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Celestia

49 questions players ask about Celestia. Pick one for the answer. See also the full rulebook.

Updated 2026-11-03.

  • Progress of a Leg
  • Equipment and Turbo Cards
  • Power Cards
  • Treasure and Cities
  • New Journey and End of the Game
  • Celestia: A Little HelpExpansion
  • Celestia: A Little InitiativeExpansion

Progress of a Leg

  • How many dice does the captain roll for a leg?
  • Who becomes the next captain, and can a player who already got off take the role?
  • Can the captain bluff about whether he can get past the challenges?
  • If the captain rolls only blank dice, can passengers still get off?
  • Can a lone captain stop at a city instead of rolling for the next one?
  • Does a lone captain who fails the challenges get a treasure?

Equipment and Turbo Cards

  • Must the captain play his Equipment cards, or can he use a Turbo instead?
  • If the captain lacks even one required Equipment card, does he discard what he holds?
  • Can a Turbo card replace any die result, and is playing one compulsory?
  • Can a Turbo card be played on a blank die?
  • Can passengers play Equipment or Turbo cards?
  • Is the number of cards in the captain's hand public?
  • Can a lone captain gain Equipment cards mid-journey?
  • Can a player shuffle the Equipment deck before drawing?

Power Cards

  • In what order are Power cards resolved when several players play them at once?
  • If a Magic Spyglass or other card prevents the crash after a Jetpack is played, does the Jetpack come back?
  • If the captain plays a Jetpack and a passenger then plays Magic Spyglass, what happens?
  • After a dice re-roll, can the captain change his cards and can passengers change their minds?
  • Can Wind Gust be played after the captain says he can succeed?
  • Can Wind Gust cancel a Magic Spyglass?
  • Does a Magic Spyglass score points if it is used?
  • Can the captain refuse a Magic Spyglass or Alternative Route a passenger plays?
  • Can Alternative Route be played after the captain says he will fail, and is it wasted if he won't use it?

Treasure and Cities

  • Can other players see my collected treasure?
  • What happens when a city runs out of treasure?
  • What do the numbers and the plus sign on the city tiles mean?
  • Do the icons on the Adventurer tiles and tokens mean anything?

New Journey and End of the Game

  • After a journey ends, does each player draw just one Equipment card?
  • Does reaching 50 points end the game immediately?
  • How is a tie for the highest score broken?

Celestia: A Little HelpExpansion

  • Can Wind Gust be played after Little Help cards?
  • How are Little Help cards played, and what may players say?
  • Can the captain hold back Equipment to benefit from Little Help cards?
  • After declaring a crash, can the captain still add Turbo cards or change his mind?
  • If the Purple character keeps a passenger aboard and someone plays Disembarkation on that passenger, which wins?
  • After the Blue character takes over as captain, who is the next captain?
  • Must the Blue character still be aboard to take over as captain?
  • If a Bandit needs an extra die but all four dice are in use, what do you do?
  • If two Bandit cards are played against the captain, are both used?

Celestia: A Little InitiativeExpansion

  • After Desperate Needs is played, do passengers decide again whether to stay?
  • When does a new journey begin once the Rowboat is in play?
  • Does the Rowboat card stay in play over every successful leg?
  • If I play New Equipment with six cards in hand, how many do I draw?
  • Can the rowboat player disembark, and can cards target the rowboat?
  • Can a player who has already disembarked still play Power cards?
  • How does the Grappling Hook (anchor) promo card work for getting back on the aircraft?
  • When can Hard Blow be played, and can Little Help cards follow it?
  • Can a player play several action cards in the same leg?
  • If a card removes the captain from the ship, who solves the current roll?