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FAQ v1.4: Updates and Clarifications (Read Before Game 1)

The document provides clarifications and updates to the rules of Charterstone including noting missing cards, cross-referencing rules, clarifying ties and end of game rules, and addressing common questions about unlocking crates, advancement cards, and using various buildings; it also provides guidance for using the Automa player in both solo and multiplayer games during and after Game 1.

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Daniel Bescós
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0% found this document useful (0 votes)
567 views4 pages

FAQ v1.4: Updates and Clarifications (Read Before Game 1)

The document provides clarifications and updates to the rules of Charterstone including noting missing cards, cross-referencing rules, clarifying ties and end of game rules, and addressing common questions about unlocking crates, advancement cards, and using various buildings; it also provides guidance for using the Automa player in both solo and multiplayer games during and after Game 1.

Uploaded by

Daniel Bescós
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FAQ v1.

4
UPDATES AND CLARIFICATIONS (READ BEFORE GAME 1)
All cards (when opening shrinkwrap): Cards 163-199 and 399 Missing cards: If you are missing a card, check to see if it is
do not exist for production reasons. This is noted on the first stuck to an adjacent card. If not, request an image of the card
page of the Chronicle. on the Charterstone Facebook group (bit.ly/charterstone-fb);
Rule vs. Story cards: Ensure you place rule and story card someone should provide it within minutes so you can keep
stickers in their corresponding places in the Chronicle (for playing. After the game, request the missing card on our
example, do not place Story 1 on the Rule 1 slot). replacement parts form (bit.ly/stonemaier-parts), and we’ll
send it to you ASAP.
Chronicle rulebook, page 4, rule 17: Cross out “face down or”
from the last line (this is a typo). Whenever a player gains an Ties are friendly: Ties are consistently “friendly” in
advancement card, it’s from among the face-up cards, not the Charterstone, meaning that multiple players can win the game,
deck. have the most reputation (or the second most, or third most),
achieve a guidepost, etc. This is noted in the rules through the
Unlocking a crate: When you unlock a crate on a constructed use of language like “winner(s)” and “player(s)”.
building cart, it is your crate, no matter how you obtained the
card or what is on it. You therefore gain any cards instructed End of game: At the end of Game 1, players keep all coins,
by the Index Guide (note: the numbers on the Index Guide are resources, cards, etc.; you will carry them into Game 2. If
card numbers, not rule numbers). This is a common question you’d like an extra guide to help you move forward at the end
answered on Rule 19 and the Index Guide. of Game 1 (there’s a lot of important stuff to do), visit bit.ly/
aftergame1. Credit to Josh Ward.

AUTOMA: READ BEFORE GAME 1


Automa (multiplayer): In multi-player games, don’t use Automa (solo): Adjust the strength of the Automa to 1 during
Automa for Game 1. Read page 3 after Game 1. Game 1 of Charterstone. Read page 3 after Game 1.

FAQ updated and edited by Nersi Nikakhtar

1
UPDATES AND CLARIFICATIONS (READ AFTER GAME 1)
Adding players: You may add players at any time during the Zeppelin, Charterstone, and Grandstand (or any other
campaign. At minimum, to allow them to be competitive, building focused on constructing buildings, unlocking
give them an equitable amount of capacity and glory on their crates, and scoring objectives): Part of the requirements for
charter chests based on what you think is fair for the current using these types of buildings are (respectively) to have/use
state of the game. We also recommend that you consider fair an unconstructed building card, to have/use a constructed
and fun play in giving that player some cards, coins, resources, building card, and to have currently achieved an unscored
etc (again, based on the current state of the game). objective. You cannot, for example, use the Zeppelin during
Bumping workers: You can bump any regular worker on the the campaign to pay any 4 resources and gain 5 VP—you must
board, including your own. actually construct a building. This isn’t as clear as it could be in
the rules.
Advancement cards: Many advancement cards have icons in
the upper right of the card that represent the card’s benefits Buildings: Other than the basic resource buildings, buildings
(which are described in detail on the card’s text). The icons are not tied to any charter. Thus, you may otherwise build any
allow you to quickly see the card’s effects from far away. This is building card. You may only ever build in your own charter,
purely informational and is not explicitly mentioned in the rules. however. This is noted on Rule 18 (card 14: Constructing a
Building).
Advancement mat: If there are empty spaces on the
advancement mat and there are cards in the deck, immediately Zeppelin: The cost printed on the Zeppelin (for constructing a
fill the empty spaces. building) refers to the 4 specific resources printed at the upper
left of the specific building card you’re constructing. This is
Assistants: Some assistants’ bonuses trigger when you use a noted on rule 18.
building in a specific way. This only applies if you already have
the assistant when you use the building, so if you gained the Don’t be afraid to construct buildings: Without spoiling
assistant by using the building, the bonus doesn’t trigger. anything, you will have more opportunities to construct
buildings in your charter than the original 6 slots provided.
Buildings with specific types of cards as the benefit: If Don’t let that original limitation stop you from constructing
you place a worker on a building that gives you a specific buildings. This tip was informed by Rahdo’s review.
type of card as the benefit, after paying the cost, you may
choose a card of that type from the face-up selection on Game end: Even though the rule gets covered up, the rule for
the advancement mat. If there is no such card available, you when the game ends is always the same: When the progress
don’t gain anything. This is noted under Rule 7 in the Chronicle token advances to the last space, finish the round (so that each
(Advancement Mat & Cards) under “1. Gaining Cards”. player takes the same number of turns), then the game ends.

Discarding vs. Archiving: Whenever you “discard” or “pay” a Capacity: Each filled-in circle on your Charter Chest capacity
card, it goes into the general supply (i.e., a discard pile near the chart represents exactly 1 component of that type you may
advancement mat). Only place something in the Archive when keep into the next game. However, if you have capacity for
the game specifically tells you to. An example of this is when two or more advancement cards or minions, they must be of
you use a constructed building card to unlock a crate. As noted different types. This is noted on Rule 29 (card 29: Capacity).
on rule 19, when you’ve finished opening the crate, place the Guideposts: Make sure you don’t overlook cards 19, 20, and
card in the Archive. 21, particularly the instruction on card 21 to place card 400 on
Glory bonus for capacity: Completing this row of glory allows the board for Game 2. By the end of Game 1, you should have
you to gain 1 capacity at the beginning of every game from unlocked cards 1-21. For each guidepost card, the goal players
then on (it is not a one-time capacity increase). As with all glory are trying to accomplish is indicated at the top of the card.
bonuses, you gain the bonus at the beginning of each game, Inactive charters – Will they remain mostly empty? At the end
after you have completed the rest of setup. of Game 2, you will unlock a new setup rule (card 126) that will
Spending influence tokens: When you spend influence tokens have buildings automatically placed in inactive charters at the
on certain buildings (such as the Cloud Port or Grandstand), beginning of Game 3 and each subsequent game until those
the spent token is placed on something specific rather than the charters are full.
general supply. For example, in the Grandstand, you place the
same influence token you spent on the cost on the objective
card you scored. This is noted under Rule 6 (Influence).
Persona cards: The first persona card with an ability that
each player receives will say, “After using a building with a
[resource] cost, gain 1 VP.” This ability only applies when the
printed cost on the building includes that resource’s icon, not
buildings with the “any resource” icon. Some of your other
personas may not look like your original persona. Also, at the
end of the game, only mark personas as used if you actually
used their ability during the game. This wording on Rule 5 (card
15) is a little ambiguous.

2
AUTOMA: READ AFTER GAME 1
Automa (multiplayer): If you had fun playing without Automa, Automa (advancing progress token): The Automa only
continue to play without it–you don’t need it for multiplayer advances the progress track when the Automa card shows
games. After Game 2, you’ll unlock a mechanism (not Automa) the Advance Progress Track icon . It does not advance the
that constructs buildings in inactive charters. If you find progress token when taking the Charterstone, Zeppelin, or
yourself still wanting to unlock more stuff and have more Grandstand actions.
active charters after that, feel free to try out one Automa in Automa (unlocking crates): If the Automa gains cards by
Game 4 to see if you like it. You can always stop using Automa unlocking a crate that a player would normally keep, just place
after that or add in more Automas. This is mentioned on Story 5 them in the discard pile. If the Automa unlocks cards that
but may be confusing. would normally be shuffled into a deck, shuffle them into the
Automa (solo and multiplayer): Regardless of the outcome of deck.
Game 1, before the start of Game 2, set the Automa strength Automa (lowest/highest numbered card on the advancement
back to 2 and continue playing the campaign as outlined in mat): When a rule refers to the highest or lowest numbered
the Automa rules. If you begin using the Automa after Game card on the advancement mat (e.g. when the Automa picks a
#1, please ignore this recommendation. If you had already building), it refers to the card number on the bottom right.
completed Game 1 with Automa before reading this, you may
remove 1 glory from each charter controlled by an Automa Automa (using influence): The Automa only spends influence
during Game 1. when visiting the Grandstand, on the Reputation track and
Quota grid. It does not spend influence when building or
unlocking crates, or moving the Progress token onto a
Reputation space.

UPDATES AND CLARIFICATIONS (READ AFTER GAME 2)


By the end of Game 1, you should have accessed cards 1-20
in the Index and then read card 21, which refers to your first
Guidepost card (card 400). When you make a choice on that
Guidepost at the end of Game 2, you should unlock (among
other things) cards 125, 126, and 127. Do a quick check to make
sure you’ve accessed all of those components before moving
forward.

3
MINOR SPOILER UPDATES AND CLARIFICATIONS
Storehouse typo: The benefit for using the Storehouse building Items: On any of your turns--in addition to your standard
is listed as 2 VP, but it should be 4 VP. This is a typo on card 68 in action—you may complete an item card in your personal
the first printing. supply by paying the 3 resources listed on the item. If you do,
Minions: A minion is a type of worker that you may place only gain the benefit shown on the upper-right of the item card,
on unoccupied buildings in your charter. then discard the card to the general supply. This isn’t clarified
as well as it should in the rules.
• Any player may gain and use any unlocked minion token.
A minion is a type of worker that you may place only on Peril: Peril tokens can be unlocked in a number of ways. The
unoccupied buildings in your charter. When you do, gain key to remember is that when you unlock peril, all peril tokens
the minion benefit, then pay the building cost, then gain are included in the game from then on. You won’t use them
the the building benefit. In this way, a minion may be used in the current game, but they’ll be a part of setup in the next
to gain something that you can use to play the cost of the game. See rule 3 (card 36).
building on which you placed it. Scrolls (type of treasure): A scroll can be played (and
• The “minion’s building” is the building your minion token is discarded) to avoid paying the cost of a building in your charter
on— if an opponent places a worker on that building, the when using it. However, if that cost requires the placement
minion stays there, and you gain the minion’s bonus. of an influence token from your personal supply (like on an
income building or scoring an objective), you must still pay that
• All cards that refer to “workers” apply to both regular part of the cost even if you play a scroll to avoid the rest of the
workers and minions. The reference card for that minion cost.
type goes in the general supply for all players to see. This is
noted on Rule 16 (card 33: Minions). Archive is full: At a certain point, your Archive tuckbox will
likely be full of cards. You can throw away the cards, but just in
• Automa: During each game (except Game 10), the Automa case you need to backtrack on a potential unlocking mistake,
gains one of each unlocked minion during setup and we recommend moving some of these cards to the open space
returns them to the general supply at the end of the game. in the Index, separating them from the unlocked cards by a
The Automa retains nothing between games (except the small tuckbox (i, ii, or iii).
persona cards).
(After Game 4) “Tuckbox” V (Sky islands): This isn’t actually
Income buildings: When you use an income building, place a tuckbox–as noted on the note at the bottom of the Index
the influence token you pay on the building. From then on, Guide, this content is hidden in the bottom of the box under
whenever the progress token moves onto or over the income the insert. The sky island rules read that you can construct
icon , you gain the benefit on the income building. It’s tough buildings on top of empty sky islands. However, this rule is
to build on top of these buildings after peril has been unlocked trumped by the second version of rule 18, which says you can
(since you can’t construct over a token), but there is a way build on top of buildings in your charter. So if a sky island is in
to do it: Get the ongoing glory bonus for peril, and at the end your charter, you can build on top of it even if there’s a building
of setup, use that bonus to remove the peril token from the on it. This is ambiguous in the rules.
income building.
(After Game 6) Spectral worker: This worker acts exactly
Friends: Friend cards give you a bonus when you use a building like a regular worker except that it also gives you an optional
(i.e., place a worker on) in a specific charter to gain either coins reputation when you place it or when an opponent bumps it.
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 (Game 10): You cannot use the Coach persona in game 10.
well as it should in the rules. (Before Game 10) Automa: Automas should not have any
minions at the start of Game 10. All minions should still be in the
supply and available for the special rules associated with Game
10 setup.

POST-CAMPAIGN UPDATES AND CLARIFICATIONS


Guideposts: While guideposts aren’t used in post-campaign Recharge Pack: To use the Recharge Pack, place Charter Chest
games, a viable variant is to shuffle the guidepost cards you stickers on the chests, peril tokens in tuckbox i, the spectral
used during the campaign and reveal 1 each game at random worker in tuckbox ii, the candle in tuckbox iii, and all minions
to create a shared goal and/or temporary rules. Player(s) who in tuckbox iv. No cards from the first campaign are reused,
achieve the guidepost gain 10 VP. Credit to Richard Ham. and there will be gaps between some of the cards (this is for
Persona cards: At the end of the campaign, you’ll combine all production reasons).
persona cards with abilities into a deck to be used for future Board Sharing: If you want to share your finished board in
games. This includes all persona cards in personal supplies, photos (or exchange them with other groups), feel free to join
Charter Chests, and the Archive, as well as cards 363-374 in the the Charterstone Spoiler Group (bit.ly/charterstone-fb-spoiler).
Index (you unlocked half of those cards during the campaign).
This is partially explained on card 375.

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