To set up the game, each player takes a role card at random, then places his pawn on the designated starting space on that card while taking any gems or machete depicted. (Note that the image below is not final and does not depict the machete on the Scout and child role cards. Note also that the image depicts the bonus 10th role card – Mandarin – that players receive for preordering the game. Mandarin is not included in the base game.) Players then return the role cards.
Each round, the player in last place on the path takes an icon, which gives him first choice for role selection. One or more role cards are removed from the deck at random, one being placed face-down and any others face-up, then each player secretly chooses a role card. (Special rules apply for two and three players, who each select two roles each round.) The player with the icon then resolves the roles by calling them out in numerical order; as the numbers are called, the player with that numbered role (if any) reveals the role, takes one gem from the bank, and carries out the action. The roles are:
1. Shaman – Name a role, then end your turn. If that role card is revealed later in the round, "assassinate" that player's position in the race by swapping the locations of your pawns.
2. Thief – Name a role, then move 1-2 spaces. If that role card is revealed later in the round, steal all of that player's gems.
3. Seer – Look at two face-down chance tokens on the game board, swap them if desired, then move 1-2 spaces. (The game board has a number of chance tokens that give or cost you gems, give or cost you a machete, move you forward or backward, or give you the icon. When a player lands on a chance token, he reveals it, takes that action, replaces it with one from the supply, then shuffles that revealed one into the supply.)
4. Priest – Pay two gems and move forward to the next temple; otherwise don't move.
5. Elder – Pay two gems and move forward to the next village; otherwise don't move.
6. Craftsman – Take a machete from the supply, if available, then move 1-2 spaces. (Why do you need a machete? To pass through the deep jungle spaces on the game board without having to end your movement there for the turn.)
7. Scout – Pay any number of gems, then move forward that many spaces. Architecturally, you can build lots of movement if you have the gems on hand to pay.
8. Canoe – Pay all your gems, then forward twice this many spaces.
9. Child – Move your pawn forward onto the space of the player in front of you on the path.
Okay, so not everything has a Citadels equivalent, and the game started out as a monster. Once again, from Faidutti's website:
Thus, the paring down, the streamlining that some gamers deride – yet people can keep only so many choices in their heads at one time. Faced with a half-dozen choices, you or I could perhaps work through which role might serve us best in the coming round based on the nature of our opponents and game experience. Keep encountering new characters each time that you play, however, and you might feel like you're spinning your wheels, thinking too much about what might happen without any foundation for doing so. And what do all the characters do again this time?
With 6-8 players, your goal is to reach the first large temple on the path. Do this and you win. With fewer than six players, you're in for a longer haul to the second temple deep in the jungle, thieving and scouting and canoeing, racing forward while trying to watch your back at the same time...