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Celestia

£9.9£99Clearance
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Sushi Go! is a game of building a delicious sushi meal out of adorable pieces of food with faces! It's extremely cute (if you don't think about it too hard) and super-simple. Everyone starts with a big hand of cards, from which you take one and pass the rest to the player next to you. Every player does the same, so you'll be given a new and slightly smaller hand that you'll again take one card from before passing it on – this continues until you've run out of cards, then you'll add up the points from the cards in front of you, and go for another round. Note: If several dice depict the same challenge, the cap- tain will have to play as many "Equipment" cards as the number of dice showing this challenge. Blank dice require no cards. Note: Blanks are "free" and don't require a card. If the captain has one or more wilds (called "Turbo" cards), they may choose to play them or not. However if they don't satisfy the dice, the ship will crash as usual.

If the passenger feels that the captain will not be able to overcome the challenges shown by the dice, he declares « I will leave ». Wind Gust -- Any player may force the captain to reroll blank dice, after all players' decision or the captain's announcement. (However players must stay with their decision.) Passengers : These are the other players who are still in the aircraft and continue the journey with the captain. Players take turns being the captain.Were I to compare Celestia to one other game, I feel the most apt comparison would be Texas Hold Em’. Despite not being a board game in it’s own right, the collective urge to manipulate and use people into making your joint task more profitable before bullying them out entirely is very much what each and every game of Celestia is all about. In Celestia, a revamped version of Cloud 9, you board an aircraft with a team of adventurers to perform many trips through the cities of Celestia and recover their wonderful treasures. Your journey will not be safe, but you will attempt to be the richest adventurer by collecting the most precious treasures! Once all players have chosen, the captain plays the cards required to continue , or if they cannot, all remaining passengers go down with the ship. Play continues with the captaincy rotating between all remaining passengers until the final island is reached, or the ship fails on its journey. When the ship fails, play starts over from the first island with all aboard, and each player is dealt a new equipment card. Captain : This player leads the aircraft during the current turn. He will have to overcome the events to reach the next city.

If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land's number. However, players who disembark are out of the round. Each player chooses an "Adven- turer" tile (he keeps it in front of him) and places the "Adventurer" pawn of the same color in the aircraft.Love Letter's theme (of being suitors of a princess) is very thinly layered on, maybe because it wouldn't be as appealing to depict what this game really is: a brutal series of two-minute knife-fights. Starting with the player sitting immediately to the left of the captain, passengers (players still in the aircraft) take turns declaring whether they will stay aboard or not. The expansion promises a little initiative, but it is almost impossible to use it if the cards do not come up. Indeed, on average, the rowboat might be used just once or perhaps twice in an entire game. In fact, there is not enough initiative in my opinion. To counter this, in our family we have a new house rule in that discarding two cards of the same type would allow a player to make use of the rowboat. At least the rowboat will get used, and the penalty for doing so is a weaker set of cards before a player can get underway. Their shrill screams are nothing compared to the noise I can make with my horn. Dillydilly, dilly-dilly..". You're all aboard a fantastical flying ship going from island to island, and each turn one player is the captain, who rolls some dice to see what the obstacles you'll encounter on the journey. To make it to the next island, the captain needs to have cards in their hand matching the symbols on the dice – they'll discard them to move on if they can, otherwise the ship crashes.

Before you start you will have to punch out what can only be described as a lovely 3D airship model with a working propellor. This model carries your pawns up and down the cities of the skies and while it was not really necessary, it really adds a lot to the table presence of the game. It is also quite entertaining putting it together, it's not often you have to assemble cardboard vehicles in board games.Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players' decision or the captain's announcement. (However players must stay with their decision.) Dice with a red outline will not be rerolled.

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