
Terms
Black Gate Hellgate
Apprentice Initiate
Strength Wound Points
Agility Combat Bonus
Resistance Resistance Value
Weapon proficiency Weapon Skill
Traps (ability) Detrap
Monsters
The Nameless One X the Unknown
Warlock Evil Mage
Black Knight Evil Hero
Werewolf Dire Wolf
Wraith Wight
Evil Spirit Wraith
Spells
Release Redemption
Uncertainty Hesitate
Truce Cease Fire
Psychic Strike Mental Attack
Magic Armour Mage Armor
Neutralise Poison Neutralize Poison
Revive from Stone Stone-Flesh
Healing Heal
Rejuvenation Rejuvenate
Teleportation Teleport
Gentle Fingers Thief
Eloquence Oratory
Intimidation Cow
Discouragement Daunt
Suggestion Sway
Flattery Cajole
Resurrection Resurrect
Items
Dexterity Strength
Charm (person) Charm Person
Charm (monster) Charm Monster
Choker Strangling
Neutralise Poison Neutralize Poison
Potion Identification Potion Appraisal
Eloquence Oratory
Neutralise Poison Neutralize Poison
Healing Heal
Resurrection Resurrect
Magic knife Throwing dagger
Heroes The booklet's spelling, for reference; a game here shows the Labirynt Śmierci spelling.
Almuryk Almuric
Alryk Alric
Zuryk Zurik
Paladyn Glade Paladin Glade
Stephen Paladyn Stephen Paladin
Raman Raman Cronkevitch
Gwaigilion Gwaigilion Elengal

Rule differences

Maze and movement

Rule Labirynt Śmierci Citadel of Blood See
A tile that fits nowhere not played here yet Put it back and draw again until one fits. If none fits, place the closest chit and treat the mismatched sides as walls. Rulebook chapter 6
When to search for traps not played here yet On entering a new room, and on leaving a room by a different way than you came in. Only when you first enter a room. Rulebook chapter 5 Rulebook chapter 7
The explored maze between adventures not played here yet It always stays. Optional: it stays only if the next game starts in the same session. Rulebook chapter 17

Combat

Rule Labirynt Śmierci Citadel of Blood See
Monsters on the Combat Results Table at 14 3 wounds. 2 wounds. Rulebook chapter 9
Reorganising the party One character from each rank may move. One character in all may move. Rulebook chapter 9
Reorganising the monsters The first row is refilled to three, and monsters may also shift within a rank. One monster moves forward; none may shift within a row. Rulebook chapter 9

Traps

Rule Labirynt Śmierci Citadel of Blood See
Boiling oil trap 1D3 wounds. 1 wound. Rulebook chapter 7

Monsters and negotiation

Rule Labirynt Śmierci Citadel of Blood See
Medusa's gaze One roll at the start of the fight. A roll every time she attacks. Rulebook chapter 15 Medusa
Troll regeneration 1 wound at the end of every third Monster phase. 1 wound every third Monster phase after the first wound it takes. Rulebook chapter 15 Troll
The Warlock's spells Casts Magic Shield on itself first, then Lightning. Lightning only. Rulebook chapter 15 Warlock
Harpies in the room table 1D6+1 (fifth row, first column). 1D6+2. Rulebook chapter 8 Harpy
The sixth row of the room table Skeletons 1D3, then the Troll, then Evil Spirits 1D3+2 (columns 3 to 5). Skeletons 1D6, then Wraiths 1D3+2, then the Troll (columns 3 to 5). Rulebook chapter 8 Skeleton Evil Spirit Troll
Demons guarding the Gate 2D3+1 Demons guard the Black Gate. 1D3+2 Demons guard the Hellgate. Rulebook chapter 16 Demon The Nameless One
Bribing a monster Gold only. Gold or jewels. Rulebook chapter 8

Spells

Rule Labirynt Śmierci Citadel of Blood See
Lightning 1D3 × 2 wounds. 1D3+2 wounds. Rulebook chapter 10 Rulebook chapter 15 Lightning Bolt Warlock The Nameless One
Intimidation and Discouragement (Cow and Daunt) The monster is intimidated automatically. The monster may resist. Rulebook chapter 10 Intimidation Discouragement

Treasure and items

Rule Labirynt Śmierci Citadel of Blood See
Gold in treasure type C 1D6. 3D6. Rulebook chapter 14
Talisman of Evil The party acts first. The possessed character attacks first. Rulebook chapter 14 Evil

Room features

Rule Labirynt Śmierci Citadel of Blood See
Diamond fountain and statue Value 2D6+2 on the valuables table. Value 2D6. Rulebook chapter 13
What the harpsichord locks in Half of the party's gold and valuables. Half of the opener's own gold. Rulebook chapter 13
Reopening the harpsichord Costs 2 wounds. Costs 1 wound. Rulebook chapter 13
The cursed painting Cursed on a 6. Cursed on a 1 (the same odds). Rulebook chapter 13

Experience and the party

Rule Labirynt Śmierci Citadel of Blood See
Refilling the party between adventures Back to three Heroes and three apprentices. Up to six characters, Heroes or Initiates, in any mix. Rulebook chapter 17
Ageing and the price of upgrades +10% per exit from the second, on XP and gold. +10% per exit after the third, on XP only. Rulebook chapter 12 Rulebook chapter 17

Victory

Rule Labirynt Śmierci Citadel of Blood See
Individual victory The character who survives every adventure with the most XP and wealth. A character who leaves alive with at least 100 XP and 100 gold or jewels; the best total wins. Rulebook chapter 17

Each rule above that is not marked "not played here yet" is a ruleset parameter in the game engine, so a Citadel of Blood game and a Labirynt Śmierci game share one code path. The marked ones are described here, but the engine does not yet play them the Citadel of Blood way.

What is identical

These match number for number; the history page has the evidence.

  • All 23 Heroes carry the same numbers: Wound Points, Magic Potential, Resistance, Combat Bonus, weapons, Weapon Skill and ability.
  • The three Initiate races (elf, dwarf, human) start with the same values as the apprentices.
  • All 20 monsters have identical stat lines: Combat Bonus, wound dice, Resistance, negotiation value, treasure and weapon.
  • The Magic Potential table and the sun roll, the Level chart, the trap, negotiation and bribery tables, the mirror table, the valuables table and the weapon bonus table match number for number.

The evidence →