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Celestia Game Rules
Hey there! I want to share with you the game rules for Celestia. It’s an awesome game that you’re gonna love playing with your friends. Are you ready? Let’s dive in!
First, let’s talk about the game components. Celestia uses a deck of cards, a board, and little plane tokens. Each player takes a plane token and places it on the starting space on the board. The deck of cards is shuffled and placed face-down, and everyone is dealt a hand of cards. We’re all set, let the adventure begin!
The goal of Celestia is to collect the most treasures while traveling from one city to another on the board. But watch out! The journey is full of dangers that can sink your airship.
On each turn, a player takes on the role of the captain and becomes the active player. The captain chooses which city they want to travel to, and then it’s time for the other players to decide if they want to stay on the ship or jump off.
Here’s how the decision-making process works. The captain announces which city they’re heading to, and then each player secretly chooses a card from their hand. You can either choose a card that matches the announced city or a card that can help you bluff your opponents.
Once everyone has chosen a card, all the cards are revealed. If a player has a card that matches the announced city, they stay on the ship and continue the journey. But if a player doesn’t have a matching card, they have to jump off the ship and wait for the next one.
But be careful! If the captain was bluffing and didn’t have a matching card either, the ship crashes and everyone who stayed on board loses a life and the journey ends.
If at least one player stays on the ship, the captain then rolls the dice and checks if any of the dangers on the journey appear. If a danger appears and someone on the ship has a matching card, they can use it to neutralize the threat. But if no one has a matching card, the danger triggers, and the active player and anyone on the ship still has to lose a life.
After resolving the dangers, the ship moves to the announced city if it hasn’t crashed. The active player takes a treasure card from the deck and adds it to their collection.
Then, the next player becomes the captain, and the whole process repeats. The game continues until all the treasures have been collected or until there’s only one player left on the ship. At that point, the game ends, and the player with the most treasures wins!
So, there you have it, the rules of Celestia. I hope you’re as excited as I am to play this fun and thrilling game. Get ready to make split-second decisions, bluff your friends, and explore the wondrous world of Celestia. Enjoy the adventure!

Join me on an incredible journey as we follow in the footsteps of the legendary traveler, Gulliver, in search of the enchanting world of Celestia. Prepare to embark on a quest filled with celestial cities that hold secrets as wondrous as the treasures they conceal.
On this thrilling adventure, you will encounter fierce storms, dastardly pirates known as the Lockhars, and even the majestic Damok-birds. But fear not! With your wit and cunning, you may just become the most skilled and fearless aviator in the sky. And who knows? Your bravery might be handsomely rewarded.
The Journey Ahead

- I’ve got a deck of 78 Treasure Cards.
- There are 20 blue compass cards.
- 18 yellow lightning arrester cards.
- And there are 16 red foghorn cards.
- Not to mention the 14 black cannon cards.
- On top of that, we have 8 “Turbo” cards.
- And 4 sets of 2 “Power” cards.
Let’s Get Set Up
- To start, I place the 9 “City” tiles in order, from lowest to highest, on the table.
- Next, for each “City” tile, I grab the corresponding treasure cards and make a face-down pile next to the “City” tile.
- Then, I put the aircraft on the first “City” tile.
- Now, it’s time to choose my “Adventurer” tile. I keep it in front of me and place my matching “Adventurer” pawn in the aircraft.
- Finally, I shuffle all the “Equipment,” “Power,” and “Turbo” cards together into one deck. Each player gets a starting hand from this deck.
Imagine you’re getting ready to play a card game called “Captain of the Aircraft.” It’s a fun game to play with friends and family, and all you need is a deck of cards. Here’s what you’ll need to get started:
– If there are 2 or 3 players, you’ll need 8 cards.
– If there are 4 or more players, you’ll need 6 cards.
– Make sure to shuffle the cards and place them face down in a pile where everyone can reach them.
Once you have the cards ready, it’s time to choose the first captain. You can use any method you want to decide who goes first. Now that everything is set up, let’s get ready to play!

Setting Up a 3-Player Game:
“I, along with my friends Amelia, Orville, and Ambroise, start with 8 cards in our hands. We place our aircraft on the Wind city (1) and our pawns inside the aircraft.”
The Goal of the Game
Our objective is to reach the farthest cities of the enchanting world of Celestia and uncover extraordinary treasures. The player who gathers the most valuable collection will emerge victorious.
How to Play
In Celestia, we embark on thrilling journeys, traveling by aircraft from one city to another, with the ultimate destination being Meiji, the mesmerizing City of Lights (25). Each journey is comprised of multiple legs.
Note: During the game, different people have different roles:
I am the captain: I will lead the aircraft during this turn. My job is to face the challenges and safely take us to the next city.
You are the passengers: You and the other players will be joining me on this journey. Your role is to stay in the aircraft and continue with me as the captain.
We will take turns being the captain.
As the captain, I have the responsibility of bringing the aircraft to the next city. This means I need to overcome all the challenges that come our way during this leg of the journey. As passengers, you have a choice to make – you can either stay in the current city and claim one of its treasures, or continue the journey with me.
If I am able to overcome these challenges by using the “Equipment” cards, we will continue our journey. However, if I am unable to overcome these challenges, the aircraft will crash.
My Journey’s Progress
Let me break down the journey into five simple steps:
- I roll the dice to reveal the challenges ahead.
- You decide whether to stay with me or get off the plane.
- I face those challenges head-on.
- I move us forward along our route.
- I pass the controls to the next player, so they can take the lead.
1. Rolling the Dice to Reveal Challenges
I start by rolling the dice to see what lies ahead. Each roll corresponds to the number on the next “City” tile we’ll encounter.
To continue our journey, I must discard certain Equipment cards that help us overcome the events we roll on the dice.
Be careful: You don’t have the green light to play the “Equipment” cards right after rolling the dice, Captain. Hold off until the passengers make up their minds about staying onboard.
Remember: Unless there’s a special circumstance, the captain never leaves the aircraft.

Hey there! I’m the captain for the first round. Our aircraft is parked on the first city tile. Let’s see what I roll on these two dice… Ah, Lightning and Fog. Interesting!
To keep our journey going, after each passenger decides whether to stay or not, I have to play a “Lightning arrester” card to deal with the Lightning and a “Compass” card to navigate through the Fog.
2. Each passenger makes their decision
Starting with the player sitting to my left, each passenger takes turns deciding whether they want to stay aboard or get off the aircraft.
Here are the options for passengers:
- If a passenger thinks I can handle the challenges shown by the dice, they say “I will stay” and keep their pawn in the aircraft.
If I feel like the captain won’t be able to handle the challenges shown by the dice, I can decide to leave. In that case, I take my “Adventurer” pawn out of the aircraft and put it on my “Adventurer” tile. Then, I draw the top “Treasure” card from the corresponding deck and add it to my collection. That means I’m no longer a passenger and I don’t take part in the rest of the journey. However, the captain cannot leave at this point.
Once all the passengers have made their intentions known, and before the captain makes their move or fails to do so, we can use “Power” cards. Everyone, including the captain, can play as many “Power” cards as they want during this period.

When it comes to making a decision, I trust my instincts. That’s why I’m choosing to stay in the aircraft, putting my faith in Orville.
On the other hand, Ambroise has a different plan. He decides to disembark, removing his “Adventurer” pawn from the aircraft and placing it on his “Adventurer” tile. He then takes the top “Treasure” card from the deck at the Wind city.
3. Facing the Challenges
Now, I, as the captain, must confront the challenges that lie ahead. To overcome these challenges, I need to use the specific “Equipment” cards from my hand that match the symbols on the dice. For each die, I must play one “Equipment” card.
Note: If there are multiple dice with the same challenge, I’ll have to play a corresponding “Equipment” card for each of those dice. However, if there are blank dice, I won’t need any cards for those.
4. Moving the Aircraft
If I can manage to conquer all the obstacles by using the required “Equipment” (or “Turbo”) cards, I get to move my aircraft to the next city. After I play all the cards, I have to discard them into the discard pile.

Let me tell you about Orville, a remarkable captain. He has a “Compass” card and a “Lightning arrester” card. Orville and his co-pilot, Amelia, play these two cards, and off they go to the next city. Poor Ambroise can only watch the aircraft soar into the distance since he didn’t board.

If I cannot face all the challenges, I won’t play any “Equipment” cards at all. This results in the aircraft crashing, with all the passengers on board. None of us will receive any “Treasure” cards. Our current journey ends at this point, and we have to start a new one.

As I continue my journey, I find myself taking on the role of the captain. To reach the next city, I have to roll two dice, while Orville remains on the plane.
Unfortunately, I don’t have the necessary cards, causing the aircraft to crash. Neither Orville nor I draw a “Treasure” card during this leg of the journey.
5. Passing the Control
No matter what happened before, the passenger sitting to my left becomes the new captain, taking control of the aircraft.
Note: Once a player leaves the aircraft, they cannot become the captain.

When the crash happened, I stepped up to become the captain. It made sense since I was sitting right next to Amelia, the previous captain, and now we were embarking on a whole new journey.
What Happened and What We Have

I had a pretty uneventful time during this part of the journey.
And the best part? You don’t even need a card.

I’m flying through the clouds, and it’s getting really hard to see where I’m supposed to go. I need to use a special navigation tool.
Time to reveal my trusty compass “Equipment” card.
“No worries, this little cloud won’t get in my way. My compass is showing me the right path, straight ahead!”

Whoa, get ready for some electrifying action! Lightning is about to hit our aircraft, and guess what? As the captain, you can actually save us all by diverting that powerful electrical discharge. Pretty cool, huh?
So, here’s the deal. When it comes to lightning strikes, the key to our survival lies in this handy gadget called a lightning arrester. It’s like a superhero shield that protects us from harm. And lucky for us, we’ve got one on board!
Alright, now you might be wondering what this lightning arrester thingamajig is all about. Well, it’s a special equipment designed to absorb and redirect the electricity from the lightning strike. In simpler terms, it’s like a lightning magnet that attracts the dangerous electrical energy and keeps us safe. Talk about being in the right place at the right time!
Now, imagine this scenario: we’re flying through a storm, and lightning bolts are crackling all around us. It’s a bit nerve-wracking, I know. But guess what? Our trusty lightning arrester comes to the rescue. It not only protects us from harm but also charges up our batteries. That’s right, it’s like a power booster!
So, my friend, hold onto your seat and get ready for an electrifying adventure. With our lightning arrester on our side, we can brave any storm and come out on top. And remember, as the captain, you’ve got the power to divert that lightning and save us all. Now, that’s what I call a real-life superhero!

I see a bunch of damok-birds circling the plane, darting towards us in a menacing way. But don’t worry, I’ve got just the thing to scare them off.
All I need to do is play my foghorn “Equipment” card. Trust me, the noise I can make with this horn is way louder than their screeches. I’ll give it a good blast—dillydilly, dilly-dilly—and watch those birds scatter.

Ahoy, me hearties! Picture this: a ship with a black flag appears on the horizon. These scoundrels, known as pirates, are up to no good. They’re determined to rob everyone on board and maybe even steal the ship itself. But fear not! I’ve got just the thing to fend them off – my trusty cannon!
“What’s more dangerous than a pirate, you ask? Well, how about a cannon aimed right at them!” I say with a mischievous grin.
Now, let me tell ye about the start of a new adventure. When a journey begins, here’s what we do:
1. We place the aircraft on the first “City” tile.
2. All “Adventurers” pawns go back to the aircraft.
3. Each one of us draws a card from the “Equipment” deck.
Arr, but every good thing must come to an end. Before we set off on a new journey, if any of ye scallywags manage to score 50 points, the game be over, me hearties.
And who be the ultimate winner, ye wonder? Well, it be the player with the highest score, of course! So sharpen yer swords and get ready for a swashbucklin’ good time! Yo ho ho!