Continued from Charterstone Hints & Tips – Game 8
**This post is an aid for playing a Charterstone Campaign, and is meant to be read after you have played Game 8 but before you play Game 9. In it I may talk candidly about things revealed in the first 8 Games. You have been warned.**
End of Game 8
Peril will have been collected, and perhaps you were hoarding to complete the Guidepost Goal, or maybe you exchanged them at Buildings and the Cloud Port for VP. Did you manage to clear the Peril from all the active Charters, or is the Forever King very, very displeased? Either way, a beacon for the Forever King has been revealed.
Guidepost Game 9
So we have a new prop in play, for Game 9 at least. Set it up somewhere safe, and at least a little separated from the game. You might want to keep it a lot separated from the game, but you have to be able to keep an eye on it, to see if it goes out, for any reason. For any reason …
Game 9 Setup
The wrinkle regarding the Buildings with the fuel shortage (black) Peril might make things a little interesting during Game 9. Assuming you don’t want to be responsible for the Candle going out, you might have to reevaluate your game play, depending on what Buildings gain a black Peril during setup. And if you have a Building that converts black Peril to VP, you should consider whether you want to play that Sky Island and/or cover that Building with a Sky Island.
Of course, it is only a concern till/if the Candle goes out. Once that’s done, all other black Peril can be freely gained.
And the other good news, is that it is only possible for 1 Player to not achieve the Guidepost Goal. Most, and maybe even all players will get another Glory at the end of the game. This will mean remaining Influence will come into play, in deciding who gets to reveal the available choices, so keep that in mind.
Continued in Charterstone Hints & Tips – Game 10