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Celtica

The document outlines the rules for a board game involving druids and amulets, detailing how rounds are played, how to move druids, and how to collect amulet parts. It explains the conditions for ending the game, including the criteria for winning based on completed amulets. Additionally, it describes the use of experience cards and the actions players can take during their turns.
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0% found this document useful (0 votes)
49 views7 pages

Celtica

The document outlines the rules for a board game involving druids and amulets, detailing how rounds are played, how to move druids, and how to collect amulet parts. It explains the conditions for ending the game, including the criteria for winning based on completed amulets. Additionally, it describes the use of experience cards and the actions players can take during their turns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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© 2006 Ravensburger Spieleverlag GmbH

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:

experience card supply. 3 complete amulets.


A player may use these options in any order or sequence
when it is his turn to do so. So, for example, a player with
player C wins, player B is second, and player A is third.
4 experience cards could use 2 to take an amulet part and
the other 2 to trade for 2 amulet parts.

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The experience cards

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

C. The player moves a druid to a


cult site

The player may draw one druid card from the


supply. However, he must, in every case, play this
card on his next turn.
Note:
It is often in a player’s best interest to draw the druid
card offered, as it may give him better options for his
next turn. However, as shown in the example to the
right, a player can see that taking an extra druid card
can be a disadvantage and should pass on the extra
druid card.

The player places any druid cards or experience


cards played on their respective discard stacks,
ending his turn. The next player in clockwise
order now takes his turn.
A player uses his last druid card to move the red druid to a cult site, that is
one space away from 2 ruins (one will cost 2 parts and the other will cost 3
parts). As this cult site now has all 5 druids and the other players have no
druid cards left, he will take his next turn immediately if he draws a druid
card. Regardless of the color, he will have to move a druid to a ruin and will
lose 2 or 3 amulet parts. Thus, he chooses not to draw the extra druid card.

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A. The player moves the druid
to an amulet site (cloister, castle,
or village)

The player takes as many amulets from the


amulet part supply spaces as are shown at the
amulet site. He then places each of these parts
in the appropriate place on one of the amulets
he is reconstructing in his play area.
When the player takes a part that he has already
used in all his amulets, he begins a new one.

After the player takes the amulet parts from the


supply, he replaces them by drawing the required
number from the amulet stacks, so there will
always be 9 in the supply at the beginning of a
player’s turn.

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.

B. The player moves a


druid to a ruin

As Vikings lurk in the ruins, the player must give


up as many amulet parts from his play area as
are shown at the ruin.
The player may choose which amulets to give up
from those in his play area. It can happen that he
must give up a part from a completed amulet.
If the player has no amulet parts, he need give
none up. Also, if he does not have as many as he
must give up, he gives up only what he has. He
places the parts he gives up face down next to
the board in a separate stack from the stacks
used to supply the amulet supply. If all these
supply stacks are exhausted, the players shuffle
the discarded amulet parts face down to create
new amulet supply stacks.
When a player moves a druid to a ruin and loses, Example:
thereby, amulet parts to the Vikings, he gains A player plays 1 red druid card and moves the red
druid 1 space to a ruin. He must give up 2 amulet
from the encounter one experience card, drawn parts and take 1 experience card.
from the experience card supply, adding it to his
hand. The player even draws an experience card
when he gave up no parts because he had none.

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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.

green yellow orange

turquoise red

blue violet rose

Incomplete amulet, composed Complete amulet, composed


Order of colors on an amulet
of 4 different parts of 9 different parts

Playing the game

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

village cult site

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.

Place all 5 druids on the start space (regardless of the


number of players). In Celtica, the players do not have a
color or figure of their own, but each player may move any
druid figure.

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Contents

An old Irish legend tells of the hero, 1 game board


Chú Chulainn, who gathered 5 druids
10 brave men together to drive the
enemy from their land in a great battle.
60 druid cards
After returning home, 12 each in the 5 druid colors
he gave each of his followers back side front side
a magic amulet.
Each amulet was similar: the 9 outer parts
were identical, but the middle part of each
was different, making it possible to
distinguish one from the other. The amulets
brought their owners and their offspring res-
pect and wealth.

When the Vikings conquered the land,


they destroyed the amulets, scattering the
parts of each throughout the land.

The players take the roles


of adventurers in 11th century Ireland,
20 experience cards in the colors of the druids
who seek to recover the parts
back side front side
of the amulets and put them back together.

Five druids have pledged


to help you in your endeavor.
The player who finds parts and
puts together the most amulets
will win the game and become
the new Celtic king!

10 amulets

A game for 2 – 5 players; aged 10 years and up.


Authors: Wolfgang Kramer and Michael Kiesling
Design: DE Ravensburger, Walter Pepperle, KniffDesign
Illustration: Eckhard Freytag
Ravensburger® Spiele Nr. 26 390 5

An amulet has 9 parts:


8 different colored outer parts and 1 middle part.
The 8 outer parts are the same for all 10 amulets,
middle parts are all different.

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