AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Celestia is a push-your-luck adventure game where players travel aboard an aircraft from city to city, collecting treasures of increasing value. One player serves as the captain each leg, rolling dice to determine challenges. Passengers must decide whether to stay aboard (risking a crash) or disembark to safely claim a treasure. The player with the most valuable treasure collection when someone reaches 50 points wins.
The game consists of multiple journeys. Each journey starts at the first city and consists of multiple legs. Each leg has 5 steps:
The captain rolls as many dice as indicated on the next City tile. Dice show events: Fog, Lightning, Birds, Pirates, or Blank (no event).
Starting with the player to the captain’s left, each passenger (non-captain player still aboard) declares:
The captain may NOT disembark at this point (exception: if alone at the start of a leg, the captain may choose to land without rolling dice).
The captain must play the required Equipment cards from hand to overcome all dice results:
Multiple dice showing the same event require that many cards. The captain MUST play Equipment cards if held (no bluffing). Turbo cards are optional.
The passenger to the left of the current captain becomes the new captain. A player who left the aircraft cannot become captain.
When a journey ends (crash or reaching the last city):
Each Equipment card overcomes one matching event die. The captain must play all required Equipment cards if available.
Each Turbo card overcomes any ONE event (any die result). The captain may choose not to play these. May use multiple per leg.
| Card | Who Can Play | When | Effect |
|---|---|---|---|
| Ejection (x2) | Captain or passengers aboard | Before captain plays Equipment | Forces one passenger (never captain) to leave and take a Treasure card |
| Jetpack (x2) | Captain or passengers aboard | When aircraft is about to crash | Player descends safely, takes top Treasure from the farthest city reached this journey |
| Alternative Route (x2) | Captain or passengers aboard | After captain declares he cannot face events | Captain re-rolls any dice of his choice once. Passengers may not change decisions after re-roll |
| Wind Gust (x2) | Any adventurer (even those who left) | After passengers have decided | Forces captain to re-roll all blank (uneventful) dice. Passengers may not change decisions after re-roll |
Found only in the first 4 cities as Treasure cards. Can be played by captain or passengers aboard after the captain declares he cannot overcome challenges. Effect: all challenges are ignored, journey continues. An unused Magic Spyglass is worth 2 points at game end.
Before the beginning of a new journey, if any player has reached 50 points in Treasure cards, the game ends immediately. The player with the highest total score wins.
Beginner Variant: Remove Power and Magic Spyglass cards. Keep Turbo cards. Game ends when a player has 5 different types of treasure. Points counted as normal.
Dice Events and Required Cards:
| Die Face | Required Card |
|---|---|
| Fog | Compass (blue) |
| Lightning | Lightning Arrester (yellow) |
| Birds | Foghorn (red) |
| Pirates | Cannon (black) |
| Blank | None |
Leg Sequence:
Game End: 50 points triggers end before next journey.