Celtica

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Celtica is a set-collection game set in 11th-century Ireland. Players move five shared druid figures along paths to visit monasteries, castles, and other locations to collect amulet pieces. By completing amulets (collecting all pieces of one type), players score toward victory. Ruins force players to lose amulet pieces but gain experience cards that provide extra movement and end-game flexibility. The player with the most completed amulets wins.

Components

Setup

  1. Place the board in the center of the table.
  2. Place all 5 druid figures on the start space. Druids are shared; any player may move any druid.
  3. Shuffle the druid cards and deal 5 to each player (kept secret).
  4. Shuffle experience cards and place as a face-down pile next to the board.
  5. Shuffle amulet tiles and place in several face-down piles next to the board. Take any 9 tiles and lay them face-up in the display spaces at the top of the board.
  6. Each player draws 2 amulet tiles from the face-down piles and places them face-up in front of themselves.

Turn Structure

The game is played over several rounds. The youngest player begins; play proceeds clockwise.

On your turn:

  1. Play druid cards and/or experience cards of one color to move the matching druid.
  2. Carry out the action at the druid’s destination.
  3. Discard played cards.

A round ends when all players have played all their druid cards. Deal 5 new cards to each player for the next round.

Actions

Moving Druids

Play any number of druid cards of one color from your hand. The matching-colored druid moves forward that many spaces. Spaces moved over are ignored; only the landing location matters.

Experience cards of the matching color may be played alongside druid cards to increase movement. At least one druid card of that color must be played; you cannot play experience cards alone.

Location Actions

Strongholds (Castles, Monasteries, Villages, Journey’s End): Take the number of amulet tiles indicated at the stronghold from the face-up display. Place them in front of you in the correct pattern. If a new tile matches a type you already have, it must start a separate new amulet (you cannot combine duplicates). Restock the display to 9 tiles.

Ruins: Vikings steal amulet pieces. Discard the number of tiles shown at the ruin (your choice which tiles, even from completed amulets). Even if you have no tiles, you still receive 1 experience card from the draw pile. Discarded tiles go to a separate face-down pile.

Shrines: You may (optionally) draw 1 druid card from the display. This card must be played during the current round. Taking extra cards gives more movement options but may force undesirable moves.

Experience Cards

Gained at ruins. Can be played from your next turn onward, combined with matching-color druid cards to extend movement.

End-of-game uses (after the final round):

These actions can be combined in any way.

Scoring / Victory Conditions

The game ends when:

After the final round, players spend remaining experience cards (starting with the player to the left of the one who triggered the end).

Winner: The player with the most completed amulets wins. Ties broken by the largest incomplete amulet, then the next largest, and so on.

Special Rules & Edge Cases

Player Reference

Turn: Play druid cards (+ optional experience cards) of 1 color, move matching druid that many spaces, perform location action.

Location Action
Stronghold Take amulet tiles from display
Ruin Lose amulet tiles, gain 1 experience card
Shrine Optionally draw 1 druid card

End-game experience card uses:

Win: Most completed amulets.