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	<id>https://gl.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Contig</id>
	<title>Board Game Arena - Contribucións do/a usuario/a [gl]</title>
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	<updated>2026-09-16T08:49:52Z</updated>
	<subtitle>Contribucións do/a usuario/a</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3065</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3065"/>
		<updated>2018-05-20T20:49:26Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are low on money, make sure you have several dice you will get next turn. Or if you use all your dice, make sure you have some income.&lt;br /&gt;
&lt;br /&gt;
It&#039;s frequently hard to start up again if you have little money.&lt;br /&gt;
&lt;br /&gt;
Selecting dice to Scout/Stock currently has a bug -- For example, for Alien Archaeology it may use your yellow die first, regardless of which die you select to explore with. After more testing, maybe this can be updated.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3064</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3064"/>
		<updated>2018-05-19T18:25:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Roll dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(BETA rules summary)&lt;br /&gt;
&lt;br /&gt;
== Roll dice ==&lt;br /&gt;
&lt;br /&gt;
You will see dice lined up below your black strip. First, assign a die to one of the 5 roles on the black strip at the top (click the die, then the black strip role). This role will definitely happen. &lt;br /&gt;
&lt;br /&gt;
Dice you have under role will (and the die on the black strip) can be used to perform that role&#039;s action(s). Dice you have on other roles may be usable as well, but only if an opponent picks that role. &lt;br /&gt;
&lt;br /&gt;
For each die you have on a role that at least one person picked, you can do an action. Any dice for actions not chosen go back to the cup.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Put tiles back after drawing.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add one die per world.&lt;br /&gt;
|See &amp;quot;Consume&amp;quot; for discussion of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a built world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a built world. Get +1 victory point.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3063</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3063"/>
		<updated>2018-05-19T18:25:09Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(BETA rules summary)&lt;br /&gt;
&lt;br /&gt;
== Roll dice ==&lt;br /&gt;
&lt;br /&gt;
You will see dice lined up below your black strip. First, assign a die to one of the 5 roles on the black strip at the top (click the die, then the black strip role). This role will definitely happen. &lt;br /&gt;
&lt;br /&gt;
Dice you have under role will (and the die on the black strip) can be used to perform that role&#039;s action(s). Dice you have on other roles may be usable as well, but only if an opponent picks that role. &lt;br /&gt;
&lt;br /&gt;
for each die you have on a role that at least one person picked, you can do an action. Any dice for actions not chosen go back to the cup.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Put tiles back after drawing.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add one die per world.&lt;br /&gt;
|See &amp;quot;Consume&amp;quot; for discussion of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a built world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a built world. Get +1 victory point.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3062</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3062"/>
		<updated>2018-05-19T17:13:50Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Archaeology has a bug -- it may use your yellow die first, regardless of which die you select to explore with. After more testing, maybe this can be updated.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3061</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3061"/>
		<updated>2018-05-19T17:08:22Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;Alien Archeology has a bug where it may use your yellow die first, regardless of which die you select to explore with.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Archeology has a bug where it may use your yellow die first, regardless of which die you select to explore with.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2291</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2291"/>
		<updated>2017-03-20T00:24:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ejection&#039;&#039;&#039; -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039; -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*&#039;&#039;&#039;Alternate Route&#039;&#039;&#039; -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.) Dice with a red outline will not be rerolled.&lt;br /&gt;
*&#039;&#039;&#039;Wind Gust&#039;&#039;&#039; -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Spyglass&#039;&#039;&#039; -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*&#039;&#039;&#039;Grappling Hook&#039;&#039;&#039; -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2288</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2288"/>
		<updated>2017-03-18T17:05:41Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ejection&#039;&#039;&#039; -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039; -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*&#039;&#039;&#039;Alternate Route&#039;&#039;&#039; -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Wind Gust&#039;&#039;&#039; -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Spyglass&#039;&#039;&#039; -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*&#039;&#039;&#039;Grappling Hook&#039;&#039;&#039; -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2287</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2287"/>
		<updated>2017-03-18T17:03:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* 3. Captain&amp;#039;s announcement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2286</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2286"/>
		<updated>2017-03-18T16:54:48Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* 1. Captain&amp;#039;s roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2285</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2285"/>
		<updated>2017-03-17T03:13:54Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a compass on the right side) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2284</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2284"/>
		<updated>2017-03-17T03:03:39Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a compass on the right side) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
</feed>