Celtica
Celtica
Ravensburger Spieleverlag
Postfach 2460 · D-88194 Ravensburg
Distr. CH: Carlit + Ravensburger AG
Grundstr. 9 · CH-5436 Würenlos
www.ravensburger.com
End of a round
When a player has played all his druid cards, the round is If no druid has reached the goal, the players play another
over for him. The other players continue playing as long as round. Each player draws 5 new druid cards, adding them to
they have druid cards. When all players have no more druid his hand as before. When the card supply is exhausted,
cards, the round ends. shuffle the discards and place them face down as a new
Note: supply.
If only one player has druid cards left, he takes consecutive
turns until he has played them all. The new round begins with the player to the left of the
player who played the last druid card in the previous round.
Game end
The game is nearing its end when the first druid reaches the After a player has used all his experience cards, he refills the
goal. The players finish the current round and then the amulet part supply, if possible.
game ends. Now, the next player, in clockwise order, may use his
The players continue to play druid cards, moving the other experience cards, and so on, until all players have had the
druids (any druid moved to the goal may not be moved chance to use their cards. If the supply of amulet parts is
again), collecting amulet parts, giving them up, or drawing exhausted and there are none left that were discarded,
experience cards. When a player plays druid and/or players continue playing with a reduced amulet supply.
experience cards and moves a druid to the goal, he discards The player wins, who has the most completed amulets.
the cards, but takes no further action this turn. If players tie with the most complete amulets, the player
When all players have played all their druid cards, the game among them with the largest incomplete amulet is the
ends. winner. If there is still a tie, the player among them with the
second largest incomplete amulet is the winner, and so on.
The game also ends immediately when all 5 druids reach
the goal or when there are no more amulet parts in the
supply spaces and in the supply stacks. In each of these
cases, the players discard any remaining druid cards in their Example:
hands.
player A has:
At the end of the game, players with experience cards in 2 complete amulets,
their hands may use them as described below. Beginning 1 incomplete amulet
with 7 parts
with the player to the left of the player who ended the and
game, each player with experience cards may: 1 incomplete amulet
with 4 parts
• use 1 experience card to trade any amulet part in
his play area for another from the amulet supply
player B has:
spaces,
2 complete amulets,
• use 2 experience cards to take 1 amulet part
and
from the amulet supply spaces. 1 incomplete amulet
with 8 parts
When the experience card supply is exhausted, the players
shuffle the discards and place them face down as a new player C has:
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When a player moves a druid to a ruin, he earns an experience is over for him. However, he keeps the experience cards and
card that he may use beginng with his next turn. A player may may use them in the next round.
play one or more like-colored experience cards alone or At game end, if a player has experience cards left, he may:
together with one or more like-colored (the same color) druid • use 1 experience card to trade any amulet part in his play
cards. area for another from the amulet supply spaces,
If a player, for example, plays 2 red druid cards and 2 red • use 2 experience cards to take 1 amulet part from the amulet
experience cards, he moves the red druid 4 spaces. supply spaces.
When the experience card supply is exhausted, the players
Players place played experience cards in a face up discard
shuffle the discards and place them face down as a new
stack next to the board.
experience card supply.
A player may only play experience cards when he has at
least one druid card (of any color) left in his hand. If a
player has only experience cards left in his hand, the round
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A. The player moves the druid
to an amulet site (cloister, castle,
or village)
Example:
A player plays 2 white druid cards and moves the white druid 2 spaces to a
village. He takes 1 amulet part from the supply spaces, placing it on one of
the amulets in his play area.
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Shuffle the druid cards. Each player draws 5 druid cards Each player takes 2 amulet parts
for the first round, taking them into his hand, so that the from the stacks and places them
other players do not see his cards. face up before him on the table
Place the remaining druid cards as a face down supply next (his play area).
to the board.
During the game, as the players collect
Shuffle the experience cards and place them as a face mare amulet parts, they place them face up
down supply next to the board. in their play areas as shown below.
In this way, it is easy for them (and their opponents) to
Shuffle the amulet parts face down and place them in know what parts they have acquired and which are missing
several face down stacks next to the board. Draw 9 amulet from their completed amulets.
parts from these stacks and place them face up in the
amulet part supply spaces on the board.
turquoise red
The game is played several rounds. The players choose a Move druids
starting player, who begins. Play then follows in clockwise
order around the table. On his turn, the player must play any number of druid cards
On a player’s turn, he plays a druid card to move a druid to from his hand of the same color. The number of cards played
a new space and takes the action associated with that indicates how many spaces the player must now move the
space. druid of the same color. On each space, there may be any
Then, the next player takes his turn, and so on. number of druids. He discards the played cards face up on a
A round ends when all players have played all their druid discard stack next to the board.
cards. To begin a new round, each player draws 5 new druid Then, based on where the moved druid ended his move-
cards as he did at the start of the game. ment, the player takes the action associated with that
space. The spaces the druid moved through play no role.
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amulet part supply spaces
cloister
ruins
castle
cult site
cult site
goal
village
ruins
cult site
ruins ruins
ruins
ruins
castle
cloister
cult site
start space
Goal Preparation
The players move the druids by playing druid cards of the Place the game board in the middle of the table. On the
same color as the druid figures. board are 19 different places that are connected by paths.
The players try to visit as many cloisters, villages, and In addition to the start place are 3 different kinds of places:
castles as possible in order to collect amulet parts stored Cult sites:
there. Players lose amulet parts in the ruins to the Vikings. Here a player can take an additional druid card.
However, players collect valuable experience cards in the Amulet sites (castles, cloisters, villages):
ruins, which they can use in their attempt to collect the Here a player can find an amulet part.
amulets and win the game. Ruins:
At game end, the player who has collected the most Here a player must give up an amulet part.
complete amulets. For that, he takes an experience card.
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Contents
10 amulets
20