- All cards (when opening shrinkwrap): It may seem that cards 163-199 and 399 are missing, but those cards don’t exist, as there are gaps in the cards for production reasons. This is noted on the first page of the Chronicle.
- Spending influence tokens: There are some buildings (like the Cloud Port and Grandstand) where the influence tokens you spend end up on something related to the action instead of going to the general supply. For example, the 1 influence token cost on the Grandstand is the same influence token you should place on the objective card you choose to score. This is noted under Rule 6 in the Chronicle (Influence).
- Chronicle rulebook, page 4, rule 17: Cross out the words “face down or” from the last line (whenever a player gains an advancement card, it’s a face-up card, not a blind-draw from the deck). This is a typo.
- Advancement cards: It’s not explicitly mentioned in the rules, but many types of advancement cards (including the assistant cards, which you’ll have before Game 1 begins), have icons in the upper right of the card that serve as a visual reminder of the card’s benefits (which are always described in more detail in text on the card). The reason for this is to make it easy to see what a card does from across the table even if you can’t see the text from there. This is purely informational.
- Buildings with specific types of cards as the benefit: If you place a worker on a building with a specific type of card as the benefit, after you pay the cost, you may choose a card of that type from the face-up selection on the advancement mat. If there is no such card available, you don’t gain anything. This is noted under Rule 7 in the Chronicle (Advancement Mat & Cards) under “1. Gaining Cards”.
- Automa: In multi-player games, don’t use Automa. If you’ve played a few games with 2 or more players and you’re having fun, continue to not use Automa. After Game 2, you’ll unlock a mechanism (not Automa) that constructs buildings in inactive charters. If you find yourself still wanting to unlock more stuff and have more active charters after that, feel free to try out 1 Automa in Game 3 to see if you like it. You can always stop using Automa after that or add in more Automas. This is mentioned on Story 5 but may be confusing.
- Persona cards: The first persona card with an ability that each player receives will say something like, “After using a building with a pumpkin cost, gain 1 VP” (the exact resource will vary). This ability only applies when the printed cost on the building includes at least 1 pumpkin icon, not buildings with the “any resource” icon. This wording is a little ambiguous.
- Storehouse: The benefit for using the Storehouse building is listed as 2 VP, but it should be 4 VP. This is a typo.
- Friends: Friend cards give you a bonus when you use a building in a specific charter to gain either coins or VP, even if that benefit comes from a source other than the building (e.g., a persona, assistant, etc). This isn’t clarified as well as it should in the rules.
- Sky Islands: The sky island rules read that you can construct buildings on top of empty sky islands. However, this rule is trumped by the second version of rule 18, which says you can build on top of buildings in your charter. So if a sky island is in your charter, you can build on top of it even if there’s a building on it. This is ambiguous in the rules.
Coming soon (if required).
- Guideposts: While guideposts aren’t used in post-campaign games, a viable variant is to shuffle the guidepost cards you used during the campaign and reveal 1 each game at random to create a shared goal and/or temporary rules. Player(s) who achieve the guidepost gain 10 VP. Credit to Richard Ham for this suggestion.
- Board Sharing: If you want to share your finished board in photos (or exchanging them with other groups), feel free to join this group.
Will Charterstone be Kickstarter game?
No, and here is why.
Will Charterstone be a pre-order game, for Essen or otherwise?
Not through Stonemaier Games, but many retailers have pre-orders available. If your retailer doesn’t have it, just ask them to accept your pre-order anyway. Matagot and Feuerland will have Charterstone available in limited quantities for Essen pickup (Matagot will have our English games and their French games; Feuerland will have their German games). Both of those companies will offer an Essen pickup pre-order option through their website a few weeks before Essen (Feuerland’s is live).
Is Charterstone like any other games?
It has building similarities (both in how they’re built and how they’re used as action spaces) to Lords of Waterdeep, Caylus, and Ora et Labora.
What is unique about Charterstone (as compared to other legacy games)?
The core mechanism itself is quite unique as compared to the other games: Each player constructs permanent buildings in their portion of the village that become worker-placement actions for any player to use. Beyond that, it plays 1-6 players (a first for legacy games), it has a branching story/decision tree that goes well beyond the more linear campaign story, it’s fully replayable after the 12-game campaign is finished, there’s an optional recharge pack that allows you to play a second campaign, and it includes 36 hefty metal coins in every copy of the game.
Can I read the rulebook before I play Charterstone?
Of course! It’s available here.
When will Charterstone be released?
We’re on target for a November 2017 release.
What time period does the game take place in?
Light-fantasy medieval (it’s not based on the real world).
How many people can play the game?
The game scales from 1-6 players. Charterstone is a game about 6 characters starting and growing a village. Whether those 6 characters are controlled by players or not doesn’t matter; the village needs to grow either way. So there’s a very easy mechanism–a little thing you do at the beginning of some games–to construct buildings (actions) in inactive charters. That’s it. No bot.
However, for solo players or low player counts where players want for the inactive charters to feel more like they’re being controlled by a human, they can use Automa. Automa is also not a bot or a dummy player–it’s an intelligent system designed to provide the types of interactions you would have if its charter was run by a human player. But it’s totally optional. You can even use it to sub in for a player who can’t make it to one session.
Charterstone’s style of worker placement isn’t about action scarcity; it’s about efficiency. It uses a similar mechanism to Euphoria in that on your turn you either place a worker (if you have one available) or you retrieve all of your workers. When you place a worker, you can place it on an action (a building) occupied by another worker, bumping that worker back to its corresponding player. Thus the number of actions and the size of the board is largely irrelevant; however, what is important to Charterstone in particular is that players get to see the vast variety of buildings in the game. That’s why there’s a very basic mechanism at the beginning of the game to allow the inactive charters to grow, just like the active charters.
Do you have to keep the same group every time you play?
Each game of Charterstone (campaign or post-campaign) is functional at any of the six player counts, and you can add and drop people throughout the campaign. However, the optimal experience is to play all 12 games of the campaign with the same people.
Will there be a deluxe version of Charterstone?
Every version of Charterstone will be quite nice (including 36 metal coins), but if you want our special realistic resource tokens, you can get them from Top Shelf Gamer.
How different will the end-of-campaign games be?
Very different. There are 100+ buildings and only 36 spots for them on the board. There are also hundreds of permutations for the decisions made throughout the campaign.
Does that mean some final versions of the end-of-campaign games will be worse or more imbalanced than others?
They will be different (some vastly different), but one copy will be just as functional and fun as the next. There is no “correct” or “optimal” version, just different economies (e.g., in your game, pumpkins might be more useful than my game). As for balance, you can place your worker in any charter, so even if another player has buildings you want to use more than your own, you can place your workers on those buildings. And overall, there really isn’t such thing as an imbalanced board in Charterstone—in fact, a huge part of the game is about the development of unique economies. Like, in one game, pumpkins might be hard to get, while wood might be plentiful.
Will there be expansions?
Almost definitely not, as this is a very hard game to do that with.
Who did the art for Charterstone?
The cover art is from Mr. Cuddington. Gong Studios created all the buildings in the game (and the original announcement image).
How many games are there in the campaign?
There are 12 games in the Charterstone campaign, followed by infinite replayability (it is designed to be replayable).
Can I use the recharge pack (separate purchase) to play two campaigns at the same time?
I wouldn’t quite recommend it, as you might confuse rules that have been unlocked in one campaign and not another. It will also require some bookkeeping to remember which components each player keeps from game to game. Also, as you can see on the second image above, we strongly advise players not to even open the recharge pack until they’ve completed the first campaign, as the components in the recharge pack aren’t hidden in any way.
Will Charterstone be published in other languages?
Yes, our first-run partnerships are for French, German, Italian, Portuguese, Russian, Spanish, and Chinese versions of Charterstone (in addition to English).