Jamey Stegmaier | art by Mr. Cuddington and Gong Studios

A village-building legacy game.

1-6 players ages 10+

60 minutes

I Want It


Notify Me When It’s Ready

The prosperous Kingdom of Greengully, ruled for centuries by the Forever King, has issued a decree to its citizens to colonize the vast lands beyond its borders. In an effort to start a new village, the Forever King has selected 6 citizens for the task, each of whom has a unique set of skills they use to build their charter.

In Charterstone, a competitive legacy game scaled for 1-6 players, you construct buildings and inhabit a shared village. Building stickers are removed from cards and permanently added to your charter on the board, becoming action spaces for any player to use (kind of like Lords of Waterdeep, Caylus and Ora et Labora). Thus, a few available buildings soon grow into a bustling village with dozens of actions.

Charterstone features the following:

  • no rules to learn before the first game: you will build the rulebook as you play
  • engine-building elements within each game and over the course of the campaign
  • a branching storyline where short-term decisions impact long-term mechanisms
  • one component that has never been in a board game (update: 1 game has it!)
  • 85+ “crates” to unlock: 350+ unique cards, 230+ wooden tokens, and 36 metal coins

Your journey through Charterstone’s many secrets will last 12 games, but it doesn’t end there. Your completed village will be a one-of-a-kind, variable worker-placement game.

Charterstone will likely be ready for release in 2017. There will not be a Kickstarter or pre-orders from Stonemaier; rather, we’ll announce when it’s available via our e-newsletter, and you can request it from your preferred retailer. You can also follow the progress on the Charterstone Facebook group and on BoardGameGeek.

149 Comments on “Charterstone

  1. OOH, What’s this now? Good player count, village/city building theme, and some legacy mechanics(the possible weak point IMO)? Though most of the Tuscany ones are good additions, so hoping for something a bit more like that than a “one and done” game.

  2. I have an eager playtest group at NKU. There’s four of us including the professor of NKU’s board game design course. Never dreamed I’d be able to design board games for college. : )

  3. I am thrilled to see this! I love Euro-style games and my wife loves city builders, am we are both big fans of Viticulture/Tuscany (top 10 game for us) and my primary game group is running through Pandemic Legacy now (August). While I wait patiently for my copy of Scythe I believe you may have just raised my expectations to the next level! Signed up for the Ambassador program and keeping my fingers crossed that our group can be blind playtesters.

  4. I’m not sure if the ‘one and done’ comment answered this, but will there be permanent changes to the game (like stickers on a board) or will this be a legacy style game that could be wiped clean and rebuilt from day 1?

    To me, the fact people have hidden abilities makes me think we’d be able to wipe the game and start over for a totally different chain of experiences.

    1. Each building you construct is a sticker you permanently place on the board. As noted in the description, Charterstone isn’t a “one and done” game. The village you create will remain infinitely replayable.

      1. This looks awesome! One thing I’d add to the conversation is that I’d prefer the stickers are very sticky. My one complaint after playing Pandemic Legacy is that the stickers would come off quite easily and it ended up that we would take a picture of our board after we played just in case something came off. If it’s gonna be literally permanent and replayable after the campaign, then I want those stickers to never come off.

        Can’t wait!

        1. Garrison: That’s a great point! The stickers we’ve tested have been very sticky, but I’ll make sure to keep an eye on that. We are making sure that the stickers on the board don’t overlap with the folds on the board (so you can fold up the board without issues).

      1. Thanks Nick! We don’t know the release plan yet, but I’m sure we’ll do some sort of pre-order campaign for Charterstone (most likely on Kickstarter). Update: Charterstone will go directly into distribution with no pre-order or Kickstarter from Stonemaier Games.

  5. Jamey, stickers on the board is a dealbreaker for me no matter that the game is still playable after the first campaign. I do have an idea for an option to replace sticker use. Use tiles or small cards for the buildings as in Lords of Waterdeep and include a photocopiable map sheet for bulding placement for campaign use. You could even make the game board double-sided with one side for sticker use and the other for tile use. As an option for advanced gameplay the rules could include examples of tile placement.

    1. Thanks for the idea! Unfortunately, it would cause a huge amount of frustration to people during setup and cleanup. You could do that for a game like Lords of Waterdeep that only ends up with a handful of buildings, but in Charterstone you have 54 different spots for buildings on the board and another 8 per player mat.

      I appreciate that stickers aren’t for you, but this is a situation where it’s better for me to lose a customer than to add a huge amount of unnecessary frustration to those who choose to buy Charterstone.

  6. They make reusable stickers. It would be nice if game publishers would use them. I’d think they’d satisfy the needs of both camps.

    1. Mark: True, but there are reasons we don’t use reusable stickers. I’ve talked with Panda about stickers that can be removed, but there are a few issues with stickers like that. The first is that they tend to curl up at the edges, which doesn’t look good and can catch on other components. The second is that the stickers don’t restick well when applied to something the second time. And the third is the sheer laboriousness of reapplying 200+ stickers to cards and then resorting those cards back into the proper tuckboxes.

      1. I am sure you thought about this. If not, this may add to your bank of ideas for components:
        what about the stickers made of thin flexible magnets? Like the ones, sometimes found on the fridges. They are more expensive than paper stickers, though.

          1. How about thin flexible plastic or vinyl “sticker” that can adhere to the surface of a glossy board (in the same way that window clings work) so that they can be left in place OR they can be removed and be infinitely reused & repositioned…? Best of both worlds!

          2. Thanks for the idea! We looked into that a few months ago and learned that the stickers were likely to peel off if we did that. Also, Charterstone is meant to continue to be played after the campaign is over–the permanence is a huge part of the game.

          3. Also, the stickers start on cards that must be shuffled, so even if vinyl stickers worked on the board, you wouldn’t be able to put them back on the cards (which have important information on them).

          4. Well you’ve certainly piqued my curiosity! Can people who live outside the US register for playtesting? PS. My husband bought me Scythe for my birthday last week and we’re loving it :) Great work!

          5. I sleeve my cards, so that would maybe make it possible to just put the sticker in the sleeve ? (or on the sleeve)

          6. Have you considered the card-crafting technique that AEG uses? Mystic Vale was their first to use is.

  7. Ok Jamey. 100 building spots in a six player game, 200+ buildings, 20+ tuck boxes with each an advanced rule module for a game round lasting maybe one hour. Tiles whose positions has to noted after each game round. I can see that would be really annoying really fast.

    Maybe you could do a Charterstone Lite game like Lords of Waterdeep in the future?

  8. I just want to wish you well, Jamey. It pleases me tremendously that YOU are so interested in and eager to work on Legacy mechanisms. They’re certainly among the most interesting and enjoyable elements to come along in gaming since Rob broke the mold a few years ago. They’re SUCH a bear to design and develop that I just want to smother whoever tries it in good graces… and unfortunately, an incredibly loud and entitled minority goes on a whine crusade every time a word starting with “le-” gets mentioned in reference to a tabletop game. I imagine even the Legendary devs took an accidental hail of friendly fire before they got to the “-gendary” part.

    I’m not sure yet if Charterstone is for me, but I look forward to learning more. Mountains of goodwill to you, sir, for braving the hailstorm of bs involved in doing this. I know you went out of your way to address some of the common criticisms while retaining some of the main creative elements that make us LOVE these games above most others. I hope you can make some of these Grinch’s hearts grow, and know that there are those of us who love you for even attempting it, man.

    1. Xenothon: Thanks for the comment, and most importantly, thank you for your openness to the idea! I know legacy games aren’t for everyone, but it’s encouraging for me to hear that you’re curious to learn more before deciding if it is or isn’t for you. Over time I’ll try to reveal enough that it helps people make an informed decision (but without spoiling anything big).

      1. It really amazes me how anti legacy some people are. Very few games compare to the excitement that a campaign style game can provide. I completed a campaign of risk legacy, 15 games with a group of friends a couple years ago. Never played it again, but I still have it just for the fact of how good the memories from it are. Vanilla risk isn’t that great of a game compared to what we have available these days, but the legacy version, to me compares to everything else I’ve ever played. I for one look forward to seeing what a game designed to be a legacy game will be like as opposed to games adapted to be one.
        Jamey can u tell us a bit more about the design team? Who is the lead designer?

        1. To a certain extent, I can understand where those people are coming from. There’s the “collector’s aspect of wanting something pristine and perfect in your collection (though, as you said with Risk Legacy, there’s something special about a copy that is uniquely yours too). Also, if people have never tried it, it’s harder for them to be open minded about it. It’s like the first time someone tries sushi–it’s weird and foreign and raw…and then you eat it and actually have an informed opinion about it.

          I’m the lead designer for Charterstone, and Morten Monrad Pedersen and David Studley will be assisting me with the solo version of it.

      2. Xenothon and Jamey: It’s sad when a game that uses a certain theme or game mechanic gets slammed by the anonymous internet skeptics. I’d say it’s disheartening when the “enthusiastic” gamers who could support your new project, or at least wait before passing judgement, are simply taking the easy route and criticizing something before it actually exists. I think that so far I haven’t been as wild about the legacy “rebrandings” as others, but I appreciate the extra work that gets put into designing a legacy game. To develop a completely new design using a legacy/campaign system is a huge task and I wish you well Jamey. Keep doing what you do as it’s always resulted in some really enjoyable and unique games.

        1. Brent: “it’s disheartening when the “enthusiastic” gamers who could support your new project, or at least wait before passing judgement, are simply taking the easy route and criticizing something before it actually exists”. Very well said. I couldn’t agree more–not just for my games, but any game.

  9. I cannot even express how excited I am by this. I do not have a gaming group and find the idea of legacy mechanics AWESOME, so even the hint that this might work for solo play is amazing. AND to still have a game I could later play with other people at the end of it? I too am attempting to throw money at my screen!

  10. I’ve got an idea about the resetable board… Because that is what it is really about… Don’t get fixed to having stickers implementing “resetability” (stickers are made to stick, not to be removed).
    So, make the board a 2-layer cardboard with the upper layer having punch holes, in which building-tokens can be “snugly” fitted .

    1. This would be perfect! Those that really want it to be permanent could always glue the piece into the hole, and those who value the replayability of the whole game would be able to. A great solution that satisfies BOTH camps!

      1. But I realized that those “chips” need to have a home on the shufflable cards as well. Imagine shuffling/handling 50+ cards made of double-layered cardboard.

  11. you did it again… just when I thought it was safe….

    Please, Please give Roberta and I a chance to be a tester.

    Also she wants to know how to get an extended Tuscany board. She demoed it at Lexicon and realised what a great expansion it was.

    When are the next batch of ambassador shirts being offered

  12. As I’ve been loving Scythe on Tabletopia wondering about the possibilities of a Legacy type game there, where you can leave that game room open and have some way to automate a Reset of the game board that carries over the appropriate changes. Maybe just dreaming a little.

      1. Absolutely. There is a lot of joy in Legacy games of opening new things, and seeing how they change physically. I mean, just thinking about how you would have to do rule book changes within Tabletopia makes it not really feasible.

  13. I’m not big into legacy games in theory but I’m starting to come around to them. I really need to play pandemic legacy and looking forward to Seafall. This is on my watchlist.

    On a side note I’ve been designing a game that is worker placement. Since your catalog is pretty extensive in that genre is it something you’re still looking for? Or are you in the mindset of diversifying the catalog?

    1. Cody: Thanks for your question. I’m open to learning more about any game that meets our submission guidelines–yours could apply to that, but you’ll want to check out those guidelines to see. :)

  14. I don’t really “get” legacy games, so please tell me if I have understood it correctly:

    If a player makes som poor choices and builds some buildings that do not work together well, then forever after any player who has the misfortune of getting that player mat will be at a disadvantage.

    If you want to play a few games to learn and then start playingt “for real”, you must buy a buy a new copy when you start “real” play.

    If you have played several times and want to try a new strategy, you must buy a new copy.

    Do I have it right?

  15. Then after Charterstone you make an expansion that you play where your village is attacked by goblins, orcs, ogres, then dragons and you start ripping off stickers from the board. Eurogame BGG’ers who otherwise hate legacy games will trade their finished game to Ameritrashers who enjoy destroying things. Ka-ching. :D

  16. I’m away from following board game stuff online for 6 months or so and this is what you announced while I was gone?

    …Apparently I should do that more often ;)

  17. I just register to your newsletter to be sure to not miss the kickstarter of this game.
    You really got me with legacy and the fact you create your own worker placement game when you finish the legacy compaign!

  18. Let’s say player A has a copy of Charterstone that has had all (possible) components added to the board, it is now in its final state. Lets say player B has a copy in similar condition from a different play group.

    Would there possibly be fundamental differences in the strategies that are successful between the two copies? Or, are we taking minor differences (something like player 2 gets a coin in one copy, player 3 in the other copy), but neither player would be at a disadvantage on the other player’s board?

    1. Eric: That’s a good question. I can’t say too much without spoiling stuff, but I’ll express it in a way that I’ve mentioned on a few podcasts: There are a limited number of places for buildings on the board (36 total at this point–the number has changed). But the total number of building options throughout the course of the campaign is nearly triple that number. Each building is unique, though some buildings do similar things. So the fundamental difference from copy to copy really depends on the combination of constructed buildings. Some villages will have very different economies than others. But I wouldn’t say those differences will lead to disadvantages for players if you swapped boards.

  19. Jamey, have you considered using a board where the buildings are inserted into slots like puzzle pieces with a good friction fit? Then they would stay put when you put the game away, but if a group stops playing after 2 or 3 games the board could be reset. I’m not sure how much more would need to be tweaked to facilitate a reset, but there are many many people who would appreciate that capability.

    1. The buildings are stickers that are removed from cards, and both the stickers and the cards serve crucial functions in the game.

      We’re not looking for workarounds to not make this a legacy game. The primary asset of the game is permanence. I appreciate your creativity, but we do not perceive this to be a problem, so we are not looking for solutions.

      1. Fair enough! Thanks for the reply. I’ll definitely be keeping my eyes open on this one as it looks very interesting. I’m not against legacy games (I have 2 of them), but I am still hoping that someone will make a great legacy game that can be fully reset…

        1. They exist: They’re called campaign games. :) Legacy requires permanent changes–things that cannot be undone. The unique feature of Charterstone is that it’s designed to not just be played until everything is unlocked, but also after that (you’re not limited to a certain number of games).

  20. Hello Jamey – Congrats on Scythe! I would love to be a playtester for this one and think I could bring 2 different groups to bear (one more seasoned and another more casual).

  21. Hey Jamey, my group loves Scythe, and my wife and I are going to eventually need a new copy of Viticulture when we play this one into the ground. Love it! To echo a lot of what people have said already though, we’d love to Blind Play Test. I’ve signed up to ambassador.

  22. Hey Jamey,

    I truly enjoy all your games, esp. Sythe which to back was a no-brainer for me. Now I am very intruiged by Charterstone and I wonder if I, as living in Germany, could also sign up as an ambassador. Will the test-playing only take place in the US?

    1. Pasvik: It would be great to have you as an ambassador. As for Charterstone, I’m not quite sure yet. So far I’ve put together the prototype myself and mailed it to developers in the US (it would be expensive to ship to Europe). But at some point I might try out a PnP version that playtesters can print and put together.

  23. Tonight I’ll be playing my first Legacy board game (RISK). But our group has 6 players. So can’t wait for this one. Also the idea of it that it’s not about battles is very appealing.

    Can’t wait for this one!

  24. If you are looking for a playtester with minimal experience to gain that perspective, I’m your peep. Middle aged female ready here….Have played Scythe twice with no experience with those types of games. Looking forward to the next game to get hooked on.

  25. This was already the most anticipated game for me of 2017, but seeing that cover art and with it the art style of the game and the somewhat whimsical conception of this world with that picnic basket shaped building has somehow upped my interest in the world. Who’s idea was that art direction, yours or one of the three artists credited on the Geek?

    1. I’m glad you like it, Stephen! I’ll take some credit and give some credit. :) It was my idea to have buildings that look like the thing they do/make, so that’s the direction I gave to Gong Studios. As for the box, I pictured something with a lot of white (a blank slate for the villagers) and the beginning of a new village, but it was Mr. Cuddington who brought it to life. I love what they did with it.

  26. Hey Jamey. Been a big fan of your games since I helped Kickstart Euphoria and I have the deluxo Scythe with expansion and getting the Meeples, etc,etc.
    Eagerly anticipating Charterstone and was surprised at the number of comments that want your legacy game less legacy-y.
    One possible and easy way to give people that are shy about this type of game extra incentive to try it might be to make the board double sided, and let people buy a 2nd kit that is just the stickers and extra stuff from this site so that at least they can play it twice.

    Not sure what that would add to the production cost.

    1. Thanks Derrek! That’s actually what we’re polling people about on our future printing request form. We’re gauging interest for a deluxe pack (separate from the game) that would include some nice stuff like metal coins and a recharge pack for the game to be used on the back side of the board, exactly as you said. :) Currently it does look like there’s enough interest for us to make that pack.

      1. Well that’s just awesome! I posted my reply before seeing your reply. I did fill out the future printing request form as well.

    2. Just wanted to add that I am aware that the game is infinitely playable after you finish all the games, but for people that want to start again is what I was meaning.

  27. Any chance you’re going to post the FAQs without requiring us to join a Facebook group? (The FAQ link above takes us to a closed group.)

    And, congratulations on this ambitious project. You are a terrific designer. Can’t wait to see it.

    1. Patrick: Sure, I can update that. The reason for that is someone else is maintaining the FAQ for now on that thread, but I can tweak the page on our website so other people can still see the key details. Thanks!

  28. Hi Jamey, why not make a campaign game and not a legacy game? A city-building campaign game is really an unexplored branch.
    Otherwise im very interested on this game and im looking forward its launch, some date for this?
    Thanks a lot and thanks for your availability….and sorry for my english XD
    Greets from Spain.

  29. Hey Jamey, big fan, read you’re book and I loved it.
    Legacy games have really hit a spark with me, its a designer’s dream I think to create one of these games especially this early in the genre’s infancy, a wonderful challenge I’m trying to wrap my head around. Is the story going to be driven by the mechanics or is there going to be a heavy overarching story to engage players?

    1. Thanks for your question, Jordan. It is quite a challenge to design, and I wish you luck if you try it! :) In Charterstone, there is both a mechanism-driven story told by the players and an overarching story with interlocking, branching paths selected by the players.

  30. I don’t get hyped easily, because it’s easy to make things look good, but much harder to actually create quality (after all, there are a lot more awesome trailers, than awesome movies). I find it very hard, however, to not get very excited about the prospect of Charterstone. With Stonemaier/Stegmaier’s track record, I’ve come to expect quality games where thoughtful design and love shines through in numerous ways. Combine their flair for making beautiful, elegant games with the idea of a village-building legacy game with an infinitely replayable end result? Like I said, it’s hard to not get very, very excited. I love that you’re considering making a recharge pack as well, so the experience can be had twice without needing to buy the entire game twice. I hope you do through with it :)

    I’m very much looking forward to seeing this on the shelves. And of course, do reach out if you for some inexplicable reason can’t find enough playtesters.

    1. Soren: I appreciate your excitement for Charterstone! What I’ve decided to do with the recharge pack idea is basically ask people after they finish the Charterstone campaign if they want the recharge pack, and if we get enough responses, we’ll do it. That way people can make a fully informed decision (making the data more precise).

      1. Hi Jamey. That sounds like smart thinking. Have you made a decision regarding the component upgrade pack yet, or are you still collecting data on that as well? And thanks for the swift reply.

  31. Hi Jamie,
    Im really excited for this – I’ve been wanting a good legacy game that is NOT co-operative and not Risk.
    The “recharge pack” sounds like a great idea.
    One final key issue – please tell me there is direct player interaction?
    Regards, Sal

    1. Salman: There’s indirect player interaction like in most worker-placement games: If I place my worker on a building, you can’t use that building until I move my worker. There are some other aspects of indirect interaction like gaining cards from a common pool. But there is no direct player interaction (stealing from or directly hurting another player).

  32. “no rulebook” This sounds like one of the most interesting aspects of the game, and I am very excited to see how it plays. I usually fullyverse myself with a games rules before I take a new game to our group. This sounds like we are going to get to open the big box together. I like the legacy mechanics I have seen in other games so far (though no so much the ones that just add a new rule to each game), and feel like theres a lot of interesting ground to be explored in this space. So pretty excited to see what you come up with.

  33. Random question: what is your process on how you pick the name of a game? Could you share alternate names you may have had for viticulture, Scythe, etc.

    1. Cody: It depends on the game, but usually it’s a group effort to brainstorm names, then our lawyer does a trademark search to see what we can get. Viticulture was called Trellis early on, Euphoria was called Dystopia, and Charterstone was originally called Cornerstone. Scythe was just called Jakub’s 1920+ series until we got the board game rights, and soon after it was Scythe.

      1. Thanks for the response. I’m eagerly awaiting Scythe to come back in stock, hoping to get it by my birthday on Thursday. I eagerly await any game you design or produce. One day I hope to be published by you.

  34. With the multitude ways of ‘discovering’ as you play through this game, will there be unused crates and\or cards at the end of the legacy experience with this game? Or will everything included be integrated into the game somehow?

  35. JayC: 90% of the crates have the potential to be opened during and after the campaign. There are certain points in the story (1 per game of the campaign) where a player will make a key decision between A and B. When that happens, one of those crates will be unlocked, and the other will remain permanently unlocked. Usually it’s a contradictory variation in the rules–it’s not like you’re missing out on B if you choose A. It’s just different.

  36. So how will you make sure that it isn’t the same boring engine building every session. I hear you don’t like repetitive games. So how will you fix Charterstone here? Maybe add a bigger choose your own adventure part? And for a big campaign game, the content seems really small, are you sure it won’t get to be random repetitive mix and match with just ~350 cards?

    1. YoBro: That’s correct, if I’m playing completely different scenarios of a game, I want them to feel distinctly different.

      Charterstone is kind of in that vein. It’s a 12-game campaign followed by infinite non-scenario gameplay (like any other worker-placement game). Each scenario builds on the last, and a number of elements contribute to each one feeling different.

      “Maybe add a bigger choose your own adventure part?” –Bigger than what? :) You haven’t played Charterstone, right? Players have a sprawling tech tree of options to choose from as they build their charters, and the end of every game gives players a key choice to make that changes the next game or the permanent game rules.

      “the content seems really small” It’s all relative. Just yesterday my publisher mentioned that we’re putting more in the box at the price point of $70 for other games that add up to nearly double to the cost.

      I think you might have a picture in your head of what Charterstone is (maybe you think we just deal out cards to players each game?)…whatever it is you’re picturing, it’s not that. I know it’s not fair for me to say that without describing what the game is, but I can’t without spoiling it, and the description on this page should give you a taste of what it is. If you’re actually interested in Charterstone, just watch a review when they’re available and you’ll understand it better.

  37. That has to be one of the ‘nicest’ beat-downs I’ve seen in response to a spiteful (‘How will you fix Charterstone’) query. Well played, Jamey!

  38. Marc: Yes, retailers have the MSRP and the SKU, so any retailer can accept pre-orders. Just make sure they include the important details that the game’s development is still in progress and that the exact release date is unknown.

  39. “Just yesterday my publisher mentioned that we’re putting more in the box at the price point of $70 for other games that add up to nearly double to the cost.”

    Now that IS intriguing! Is it going to have a lot of miniatures? Please say blimps! Please say blimps!

  40. You asked for comments on the Facebook page about things we’re hoping you’ll keep in the game or hope the game will be like. here’s my $0.02:

    1. I like that there will be key decisions at the end of each game (and probably during each game) that will change the way the game is played from then on. I **strongly** hope that you’ve got some writers working on some story level paragraphs for those decision points. I hope the game’s decisions won’t be as story-less as “Ok, now your village can either pursue better shipbuilding or better trading. Which way do you want to go?”

    2. ” It was my idea to have buildings that look like the thing they do/make,” YES, PLEASE! I love this quality to Above and Below’s buildings – it adds to that game’s world-building feel.

    3. “What I’ve decided to do with the recharge pack idea is ……if we get enough responses, we’ll do it….” Sounds like a great idea to wait and a great idea to make it available. If nothing else, those of us who love the game may feel it would be fun to do the back as a solo experience!

    4. “….zeppelins…” PLEASE!

  41. I **am** hoping that there will be a unique world feel to the design of the game that will show in the names of the buildings and the materials and things we will be building that will to some extent feel different from the standard goods and buildings of normal Earth-bound games (Catan, Castles of Burgundy, etc.) That’s why the idea that there may be zeppelins to build or fly appeals to me, as an example. This isn’t strictly necessary for me to enjoy the game, but it would be a +3 for me if it’s designed this way.

  42. This games sounds exciting. I have a group of friends that regularly get together to play board games. We have never played a legacy game. Do you think this game is a good place to start with a legacy game. If not which game do you recommend we start with?

    1. Heather: I’m a bit biased, but yes, I think Charterstone is a great place to start, as it starts off so simple and adds complexity over time.

      That said, there are other fantastic legacy games out there. If your group enjoys cooperative games, Pandemic Legacy is awesome. If your group enjoys competitive interaction, try out Risk Legacy. Both of those are nice entries into legacy because most people know how to play Pandemic and Risk (that’s the starting point for each of those games).

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