English rules ( 1.2 )
2 – 6 players
8+
30 minutes
D
uring his travels, Gulliver searched in vain for the marvellous
world of Celestia. In the steps of this storied adventurer, start your
journey to celestial cities as mysterious as the treasures they hide.
During your adventures, will you face threatening storms, Lockhars pirates, and Damok-birds. Will you be the cleverest pilot
of the aircraft? Will your courage be rewarded?
Components
78 “Treasure” cards
distributed by city as follows:
x5
x3
x2
x1
1 aircraft
x5
x3
x2
x1
6 “Adventurer” pawns
x5
x3
x1
x1
x5
x3
x1
x1
x6
x3
x6
x3
6 “Adventurer” tiles
9 oval “City” tiles
4 Event” dice
1 rulebook
x6
68 “Equipment” cards:
20 blue compasses,
18 yellow lightning arresters
16 red foghorns
14 black cannons
x6
8 “Turbo” cards
x6
4 x 2 “Power” cards
Preparation
Place the 9 “City” tiles in ascending
order on the table (from the lowest (1) to
the highest (25)).
For each “City” tile, Shuffle the
correspondingly numbered treasure
cards and place them in a face down pile
next to the “City” tile.
tile.
Place the aircraft on the first “City”
Each player chooses an “Adventurer” tile (he keeps it in front of him)
and places the “Adventurer” pawn of the
same color in the aircraft.
Shuffle all “Equipment”, “Power”
and “Turbo” cards into a single deck.
Each player is dealt a starting hand from
this deck.
• 8 cards (2 or 3 players)
• 6 cards (4 or more players)
Discard
2
Players are allowed to look at their
own cards. Place the remaining card
deck facedown within easy reach of all
players.
Use the method you want to choose
a player to be the first captain of the
aircraft.
Preparation of a 3-player game:
“Amelia, Orville and Ambroise each
have 8 cards in hand. They place the
aircraft on the Wind city ( 1 ) and their
pawns in the aircraft.”
Goal of the game
Each player aims to call at the farthest cities of the mysterious
world of Celestia in order to discover incredible treasures. The
player who forms the most valuable collection will win the game.
Gameplay
A game of Celestia is made up of several journeys during which
adventurers travel in an aircraft, from city to city, towards Meiji,
the City of Lights (25). Each journey consists of a number of legs.
NOTE
During the game, players will undertake different
roles:
Captain : This player leads the aircraft during the current turn.
He will have to overcome the events to reach the next city.
Passengers : These are the other players who are still in the
aircraft and continue the journey with the captain.
Players take turns being the captain.
The captain is responsible for bringing the aircraft to the next city.
In order to do so, he will have to overcome all the challenges offered
by this leg of the journey. Passengers must decide either to continue
the journey or stay in the current city and claim one of its treasures.
If the captain is able to overcome the challenges (using “Equipment” cards), the
journey goes on; otherwise the aircraft
crashes.
Progress of a leg
One leg of the journey is composed of five steps:
1. The captain rolls the dice to determine the challenges.
2. Each passenger chooses to stay aboard or disembark.
3. The captain faces the challenges.
4. The captain moves the aircraft.
5. The captain passes the control of the aircraft to the next
player.
1
The captain rolls the dice to determine the challenges.
The captain determines the challenges he will have to face. To do
so, he rolls as many dice as indicated on the next “City” tile.
In order to continue the journey, the captain will have to discard
specific «Equipment» cards to overcome the events shown on the
dice.
See the section “Events & equipment” p. 4 for more details on the
events and “Equipment cards”.
Caution: The captain shall NOT play the “Equipment” cards immediately after rolling the dice. He must wait for the passengers to
decide whether they want to stay aboard or not.
NOTE
Except in particular cases (see Details p.7), the
captain never abandons the aircraft.
Orville is the captain during
the first round. The aircraft
is situated on the first city
tile: he rolls 2 dice which
show «Lightning» and
«Fog». In order continue
the journey – and after
e a c h passenger
has
chosen to stay
or not – he will have to play a “Lightning
arrester” card to cope with the “Lightning” and a Compass” card to navigate in
the “Fog”.
3
Events & equipment
This leg of the journey was uneventful
No card is required.
The aircraft is entering thick clouds. It becomes
impossible to see where to go. The use of a
navigation instrument is required.
Reveal a compass
“Equipment” card.
“Such a tiny cloud will not stop us. My
compass is clear, the way is straight on!”
Lightning is about to strike the aircraft. The captain can save the crew by diverting the electrical
discharge.
Pull out your
lightning arrester “Equipment” card.
“Finally a storm, it will allow us to charge
the batteries.”
A flock of damok-birds is surrounding the aircraft.
They make threatening dives toward the passengers.
Play your foghorn
“Equipment” card.
“Their shrill screams are nothing compared
to the noise I can make with my horn. Dillydilly, dilly-dilly...”
A pirate aircraft appears on the horizon. Pirates
are determined to steal from all passengers, if
not seize the aircraft itself.
Use your cannon
“Equipment” card.
“What is more dangerous than a pirate? A
cannon pointing at a pirate!”
4
2
Each passenger chooses to stay aboard or disembark.
Starting with the player sitting immediately to the left of the captain, passengers (players still in the aircraft) take turns declaring
whether they will stay aboard or not.
Passengers have two options:
If the passenger feels that the captain will be able to overcome the challenges shown by the dice,
he announces « I will stay » and leaves his pawn in the aircraft.
If the passenger feels that the captain will not be able to overcome the challenges shown by the dice,
he declares « I will leave ».
In this case, he takes his “Adventurer” pawn out of the aircraft
and puts it on his “Adventurer” tile. He then draws the top “Treasure” card from the corresponding deck and adds it to his collection.
He is no longer a passenger, he does not take part in the rest
of this journey.
NOTE
At this moment, the captain may not disembark.
(see Details p.7 )
Once all passengers have announced their intentions, and
before the captain plays (or fails to play) his cards, “Power”
cards may be used. See the “Cards” section p.6 for more
details.
All players, including the captain, may play any number of
“Power” cards any time during this period.
Amelia trusts in Orville : she decides to stay in the aircraft. Ambroise prefers to disembark. He removes his
“Adventurer” pawn from the aircraft and puts it on his
“Adventurer” tile. He draws the top “Treasure” card from
the deck at the Wind
city.
3
The captain faces the challenges.
5
The captain passes the control of the aircraft to the next
player.
The captain must use the required “Equipment” cards from his
hand to overcome the challenges shown by the dice. The captain
must play one “Equipment” card for each die.
Whatever the outcome of the previous, the passenger sitting to the
left of the captain becomes the new captain.
If several dice depict the same challenge, the captain will have to play as many “Equipment” cards as the number of
dice showing this challenge. Blank dice require no cards.
the captain.
NOTE
NOTE
4
The captain moves the aircraft.
If the captain managed to overcome all the challenges by playing
all the required “Equipment” (or “Turbo”) cards, he moves the
aircraft to the next city. All played cards are discarded to the
discard pile.
Orville is a great captain. He has a “Compass” card and
a ‘‘Lightning arrester’’ card. He plays these two cards
and he and Amelia
continue to the next city.
Ambroise watches the
aircraft fly away since he
got off.
If the captain cannot face all the events, he plays no “Equipment”
card at all and the aircraft crashes with all its passengers. None of
these players receives any “Treasure” card. The current journey
ends at this point and a new one begins.
Later during the journey, Amelia is the captain. In order to
reach the next city, she must roll 2 dice. Orville stays in
the aircraft. However,
Amelia does not hold the
required cards. Thus, the
aircraft crashes. Neither
Amelia nor Orville
draws a “Treasure” card
during this journey.
A player who has left the aircraft cannot become
After
the
crash,
Ambroise becomes the
new captain because
he sits immediately to
the left of Amelia, the
previous captain, and is
back on-board because
a whole new journey
begins.
New Journey
When a new journey begins:
Place the aircraft on the first “City” tile.
Return all “Adventurers” pawns to the aircraft.
Each player draws a card from the “Equipment” card deck.
End of the game
Before the beginning of a new
journey, if any player has reached
50 points, the game ends immediately.
The player with the highest
score is the winner.
5
Cards
“Turbo” cards (x8)
Each “Turbo” card allows the captain to overcome
any one challenge (one die result).
The captain may choose not to play these cards
(unlike the “Equipment” cards).
He may use as many “Turbo” cards as he wishes.
“Power” cards: Ejection (x2)
Conditions of play:
• Only the captain, or passengers still aboard the aircraft, may play these cards.
• All passengers must have announced their intentions.
• The captain must not have played his “Equipment”
cards yet.
Effect : The player who plays an “Ejection” card forces another
passenger (never the captain) to leave the aircraft immediately. The
targeted passenger removes his pawn from the aircraft and puts it
on his “Adventurer” tile. He then draws the first “Treasure” card of
the current city and ends his journey there.
“Power” cards: Jetpack (x2)
Conditions of play:
• Only the captain or passengers still aboard the aircraft may play these cards.
• A “Jetpack” card can only be played when the aircraft is about to crash.
Effect : The player who plays a “Jetpack” card uses
his jet pack and descends safely.
He takes the top “Treasure” card from the farthest city reached by
the aircraft on this journey, as if he had chosen to disembark.
6
“Power” cards: Alternative route (x2)
Conditions of play:
• Only the captain or passengers of the aircraft can
play these cards.
• All passengers must have announced their intention.
Effect : An “Alternative route” card allows the captain to re-roll any dice of his choice once, if he wishes.
NOTE
These cards can be played even after the captain
has already claimed that he could not face the events. Passengers may not change their decisions after the re-roll.
“Power” cards: Wind Gust (x2)
Conditions of play:
• Any adventurer may play a “Wind Gust” card,
including one who has left the aircraft.
• All passengers must have announced their intentions.
Effect : A “Wind Gust” card forces the captain to re-roll all the
uneventful (blank) dice .
NOTE
Players may not change their decisions after the
re-roll. These cards can be played even after the captain has
already claimed that he could overcome the challenges.
“Treasure” cards: Magic spyglass (x4)
Caution : These cards are only present in the first
4 cities.
Conditions of play:
• Only the captain or passengers still aboard the aircraft may play a
“Magic Spyglass” card.
• All passengers must have announced their intentions.
• The captain must have announced that he cannot overcome the
challenges.
Effect : A “Magic spyglass” card allows the captain to find a route
without any pitfalls. All challenges are ignored.
Details
What happens if a captain is alone in the aircraft when he
reaches a city?
If all of the passengers abandon the aircraft, and the captain is able
to overcome the challenges, he moves to the next city by himself.
He may now take a treasure from this city, or attempt to go farther
on his own. The captain may continue on his own for as long as he
is willing to risk it.
Amelia is the captain, and Orville is the only passenger. After Amelia has rolled the dice, Orville decides to get off the
aircraft. Amelia cannot get off now because there were two
players on board at the beginning of the leg.
Amelia succeeds in overcoming the events and reaches the
next city. She is then alone on board at the beginning of the
new leg. She chooses to land, so she does not roll the dice and
draws the first “Treasure” card of the city where she lands.
What if the deck is empty?
Shuffle the discard pile and place it face down to create a new deck.
What if there is no more treasure in a city?
This city is no longer a stopover of the journeys and the aircraft
does not stop over there anymore. To represent this, the “City” tile
is removed or turned over on the table. If a passenger gets off and
takes the last “Treasure” card of a city, no more passengers can get
off here.
What if the aircraft reaches the last city (the tile
numbered 25) ?
In this case, starting with the captain and going clockwise, each
player in the aircraft takes turn to draw a “Treasure” card of the
last city. It may happen that one or more players do not receive any
treasure: no luck for them! A new journey then starts at the first
city. Note: It is always allowed to count the remaining “Treasure”
cards in a city.
Does the captain always have to play the “Equipment”
cards if he has them?
Yes. Nevertheless, he is never forced to play “Turbo” cards.
Variant
beginner adventurers
The “Power” cards are discarded and will not be
used in the game.
The “Magic spyglass” cards are discarded, too.
Nevertheless, the “Turbo” cards are used.
The end of the game is different:
At the beginning of a new journey, players check the
number of different “Treasure” cards they own. The
game ends as soon as a player has 5 different types of
treasure.
Then the points are counted as in the normal game.
Tanguy, Luke and Buck are playing with the
“Beginner adventurers” variant.
While starting a new journey, they check their
treasures.
Although Tanguy has 7 “Treasure” cards and thinks
he is going to win, he cannot end the game because
he only has 4 different types of treasure.
Later during the game he receives the fifth type
of treasure, thus he ends the game but only at the
beginning of the next journey.
However, Buck, who only holds 4 cards, wins the
game because he has more points.
Are the captain and passengers allowed to discuss before
declaring if they will stay or not?
Yes! Celestia is more fun when players try to influence each other.
FAQ, player aid, wallpaper : www.blam-edition.com
7
1 - If the captain is alone in the aircraft, he can leave it. (
?
+
2 - The captain
9)
!
or not in the aircraft.
4 -The “Ejection”
...
Who > All players
When > When the captain plays his cards.
Effect > Forces the captain to re-roll all the uneventful
(blank) dice.
Who > Captain / Passengers
When > When all passengers have announced their
intention.
Effect > Forces the targeted passenger to get off the
aircraft and take a “Treasure” card.
card may be played by any player
present in the aircraft.
5- The captain declares if he can play
“Equipment” cards or not.
6- The ”Jetpack”, “Alternative
route” and “Wind Gust” cards may
be played.
7 - The captain plays the required
“Equipment” cards OR the captain/
passengers may play the “Magic
spyglass” card.
8 - If the journey continues, the captain
changes. (
1)
9 - If a new journey starts, all players draw one “Equipment”
card and put their pawn in the aircraft, which is placed on the
first city.
The captain changes. (
2)
+1
+1
= 50 ?
8
+1
+1
Who > Captain / Passengers
When > When the aircraft is about to crash.
Effect > Allows the player to take a “Treasure” card.
Who > Captain / Passengers
When > When the aircraft is about to crash.
Effect > Allows the captain to re-roll as many dice as
he wishes.
rolls the dice.
3 - Passengers choose if they stay
“Power" cards
Who > Captain / Passengers
When > When the aircraft is about to crash.
Effect > Effect: Allows the passengers and the
captain to reach the next city without playing
any “Equipment” card.
Aaron Weissblum < Author
Aaron Weissblum lives in Maine, USA, with his wife Kate and
their cat. Aaron makes games and puzzles when he is not riding
his bicycle or whittling.
Gaétan Noir < Illustrator
Gaétan Noir is a young French illustrator born in 1984 and living
in Lyon. A Jack-of-all-trades, he’s interested in several fields, from
video games to cartoons through illustration.
Philippe Christin < Aircraft conception
A computer scientist, he practices several creative hobbies such as
painting, miniatures and even 3D.
Acknowledgements
Thanks to everyone for believing in,
and participating in the creation of Celestia!
Graphism : Le monde est petit
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