IT’S OVER. MY 9 MONTH LEGACY GAME PURGATORY IS OVER.
I’m just kidding.
Well, not really.
I’ve said before I think Charterstone is a lot of good ideas
with less than stellar execution, and the end of our campaign did little to
change that.
Before I go into more detail with that though, Game 12!
Final Standings
1st (The Infinity King) – Daniel
2nd – Megan
3rd – Caralee
4th – Dave
5th – Danielle
6th – Amanda
Nothing as memorable as the infinite loop happened in the
last game, and it was mercifully shorter.
We elected a new mayor, finished the
story, and set the game up to be replayed on the town we built.
The most notable thing that happened was Amanda scored a monster 13 points in one turn, the highest we've had (well, excluding infinite points XD).
The most notable thing that happened was Amanda scored a monster 13 points in one turn, the highest we've had (well, excluding infinite points XD).
So, let’s start with the good, because in fairness there is
a lot of good stuff here:
1. The components are all well designed and have
that premium feel to them, A+
2. Each charter has a very coherent sense of
theming. Additionally, I really love the graphic design for many of the buildings, fairly accurately
conveying across the board what it does.
3. I thought that being able to use buildings
outside your Charter would be too strong and efface much of the benefit of a
well-designed home Charter, but the game did a good job of balancing that out
and making it equally worthwhile to use your own Charter even if your rivals
have quality buildings.
4. I loved the way that the personas shaped
gameplay, and thought they were a pretty good addition to the game (although I
think you should have been hard capped at 2 personas max to reduce mental
load).
5. The Sky Islands were another rather inspired
feature to add some variety between games and presented some interesting
cost/benefit trades (Do I place this empty sky island to get the most out of a
build slot but deny myself the building under it for the first part of the
game?)
6. I for the most part loved the glory system of
getting to choose new bonuses to acquire as the game went on, and it was really
interesting to see what people prioritized.
With those nice things said, I’m now going to lay into the
shortcomings of this game. Fair warning, this is going to include a lot of
comparing Charterstone to other Legacy style games. It’s in the comparison that
the big problems emerge:
1. Feature creep. If you have a Legacy Game, you
gradually add in features and systems to give the game a sense of progression.
In this way, the game gradually grows more complex. This becomes a problem when
there are so many features that they put a high mental load on players and
force them to track multiple moving parts constantly. You have to cut off the
creep somewhere before players are overburdened, and Charterstone does not
succeed in this. The final game feels very bloated. The most egregious example
of this is the income round. Great concept, but in practice we all dreaded
trying to execute the increasingly complex income rounds, collecting not only
for guests but for the innumerable income buildings on the board.
2. Unbalanced game elements. I could go at length
at this, but the game suffers from elements that are disproportionately strong
compared to others. First and foremost, advancement cards are extremely good –
especially visitors and treasures. For this reason, Robots are
disproportionately strong. By the end of the game, it felt pretty clear that
some Charters were far stronger than others. Blue and Red in particular
benefited by having the best minions by a long-shot, and black from having the
best single building in the game (the Perfumery). I will give them credit that
they tried to balance some of these elements against each other, I just don’t
think they did it successfully. However, if I were to make one tiny change to
fix the game, I would standardize the markets everyone gets. Purple and Red got
the best hands down, because they combo with both of your Charter’s friends.
Black and Blue’s were only marginally worse. Green and yellow were completely
trash by comparison. Largely because…
3. No scaling for the middle of the board/rep
track. This is such a massive oversight, and by the end the Reputation track
was good for little more than being an influence sink. Because of the
uselessness of the Town Square as the game progressed, all the assistants
basically fell completely out of use (Well, except for Booker). There should
have been preset upgrades to these zones in the form of stickers at Game 4 and
Game 8.
4. Not play-tested enough. The fact that Daniel
scored infinite points should make this clear. There were clearly some game
elements that were not thoroughly tested, and I’m left thinking they just
didn’t get a lot of late campaign testing in. This really shows in the game
length, the late campaign is an unbearable grind with your general lack of
Charterstones and Buildings to advance the progress track. You can’t tell me
that our group was singularly quick at building everything, this just reeks of
not being tested enough.
5. Underutilized game elements. This critique may
seem strange in light of my first critique of feature creep. But truly, a
couple of the game elements felt really underdeveloped compared to some of the
others. Notable here are the Perils. As a rule, the peril type rarely mattered.
I actually loved the game where there was an end-game penalty to anyone who
collected a fuel shortage peril, because it introduced some meaningful variety
and made you care more about the colors. The peril cash out buildings just did not scale hard enough to make it
worthwhile to deliberately seek out peril, and the fact that you quickly maxed
out peril placement and couldn’t collect a free one at the outset of the game
for filling out the glory track was really crummy for people who upgraded it.
6. Finally, and perhaps the biggest one. The lack
of rubber-banding. I would be remiss if I didn’t note that Legacy Games all
struggle with this. You need to reward the winner while still creating ways for
others to jump back into the campaign. This is a difficult balance to strike.
In Seafall for example, they rubberband the game by actively punishing the
winning players to that game’s detriment. Charterstone by comparison has
essentially no rubber-banding. The last place player gets their large meeple
replaced with a ghostie, but this is essentially worthless due to the weakness
of Reputation as the game goes on. And…..that’s it. There is essentially no way
for the losing players to team together and reign in the leader because of the
Euro-style nature of the game. By about game 5/6, you probably know who is going
to win and there won’t be much you can do about it. You can’t even really gang
up on the leader like you can in Risk: Legacy.
So, where does this leave us? The first few games of
Charterstone are fantastic. The world really needed a village building legacy
game (with it still being a few months
until Machi Koro: Legacy comes out). The first few games of Charterstone are
pretty strong, and the game really flow well. But the late campaign is really
underbaked, and exposes the weakness of the overall game. Stonemaier games
produces consistently pretty good products, so it’s a shame that I can’t give
their first foray into Legacy gaming higher marks.
If you have a more casual play group than us, I think you’re
more likely to enjoy the campaign all the way through because you won’t
accelerate through the “tech tree” as quickly. Playing with fewer players may
also help to that end. For my part, I truly loved the first half or so of this
campaign. But as the game times crested 3 hours and the feature bloat really
set in, my enjoyment plummeted.
Good concept, less than stellar execution. 5/10.
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