Continued from Charterstone Hints & Tips – Game 2
But first … Automa
Automa is the System designed to automate game play in Charters that aren’t controlled by a human player. This generally gets introduced at Game 3 if you want to use it, but if you are playing the game Solo, then you will be using Automa from Game 1. I am placing the Automa Information in Spoiler tags at the top of this post, so that a Solo player can read it without worrying about other game **Spoilers**. Those that aren’t interested can scroll down to the next section.
Like the rest of the game, Automa Rules change throughout the Campaign, and as things are revealed, I will include an Automa section in future posts, as necessary. The important ones up to this point of the game are listed below, in their own separate tags.
**This post is an aid for playing a Charterstone Campaign, and is meant to be read after you have played Game 2 but before you play Game 3. In it I talk candidly about things revealed in Games 1 & 2. You have been warned.**
End of Game 2
At the end of the game, the player(s) that achieved the Guidepost goal will have been awarded Glory. Ties will have been adjudicated, if necessary, and someone will have revealed the options on the card, made a choice, and opened a Crate.
VP will have been awarded, Glory will have been selected, and the Winner(s) will have filled in a Trophy on their Chest. 3 new rule cards will have been revealed on cards 125, 126 & 127. Firstly, card 125 replaces Rule 26, and has 4 new points on it.
- It highlights that we process the Guidepost, and award Glory to the player(s) that achieve(d) it.
- The Non-Winner(s), or those that did not achieve the highest number of VP, get to increase the Capacity for 1 type of component on their Chest.
- Every player that used their Persona’s ability during Game 2, fills in the triangle next to their Persona’s title.
- Every player discards their components down to the Capacity of their Chest.
The Non-Winners get an increase in Capacity, which is a way of handicapping the Winner, to try and keep everyone in the game regarding VP and Glory. Winners will be faster to fill a row of Glory, which means they will be the first to start a new game with some type of bonus. Increasing a Capacity for Non-Winners, means they will also start the next game with another Coin, Resource, Advancement card or Minion, to help them keep up.
It’s important to remember that coins and resources can be picked up with a single move at the start of a game, whilst Advancement cards and Minions are generally more complicated to achieve, and are more subject to availability. The card might not be on show to collect, and the Minion building might not be constructed yet. These are things to keep in mind when increasing the Capacity of your Charter Chest.
Every Persona who’s ability was used is marked, so we know which of them have been used for the end of campaign scoring, and then the extra coins, resources, cards and minions are discarded. Something you should keep in mind, is that on your last turn(s) you can visit the Quota Track, and discard those things you will lose at the end of game anyway, in exchange for some VP.
Setup of Game 3
The other 2 cards that were retrieved from the Index are Setup Rules, and talk about changes made when preparing for a game. Card 126 contains Rule 2, which pertains to Inactive Charters, and how they can be developed moving forward in the Campaign.
Any Charter that is not controlled by a Player or an Automa, will currently only have its basic resource building on it. This is an important way to get your Game Board to develop when you are playing with less than 6 players. It also makes it easier to get Crates into the Advancement deck, that can be picked up, and opened by players, to get new content into the game.
Card 127 is a replacement for Rule 4 for Setup: General & Personal Supply, and it has 3 new points on it.
- Ensure the current Guidepost is placed on the Guidepost space at the bottom right of the board.
- Choose a Persona to use for the Game, and layout your Advancement cards face up.
- In reverse player order, gain any bonuses for completed rows of glory on your Charter Chest.
Guidepost Game 3
The Game 3 Guidepost highlights a very easy way for all the players to gain an extra Glory. Simply have all players complete no Objectives. Or if you trust each other, agree to complete the same number of Objectives. 🙂 Either way, it seems like there will be multiple people achieving this goal in Game 3, so keeping track of everyone’s Influence tokens will be key if you want to gain control of this Guidepost card and the choice that is to be revealed.
It’s spelled out in the first paragraph of the story on this card, that they want people to focus on Buildings and Crates in Game 3, as a way of progressing the game, and introducing new content. The second paragraph is a little more enigmatic. It seems like it might be making an important story point … or it could just be a throw away line.
The Minion Icon has been conspicuous on your Charter Chest since you first chose it, and it is highly likely that by the end of Game 2, there has been at least one Minion added to the Campaign. But I guess it’s still possible that you have not, therefore the rest of this topic will be in Spoiler tag.
In order to keep things hidden that are not known to all readers (including the names of each of the Minions), each of the individual Minions have been placed in their own Spoiler tags below. I have titled each section according to the originating Charter of the Minion, so you can choose the Minions you have revealed. The originating Charter of the Minion, will be the top 2 resources required to construct the Building, where the Minion can be acquired. If you are unsure, the top of each entry shows the Minion name and a picture of it. If it is a Minion that has not been introduced yet, you can easily click on the header to hide the information before you have read too much.
The other cool thing that has probably happened in Game 2, is that a group of extra cards have been added to your Campaign. There are 6 groups of extra cards, not surprisingly, 1 for each Charter, and most of them are cards that get added to the Advancement deck. These cards offer some type of bonus when they have been added to your Personal Supply, and the player that opens the Crate that revealed them, gets to draw one at random to use immediately.
Again, these will come into the Campaign at different times, depending on game play, so I have made a Spoiler tag for each of the different sets below. They are grouped according to which Charter the Crate “belonged to”, and the Rule that gets added to the Chronicle with that group. I would recommend checking your Chronicle to see if the Rule has been added, before clicking on the tags below.
The start of Game 3
There is a lot of info in this post, but you will only need a small amount of it right now. Please come back to this post when you unlock new Minions or Extra Card sets, to read up on them. But for the moment, just reread the Guidepost card, and Rules 2, 4 & 5 to Setup for Game 3. I think the next post, for the start of Game 4, should be a bit shorter. Probably …
Continues in Charterstone Hints & Tips – Game 4