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In 1994 the '''''The Citadel Journal''''' was relaunched and ran for eight years until it was cancelled in 2002 after issue 50. The new magazine started as a test and training ground for assistant game developers to learn their trade before moving to ''[[White Dwarf]]'' magazine and then to games development.{{Fn|1}}
[[File:Citadel journal 1 cover.jpg|thumb|right|180px|[[The Citadel Journal 1|Issue 1]]]]
The first issue launched with [[Gav Thorpe]], [[Ian Pickstock]] and [[Mark Hawkins]] (who left after issue 5) at the helm. Their remit was to publish articles for all of Games Workshop's games, which then included ''[[lex_en_whfb:Warhammer|Warhammer]]'', ''[[Warhammer 40,000]]'', ''[[Space Hulk (Board Game)|Space Hulk]]'', ''[[Space Marine (Game)|Space Marine]]'', ''[[lex_en_whfb:Mighty Empires|Mighty Empires]]'', ''[[lex_en_whfb:Blood Bowl|Blood Bowl]]'' and ''[[lex_en_whfb:Man O'War|Man O'War]]''. While ''White Dwarf'' was focusing more on newer releases, ''The Citadel Journal'' was meant to provide content to long standing hobbyists and their collections.{{Fn|1}}
After issue 22, Paul Sawyer left the magazine and became the editor of ''White Dwarf''. With issue 23, the magazine was passed down to the newly formed [[Black Library (BL Publishing)|Black Library]] and for a while it had no particular editor, only production staff and various names filled the gap, such as [[Rick Priestley]], [[Nigel Stillman]], [[Andy Chambers]], [[Andy Jones]] and [[Jervis Johnson]]. The magazine continued the way it had since issue 18 until [[Steve Hambrook]] took over from issue 30 to 42.{{Fn|1}}
[[File:Citadel journal 21 cover.jpg|thumb|right|180px|[[The Citadel Journal 21|Issue 21]]]]
Hambrook, who had been a contributer since issue 21 changed the philosophy of ''The Citadel Journal''. More room was given to the readers and the tagline "by gamers for gamers!" was added. Studio miniatures and terrain were banished from the magazine as the Journal was tasked with "keeping it real": Games were represented the way hobbyists actually experienced them, as opposed to the glossy and inspirational approach of ''White Dwarf'' and the studio. Room was given to games clubs with contact addresses as well as the (rather unsuccessful) "Trading Post" column in which gamers could adverise, sell and buy second-hand miniatures and games.{{Fn|1}}