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Celestia: A Little Initiative

Expansion for Celestia

Celestia: A Little Initiative Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Goal of the game
  • "Rowboat" Card
  • "Special" cards
  • Rowboat assembly

Preparation

Add the 4 Rowboat cards and the 6 new Special cards to the original game deck (they can be mixed with the first expansion).

Place the Rowboat next to the players.

Then finish the preparation as explained in the regular Celestia game.

Goal of the game

With the expansion pack A little initiative you can now play Rowboat cards to continue on your journey alone: victory without risk brings triumph without glory! The Rowboat captain faces the challenges alone. Each vessel (Aircraft and Rowboat) has its own dice roll.

"Rowboat" Card

During the 2nd step, when each passenger chooses to stay onboard or disembark, they have a new option: "I will leave in the Rowboat" (provided that the Rowboat is not already occupied).

When a passenger chooses to leave in the Rowboat, they have to place a Rowboat card in front of them. They then take the Rowboat, place it on the same city as the Aircraft and place their pawn inside it.

Important: The Rowboat has only one spot: the player who played a Rowboat card first, according to turn order, gets to use it.

For each step of the journey, the Aircraft is dealt with first, and then the Rowboat.

Example: Orville is the captain. He rolls the dice and the passengers decide whether to stay or disembark. Amelia decides to stay, Ambroise wants to leave in the Rowboat. He plays a Rowboat card, places the Rowboat next to the Aircraft and places his pawn onboard. None of the other players can take the Rowboat until it becomes available again.

During the 3rd step, before they reveal if they have the correct Equipment cards, the captain can say: "I will leave in the Rowboat" (provided it is not already occupied). In this case they have to place a Rowboat card in front of them. They then place the Rowboat in the same city as the Aircraft and put their pawn inside it. The next passenger becomes the captain for this step (other passengers can't change their decision).

Example (continued): From the previous example, if Ambroise had decided to stay in the Aircraft, Orville, the captain, could choose to leave by playing a Rowboat card. In this case, Amelia would become the new captain for this step.

Once the step of the journey for the Aircraft has been completely resolved, if there is a passenger in the Rowboat, there is a new step: the Rowboat Trip.

The Rowboat passenger rolls the dice to reach the next city (just like step 1 of a normal turn).

They have to face the events alone by playing their Equipment cards. However, each Rowboat allows you to face all of the events of one type for free (the one on the corner of the Rowboat card).

If the Rowboat passenger plays the required Equipment cards, the Rowboat is moved on to the next city.

Important: A Special card that targets the Aircraft can also target the Rowboat. However, the Rowboat passenger is not an Aircraft passenger: they can't be targeted by a Disembarkation card or use one themselves for example.

Example (continued): Following from the last example, the Aircraft continues first to the next city (1). Amelia is the new captain, she has to play the Equipment to face the events. She does not have the cards needed and the Aircraft crashes. The Aircraft will begin a new journey with all passengers on board when the Rowboat journey ends.

It then (2) goes to Orville, who rolls 2 dice. He decides to play the Alternative Route card to re-roll the black pirate die. Now, thanks to his Rowboat which ignores red flock symbols, he just needs one Compass card to move to the next city.

The Rowboat continues the journey alone.

Once the Aircraft and Rowboat steps are resolved, a new turn begins (step 5 of a normal turn). The Aircraft is resolved first and then the Rowboat.

If the Aircraft crashes before the Rowboat, the Rowboat continues alone.

If the Rowboat crashes before the Aircraft (the player discards the Rowboat card), another passenger could play a Rowboat card to embark on it.

A new journey will start when both aircrafts have crashed or when all players have decided not to go any further: all players will board the Aircraft again and pick a card.

"Special" cards

The rules sheet describes only three of the six new Special cards (Desperate Need, New Equipment, Spy). The other three are not described on this sheet.

Desperate Need

  • Who > Captain
  • When > Before the captain plays their cards.
  • Effect > Choose another player who then becomes the captain (they must play "Equipment" cards for this step of the journey). Then, you can choose to stay on the Aircraft or not.

New Equipment

  • Who > All players
  • When > Before the captain rolls the dice
  • Effect > Discard your whole hand and draw as many cards.

Spy

  • Who > All players
  • When > Before the captain rolls the dice
  • Effect > Look at another player's hand, including the captain's.

Rowboat assembly

The sheet shows the Rowboat assembly as pictures only (no written steps).

Content: 1 Rowboat - 4 "Rowboat" cards - 6 "Special" cards