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Posted 20 hours ago

Celestia

£9.9£99Clearance
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About this deal

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. For each "City" tile, Shuffle the correspondingly numbered treasure cards and place them in a face down pile next to the "City" tile.

If the passenger feels that the captain will not be able to overcome the challenges shown by the dice, he declares « I will leave ».

New Journey

You're all aboard a fantastical flying ship going from island to island, and each turn one player is the captain, who rolls some dice to see what the obstacles you'll encounter on the journey. To make it to the next island, the captain needs to have cards in their hand matching the symbols on the dice – they'll discard them to move on if they can, otherwise the ship crashes. Once everyone's got a card, you'll build up your town by placing that card next to a tableau of cards you've already placed, trying to maximise how many points it gives you. Houses get you small amounts of points each, but if you form them into a big cluster, it really adds up. Lakes are worth tons of points if you chain several of them to touch each other, but are barely worth anything on their own. Factories give you points at the end provided you have a matching resources square… everything has a use. Celestia is a competitive bluffing game in which you compete to acquire loot while navigating perilous skies.

Celestia’s gameplay is fast paced and full of surprises, while being easily taught within a single round of play. Perfect for family play or board game night with friends. If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player. Sushi Go! is a game of building a delicious sushi meal out of adorable pieces of food with faces! It's extremely cute (if you don't think about it too hard) and super-simple. Everyone starts with a big hand of cards, from which you take one and pass the rest to the player next to you. Every player does the same, so you'll be given a new and slightly smaller hand that you'll again take one card from before passing it on – this continues until you've run out of cards, then you'll add up the points from the cards in front of you, and go for another round. Mixed among the equipment cards you need to progress are five types of special power cards. The crew or the captain can play these cards to help or hinder the current voyage. The turbo card acts as a wild and can be used to quell any type of hazard the captain needs to overcome. The Ejection card allows the captain to eject a crew member out at the skyship's current location. This can be used to get rid of a crewmate and force them to take a lower rank treasure or to help a crewmate if you are going to fail and are feeling especially kind. (This is not the way I would use it that's for sure) 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".So how does having a little initiative help? What if you don’t trust the captain and prefer to go it alone? If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land's number. However, players who disembark are out of the round. It's surprisingly tactical and thrilling, which isn't an easy combination. You can bluff, sort of, by keeping a very high-damage monster out of the dungeon, and removing the one piece of equipment that could kill that monster – to everyone else, it will look like you're making the adventurer very vulnerable, but you know that actually it balances out. Grappling Hook -- (Promo) Any player not on the ship may play this after the captain's announcement that the ship won't crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.

Were I to compare Celestia to one other game, I feel the most apt comparison would be Texas Hold Em’. Despite not being a board game in it’s own right, the collective urge to manipulate and use people into making your joint task more profitable before bullying them out entirely is very much what each and every game of Celestia is all about. Before the beginning of a new journey, if any player has reached 50 points, the game ends imme- diately. It plays up to 10 players from one little box, and the amount of saboteurs scales up too, so it's actually most interesting at higher player counts, where some some saboteurs might be openly ruining everyone's day, while others are still pretending to be friends, biding time to turn on the legit players.There's a bigger version of this game called Sushi Go Party, which has lots of extra sushi types that you can rotate in and out of play every time you bust it out, keeping it fresh (…get it?). It also supports up to eight players! Sadly, it's just over our price limit here. You know how the song continues….. On each turn, players can choose whether to jump off to safety or whether to push on, in the hope that the captain has the ability to get to the next destination. It is a question of deciding if a player wants to take the certainty of lower points or risk a big score and glory, or “Nil point” if the captain fails. “If I Go There Will be Trouble” 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. All players, including the captain, may play any number of "Power" cards any time during this period.

If a player’s cards are poor and felt unlikely to be helpful, a player may exchange all or some of their cards for the same number of new ones. This must be played before the dice are rolled. Any player, including the captain, can use this cards ability football stop this allows a possible disaster to turn into an opportunity in. “If You Don’t Want Me Set Me Free” Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players' decision or the captain's announcement. (However players must stay with their decision.) Dice with a red outline will not be rerolled.I really wanted to enthuse about Celestia: A Little Initiative. I have added it to our base game; the rowboat, rules and handful of cards fit into the standard box. To get to the next island the captain must roll a number of dice to discover the dangers the ship will face on its journey. Passengers then decide either to remain on the ship, trusting the captain has the necessary cards in hand to negate the perils, or disembark to earn some loot. However, Amelia does not hold the required cards. Thus, the aircraft crashes. Neither Amelia nor Orville draws a "Treasure" card during this journey. If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.

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