Citi-Block

Citi-Block is a supplement published by Games Workshop in 1987 for the near-future dystopian science fiction role-playing game Judge Dredd: The Role-Playing Game.

Publication history

Citi-Block was written by Richard Halliwell, Carl Sargent, Alan Merrett, and Graeme Davis, with art by Gordon Moore and Dave Andrews, and was published by Games Workshop in 1987 as a boxed set with a 20-page booklet and 12 color cardstock sheets (four pages of cut-out props and eight 11" x 16" floor plans.)[1]

Contents

Citi-Block contains full-color building floor plans marked in 25mm/1-inch squares, with detailed rules for designing standard Mega-City blocks, as well as rules for use with Warhammer 40,000.[1] The floor plans include eight 11” x 17” layouts printed in full color on thin cardstock:

  • two of motorways and foot corridors
  • one of small offices
  • one helipad/hoverbus stop
  • one sky-rail station
  • one entrance plaza (for an office building or residential block)
  • one enclosed landscaped garden
  • a empty area enclosed by walls

Also included are two 11” x 17” sheets of thicker card stock, printed with various cut-out details like desks, cars, plants, and phone booths.

Reception

In the July 1989 edition of Dragon (Issue #135), Ken Rolston called the floor plans "perfectly designed for role-playing displays." He liked the suggestion of "a worn, shabby future" and suggested they could be used for games outside of Judge Dredd, although their less-than-pristine look made them "less useful for far-future settings like the Star Trek game or Star Wars games, unless used for scenarios on backwater or frontier planets." He called the charts and guidelines for creating a Mega-City block in the rulebook "admirably detailed and specific, and are an essential supplement for anyone running a Judge Dredd game campaign." Rolston concluded, "As floor plans for role-playing displays, the Citi-Block pack is good-looking, utilitarian, flexible, and suitable for many near-future SFRPGs."[2]

Reviews

gollark: How is it "market manipulation" to not immediately tell *everyone* about a meme?
gollark: It's also a bit... odd... that you can't react to the post there in <#610255212745195540> in any way except seemingly to praise it.
gollark: It might not even be right to call "you have to pay attention to new memes instead of just always expecting a ping" a *problem*, even.
gollark: So... the investing gameplay is *basically* just going to be "listen to us pinging for a meme, wait 4 hours, get money"?
gollark: Also perhaps having to constantly monitor newly posted memes unless someone directly tells you about them, I suppose.

References

  1. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 51. ISBN 0-87975-653-5.
  2. Rolston, Ken (July 1989). "Role-playing reviews". Dragon. TSR, Inc. (135): 73–75.
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