Charterstone At A Glance
| Aspect | Details |
|---|---|
| Designer | Jamey Stegmaier |
| Publisher | Stonemaier Games |
| Year Published | 2017 |
| Play Time (Solo) | 60-90 minutes |
| Player Count | 1-6 players |
| Complexity | Medium |
| Campaign Length | 12 games |
| Our Rating | 8/10 |
I have now played through two complete campaigns of Charterstone. The first game I played solo, and the second I led a team of 4 players through from start to finish. I have recorded resource efficiency graphs, taken screenshots of which buildings combinations generate the most reliable income, and kept extensive notes on how charter population effects late game scoring.
My second village board looks nothing like my first. And yet they are built upon by similar strategic fundamentals learned throughout both campaigns.
Legacy board games are a tough sell for me. When they work, they astound me. When they don’t I’m done for years. Charterstone works for me because it treats legacy game design as a continuation of worker placement game design. Legacy elements are not tacked on, they are baked into the fundamental rule.
Each worker placement has long-term consequences. Each resource conversion has the potential to unlock new methods of conversion. You are no longer trying to optimize your turns within a rigid system. You are trying to optimize the system.
Charterstone forces you to plan for an evolving puzzle. Legacy mechanics open up new pathways for you to solve efficiency but they do not do it for you.
What Charterstone Is…and Isn’t
Charterstone was released in 2017 (BoardGameGeek) and designed by Jamey Stegmaier (Wikipedia). It is a legacy style (Wikipedia) worker placement board game that Stonemaier describes as a competitive village building legacy game (Stonemaier Games).
At its core, Charterstone plays much like any other worker placement game. Place a worker on a building to receive resources and perform an action according to that building (UltraBoardGames). You start each game with a set number of workers. You spend these workers on available buildings to receive resources. You convert resources into points or other forms of advantage. You retrieve your workers and start your next turn.
As you can see, the fundamental rhythm of worker placement repeats itself throughout every game in the campaign.
Everything else changes.
The board starts almost empty. Many of the building slots are locked crates. Rules are locked away in number envelopes. As you play, you will unlock new buildings, new resources to gather, new mechanisms for conversion, and new conditions for scoring points.
You track game progress through a chronicle system used by the rulebook itself (Charterstone Rulebook PDF). Every decision you make has the potential to impact not only your current game but all future games.
Campaign length is said to be 12 games (UltraBoardGames), but will vary based on how quickly you unlock certain game elements. By game 12 you will have constructed a village that is completely unique to the choices you and your players made along the journey. Stonemaier says you can replay it after campaign completion as a unique game in itself (Stonemaier Games).
Complexity That Lets You Play
Most legacy games throw you into the deep end from the start. Charterstone is different. It eases you into game mechanics, then adds complexity as you master each layer of the game.
The first game focuses you on simply gathering resources and building primitive structures. There are three types of resources, three types of workers. Perhaps six building spaces. Decisions should feel obvious. Place worker, receive resource, use resources to build another structure, score points.
Game two may introduce a new resource type. Game three may introduce influence as secondary resource. Each game builds upon your existing knowledge of the game. The complexity of decision-making grows with your understanding of game mechanics.
I love this method of introduction. Each game feels approachable. You are not hit with a wave of new systems to balance with your existing optimizations. You have mastered your existing optimizations before new systems are added.
By game 8 or 9 you will be making incredible decisions based on resource conversion techniques. You will have built your way up to that complexity.
The beauty of Charterstone is that progressive complexity is part of the legacy mechanic itself. You cannot cheat and rush to advanced strategies because those advanced systems do not exist until you unlock them. Charterstone forces you to truly master previous systems.
Build it and They Will Come…Every Game
One of the reasons legacy board games can get away with front-loading so much complexity is because game boards are static. In Charterstone, building placement is a huge factor in your strategy. Every building you place has long term consequences for every game to come.
In traditional worker placement, you look at available action spaces and determine where to place your workers based on current value and opponent blocking potential.
In Charterstone, you must also consider future value. Will this building still be here in 8 or 9 games? Does it matchup well with potential buildings that may be unlocked? Will I have access to the necessary resources to efficiently utilize this building by the end of the game?
During my first playthrough, I failed to place any serious value on these questions. I placed a resource conversion building fairly early in game four that offered great efficiency for the time. By game eight, that building was positioned horribly relative to where I unlocked. I was forced to play around an inefficient building for the remainder of the game.
My second playthrough opened with extreme care to resource building placement. I left spaces open for expansion near high value resource producers. I placed influence producers in positions to control high traffic areas of my village board.
My second village flowed together so much better than my first.
Legacy games should feel dynamic. You are constantly trying to optimize your turns within a rigid system. In Charterstone, you are trying to optimize that system.
Permanent building placement forces you to consider not just where to go, but where to go next.
Every Game Builds Upon the Last
Your chronicle book (Charterstone Rulebook PDF) acts as more than just a method of tracking game progression. It builds narrative by making sure game events feel earned by previous game events.
“The town grows as new buildings and rules are added to the game” (Charterstone Rulebook PDF).
This town does not grow in a vacuum. You unlock new mechanisms because you have mastered previous ones. Convert resources too much and you’ll unlock more advanced conversion buildings. Focus on earning reputation? Expect to unlock buildings that reward you for high reputation scores.
Your play style will dictate what your village becomes. Every game is designed to react to how you played the previous game.
I really loved this around game 6 of my second campaign. We had been focusing a ton on resource trading with one another and about halfway through game 6 our chronicle unlocked market style resources. By game 9 we had players specializing in certain resource production purely to take advantage of our village market system.
Resource gathering became more about efficient trading than raw resource production. And all because we chose to focus on resource trading within our village!
The beautiful part about your chronicle is that your strategies do not become irrelevant as the game progresses. Sure, your game will become more complicated when you unlock new scoring systems, but your older scoring systems do not go away. This means that while your strategies may evolve as you unlock new resources, your old strategies from game 1 will still be around should you find they are effective.
Opening Crates Is Rewarding
Imagine you reach a game milestone and unlock a new building type. You open up the crate attached to that building type and discover what’s inside.
There are many reviews that state the joy you feel when opening crates and discovering new game mechanisms (Shut Up and Sit Down). Why does Charterstone make this work so well? Simple answer: timing.
You know when you reach certain milestones you will unlock new game mechanisms. What you don’t know is what that mechanism will be. Every opening feels rewarding because you know for certain you have reached a new game milestone. You just don’t know what that milestone unlocks.
Another issue with legacy games is information overload. Most front load you with every possible rule so that future games do not feel clunky while you read rules. Charterstone introduces rules as you reach game milestones that introduce them.
Need an easier way to learn new game mechanics? Don’t introduce them until they are needed.
Solo play is where I found this truly shines. Legacy games can begin to feel like you are just powering through the surprise. Charterstone allows for surprises to still feel impactful because when playing solo you have no idea what’s behind those sealed crates.
There will be times where you know you are close to unlocking something but may not know if it is worth investing all your efforts into unlocking that building immediately, or if you should wait and try to power through with your current restrictions.
These types of decisions add an extra layer of risk vs reward to your already calculated decision making.
Long-Term Resource Management
In almost every other worker placement game you play, you can assume that if you do not use a resource in one game, you will never need to use that resource again. Charterstone forces you to think about resources you don’t use in game 1 could be the perfect opening strategy for game 2.
As a result you have to think long and hard about whether you should convert all of your resources at the end of a game or if you should keep some stock on hand should an opportunity present itself in the future.
The catch here is that you have no idea what future games may require you to have. Early game you are focused on basics. Wood, metal, and coins. But what happens when you reach game 10 and suddenly there are five resources you have to manage and convert?
This is where I found my groove. During my first playthrough I would over invest in keeping strong reserves of basic resources. If something was left over from game 1 I attempted to use it in game 2.
During my second campaign I started leaving small bonuses of wood and metal but converted all other resources towards scoring. If an opportunity came around to use my stock piles great! If not, I had enough resources converted that my lost resources did not impact my overall game strategy.
By game 10 you should have systems so well streamlined that converting 1 less coin could mean the difference between victory and defeat.
Is Charterstone Still Relevant Today?
Charterstone is not a new game. Released in 2017 we have seen many fantastic legacy games since then. Pandemic Legacy series, Gloomhaven, many great games have come since Charterstone’s release. So how well does Charterstone hold up?
Components are still great. Everything feels sturdy. The wooden building pieces are great. Cards are easy to read and feel durable. Everything sticks where it should and the stickers do not damage the board when removed. Chronicle book is easy to read and concise. Setup should take you around 10 minutes if you’ve played before.
Is it easy to learn? Yes. Some have said it almost plays like a tutorial campaign easing you into legacy gaming (Shut Up and Sit Down). I agree. This is probably Charterstone’s strongest quality when looking at other modern legacy games. Most modern legacy games feel like you are jumping into the fire. Charterstone eases you into legacy style gaming.
Charterstone plays 1-6 players (BoardGameGeek). This is another huge reason I found myself enjoying Charterstone more than others. Most legacy games feel great at 2-4 players and lose steam outside of that. Charterstone feels great no matter the player count.
My biggest gripe with Charterstone is that games 5-8 can feel like a little too much of the same. Your strategies do not change much from game 1-4. Once you reach game 5 you have all the tools you need and just wait for more content. It’s not a huge deal but other legacy games have shown you can space out content better.
Why You Should Play Charterstone Solo
Choose yourself up a lovely automa and let Charterstone manage all that tedious competing player stuff.
Love worker placement? Charterstone will scratch that itch and then leave you wanting more.
Think legacy games are too complicated? Charterstone will introduce you to legacy games and show you why you want more.
Think current legacy games are too complex to understand? Charterstone will expand on your knowledge of legacy game design and show you how it’s done.
Enjoy making decisions that have permanent consequences? Charterstone has decisions upon decisions that will have you shaking your head at past mistakes.
Charterstone gives you a reason to play again. Sure you could play again and get the same village. But why would you when you can experience a one-of-a-kind playthrough?
Verdict
Charterstone gets an 8/10 from me. It has taught me to love legacy game design and showed me just how deep you can play a worker placement game. Every game will feel different depending on how you and your players manipulate the resources and building placement. Not a single campaign will feel like another.
If you enjoyed how Pandemic Legacy escalated its jeopardy, you will love how Charterstone progresses worker placement gaming.
Other games should learn from Charterstone’s complexity pacing. You are eased into game mechanics and introduced to new information when you need it, not when the game feels like you need it.
Charterstone will have you thinking about worker placement games in a way you never have before. Every decision you make will impact your decision next game. Will you place that building here? If so, where will you place the next one?
See our breakdown of the top 10 legacy board games
Evelyn’s a retired accountant who swapped spreadsheets for score sheets. She writes sharp, analytical takes on complex strategy games—proof that experience always outplays luck. Don’t underestimate her in a game of Terraforming Mars. You’ll regret it.
