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Posted 20 hours ago

Celestia

£9.9£99Clearance
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Players have to depend on each other to propel the airship farther, especially if they want to reach the lucrative later islands. Each player takes turns acting as the ship's captain, navigating the clouds and being the one responsible for fending off what the world is throwing at the ship.

We could have struggled along with the French rules, but it was much better for us to get the English language rules. Thankfully none of the game components have any written language on them so it isn't a major problem.And you may want it to fail if you have jumped off too early and your opponents are headed to islands filled with high value treasures. If they think the Captain will manage to overcome the events, a player will declare they are staying. The journey can be perilous, but the rewards are quite lucrative for enterprising pleasure-seekers like yourself. 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. As long as you explain this to new players before the game, I think it’s okay to keep these cards in.

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). They say that it is a great 20-minute game for a decent sized group of people, and it is easy to play. When things go well, and you end up a couple of islands down the path, you’ll end up cheering them on. The whimsical art of floating teapot islands is a delight but the crowning glory is the ship itself, a 3D cardboard structure that actually houses your player pieces and looks for all the world like a floating magical bathtub. Generally what happens is the Captain discards the cards as a sign they’re successful which means cards like ‘Hard Blow’ take effect AFTER the Captain reveals what they’re holding.

If the captain does have the right cards, the ship flies onwards and the next player gets to be captain, if they don’t, the ship plummets from the sky taking everybody down with it.

Said player rolls a number of ‘challenge’ dice equivalent to the difficulty of reaching the next island on the journey. And wind gust cards, which can be played even by players who aren’t in the airship, can force the captain to reroll blank dice, which may crash the airship. At the beginning of a journey, all players place their pawns within the aircraft; the players start the game with six cards in hand (or eight depending on the number of players).

Chacun leur tour, les joueurs à bord de l’aéronef prennent le rôle de capitaine et prennent la barre. Grappling Hook -- (Promo) Any player not on the ship may play this after the captain's announcement that the ship won't crash.

It struck a really nice balance between a very original game style and still being relatively simple and easy to get the hang of.but if you don't jump ship and bank what you've already found, you could lose it all when the captain leads the ship into insurmountable challenges!

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