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.