Leave a Legacy with the Fantastic Board Game Charterstone
Artwork courtesy of Stonemaier Games
Charterstone feels like a game that’s going to shift the board gaming world, just as Pandemic: Legacy did two years ago, by taking the legacy format—where the game’s board, components and rules change and carry over from one play to the next—into the competitive sphere. Collecting resources and building things for victory points is one of the oldest and most hackneyed themes in tabletop gaming, so Charterstone, designed by Jamey Stegmaier (Scythe, Viticulture), folds that into a larger, twelve-session story where each play reveals something totally new, while still ensuring that no player can build up too big of a lead from one play to the next.
Charterstone is a village-building game at heart, as two to six players (there’s a solo mode I haven’t tried) compete to fill out the six “charters” on the board, representing the new kingdom of Greengully. There are five buildings in the center, and each player will start with one “basic” building in his/her charter. Players each start with two worker meeples, and can send them to any space on the board; if one is occupied, then going there bumps that meeple off the board. If all of your meeples are out on spaces, you have to use a turn to return them to your playing area off the board. Basic buildings let you take one of the game’s six resources for free—and yes, one of them is wood, because what we do in board games is collect wood, lots and lots of wood.
The central buildings allow you to undertake the three main point-scoring activities available at the start of Charterstone: Building, scoring objectives and opening crates. If you have a building card in your hand, you can build it by paying the four resources shown on the card, and then you remove the sticker from the card and place it somewhere in your charter on the board, scoring five points for you. That building becomes part of the board for the remainder of the game, unless it’s later covered up by something else, and is open to all players. The objective deck is shuffled before each game, with three such cards laid out for any player to score; they include things like gaining a certain number of coins or collecting all six resource types at once, letting you score five points.
Crates are how the game evolves over time, probably familiar to players of Pandemic: Legacy or Seafall. Many building cards in the deck also have crate numbers in the upper right; to open a crate, you pay four gold coins and then refer to the game’s Index to see what cards in the box you’ll reveal. Some add new rules, some are new building cards, some add personas that you can use in future games, some add assistants who give you little bonuses, and some do other things I won’t spoil here but that add substantially to the game’s versatility and entertainment value. You’ll also open a new crate at the end of each game play, adding a few new elements and a special rule that applies to the next session.