Choose Your Own Adventure
Updated: May 26
The perils of choosing your own adventure are permanently writing on game boards, throwing away cards and never opening the other box! This may not be the game you are looking for, however if this is exactly what you have been hoping for, Legacy games are exploding on the tabletop scene.
BGG defines – Legacy games are board games that change over time based on the outcome of each game played and the choices made by the players. They will make physical changes to the board game by, for example: marking the cards, placing stickers, destroying components, opening sealed packages, and so on.
We have played three legacy games thus far and two we veraciously played till the campaign was complete. Agonizing over each decision and ultimately satisfied when we had completed the game. The third legacy game, we took our time and did our best to prolong and savor each game. It felt more like a fast-paced chess game crafting tactics before your next turn. This game, once we completed the campaign (12 games), we were ready to start tout suite again. Good thing this game has a two-sided board, so essential and vital, however, I craved fresh boxes, cards, and rule book so in consequence. I ordered another game before we completed game four. Our new obsession is Chartestone by Jamey Stegmaier and Stonemaier Games.
This legacy game has remarkable playability.
The starting point of Charterstone is a blank canvas, an unnamed land with a patchwork of blank spaces waiting to garner villages and inhabitants. The few given buildings to help assist you in building your area, The Commons, has a steampunk zeppelin, a Charterstone, a Grandstand, a Treasury and a Market. Why are we making these villages? Because the King of Greengully has commanded. 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 six citizens for the task, each of whom has a unique set of skills they use to build their charter. We, fortunate adventurers, were favored by the king and were chosen. Pleased we were. Our journey brought us surprising, uncommon and notable developments. (No Spoilers Here)
Each new game added layers of rules, worker placement and plenty of variabilities. The story and rules are streamlined, and as you unlock new rules, they are unquestionably well thought out and easily followed.
We are fans admirers of Stonemaier Games artwork and art by Mr. Cuddington, and Gong Studios is darling and whimsical. Don’t get me started on the metal coins!!! I adore the coins, and there is an abundance of upgraded detailed game pieces offered on the internet.
All Stonemaier Games have online groups on social media for clarification on rules. This is the first game I have played that we were part of the group and able to utilize the forum. We usually have different interpretations of a rule and we often went to the Facebook page with our conundrum. It never took longer five minutes to get a detailed response and or photo companion. Many times, Jamey Stegmaier was the first to respond. Applause to you!!! Fielding questions all day long. It is a pleasure to play Charterstone and have the tribe there with us when we needed them!
The journey of Charterstone has many secrets, and you choose the path you take, and we have found it is just as enjoyable to play again and make completely different risks and our path was just as suspenseful and competitive.
Nerdz Garage highly celebrate Chaterstone and are continuing on our quest!
Designer: Jamey Stegmaier
Publisher: Stonemaier Games
Players: 1 – 6
Ages: 10 and Up
Time: 45 – 75 Minutes
Times Played: 12 (The entire campaign.)
Complexity of Rules: Medium
Setup Time: Easy
Replay Value: High
Nerd Skills: Being able to multitask and ponder tactical skills