For 2-4 players from 8 years Contents 1 four-piece Board 5 Keltis-dice 16 Clover-shaped Keltis stones 40 Wishing stone tiles Game idea and goal In each round, the 5 Keltis-dice are thrown. The player may re-roll some or all of the dice once. After that, the player selects one of the coloured symbols from the dice to score this turn. The further you advance in each track, the more points you receive. Players also receive points for wishing-stone tiles. The player with the most points at the end of the game, wins. If the basic game is too simple, a more challenging game is on the back of the game board. Preparation • Before the first game, remove all the tiles from the frames. • The players choose a side of the game board and place it face up on the table. Note: If you are playing for the first time, use the simpler side without crossed fields. • Each player takes 4 keltis stones in one colour. With less than four players, the extra pieces are returned to the box. • The wishing-stone tiles are placed as a supply on the table Game play • The player who was last in Ireland begins, otherwise the oldest player. Play continues clockwise around the table. • On their turn, a player rolls all five dice. • The player may choose to keep the dice or re-roll some or all of them once only. After that, the dice are scored in this order. 1. Take a wishing stone tile • If 2 or more dice show a wishing stone, the player takes 1 wishing stone tile. Note: The more wishing stones a player has at the end of the game, the more points they will receive. 2. Move Keltis stones • After the player checks if he takes a wishing stone, he selects one of the coloured Keltis symbols from his dice and moves his keltis stone in the corresponding row of board exactly as many spaces as the number of dice showing that symbol. He may not move fewer spaces. Example, the player rolls 3 green and 2 yellow symbols. He decides to score green and moves his piece exactly 3 spaces. • The player may move only one keltis stone per turn • If the player doesn't have a stone in the chosen row, they start a unused tile at the bottom. • Each player may have only one stone per row. Note, as each player has only four stones, they can play in at most four rows and may not abandon a row once they have started it. • Stones from multiple players may occupy the same space, place them in a stack. • When a player's stone reaches the last field of a row it stops there until the end of the game. Any further symbols of this type are discarded, including on the turn it reaches that space. • The player may pass, and after rolling not move any keltis stones. Note: A player may do this to avoid starting a new row which will score negative points. 3. Using special symbols If a player moves his stone onto a space with a symbol, he immediately gains the corresponding benefit: Clover: The player may move any of his stones one space further along a track, or start an unused stone at the bottom of a new row. If the stone moves onto another special symbol, it is evaluated as well. Wishing stone: The player takes one wishing stone tile. Leprechaun: The player immediately takes another full turn, rolling all five dice and evaluating each step. Game End • The game ends immediately when a certain number of keltis-stones are in the target area (fields of 6,7 or 10 value) in any track. • With 2 players, play to 5 stones, 3 players require 7 keltis stones and 4 players require 8 stones to reach the target area. • It doesn't matter which player the stones belong to. • If a player lands on a special symbol on the turn that ends the game, the special power is not awarded • The game also ends if a single player has all four stones in the goal area. Scoring • Each keltis stone give the number of points corresponding to the row it is in. These points • can be positive or negative. Unused tokens do not score. Players also receive points for their wishing-stone tiles as in this table: Wishing Stones: Points 0 -10 1 -4 2 -3 3 -2 4 1 5 2 6 3 7 6 8 7 9+ 10 Note: Even if a player has more than 9 wishing stone tiles, they will only give 10 points. The player with the most points wins the game. If there is a tie, players rejoice in their shared victory. Examples: The White player has just moved their stone forward on the pink track. Since there are now 8 keltis stones in the target area, the game ends immediately. The special clover field just landed on may not be used, since the move ended the game. White scores the following points: Red track 2 points, yellow track: 10 points, pink track 6 points, green and blue tracks both score 0 points (as white has no keltis-stones on these paths). The white player also has 5 wishing-stones which are worth 2 points, for a total of 20 points. The other players receive these points (tracks from left to right): Black: 6 + 0 + 0 + 6 + 6 = 18 points. 4 wishing stones = 1 point. Grey: Total 19 points. 7 + 2 + 7 + 0 + 0 = 16 points. 3 wishing stones = -2 points. Total of 14 points. Brown: 10 - 3 + 2 + 2 + 0 = 11 points. 7 wishing stones = 6 points. Total 17 points. The Advanced game The side of the board with the crossed-branch symbols can be played for a greater challenge. The fields showing this symbol are forbidden and keltis stones cannot remain there at the end of a turn, although they can pass through the spaces. Players may not select dice from a roll which would move one of their pieces onto a forbidden space. Suggestion: Play on both sides of the board and sum the scores. Highest total wins. The designer: Reiner Knizia lives in Windsor in the UK. This PhD in Maths and has been designing games full-time since 1997. Keltis, the basis for this game, was his first Spiel des Jahres winner in 2008. Editing: TM-Spiele Graphics: Martin Hoffmann und Claus Stephan The designer and publisher thank all play-testers and rules readers. The designer thanks Sebastian Bleasdale for his development contributions. © 2012 KOSMOS Verlag Pfizerstraße 5–7 D-70184 Stuttgart Tel.: +49 711 2191-0 Fax: +49 711 2191-199 [email protected] kosmos.de Art.-Nr: 699581 MADE IN GERMANY
© Copyright 2026 Paperzz