Quick post during all the Decathlon proceedings, because I've been giving thought to how we could improve Charterstone with homebrew fixes should we choose to ever run a second campaign of it.
First up:
1. Change yellow and green's markets to being 1 resource for 2 gold and 1 gold/1VP respectively. Over the course of this I am going to buff the Rep track, but it became clear very quickly in our campaign that these markets were just straight up worse and you need a consistent source of income/points that combos off friends more than you ever want the ability to place Rep down. This will also act as a sideways buff to ghosts.
2. Upgrade the Rep track after games 4 & 8. Simply include stickers to put over the point values shown at the conclusion of these games. Something like 15/11/6 and 20/15/9. Point values would obviously be subject to tuning. The general thrust though should be that investment in the Rep track is a worthwhile investment at all stages of the game.
3. Upgrade the Treasury/Market after games 4 & 8. These buildings already suffer enough since you can't use minions on them and they don't combo with friends as the game goes on, and while I'm not saying they should be especially strong, they should be non-shitty alternative ways to Charters for acquiring the same things. Maybe the treasury just goes to paying out 2 gold and then 3 gold per resource, and the Market goes to returning influence/giving multiple advancement cards at the cost of more gold. Either way, it needs to be able to be used decently well beyond game 5 or so.
4. You can only use one treasure per turn. Pretty straightforward - these are the strongest advancement cards in the game and clearly are in dire need of having their power gated in some way.
5. This is where I come to rubber-banding, and while I feel pretty strongly about my other suggestions for changes. I'm less bullish on this one. There needs to be more effective rubber-banding in the game, but I struggled to come up with one that wasn't too punishing while still accomplishing my aim. Here's what I arrived at:
The previous winner is marked for the duration of the next game. Players may use buildings in their charter with a minion on them without the previous winner gaining the income bonus from their minion.
This is a little clunkier than I would like, since it involves having to remember this over the course of a game. It also might be too weak. The general idea is that if the person won through pumping points out of objectives, things like that, this will not hurt them too much. However, if they won because they have exceptionally strong buildings in their charter, the other players can benefit from them for a round without it coming at a untoward cost to the previous winner.
That's what I've got for now! We'll see if we ever actually get around to playing another game of Charterstone.
Subscribe to:
Post Comments (Atom)
Dave's Top 4 Overrated Armada Upgrades
At some point later this week I'm going to get around to writing up the Armada I played in Little Rock over the weekend, including the s...

-
Ohhh boy, I did not think I would be doing another one of these. I made this post back in April of 2017 and I feel like a lot of the gen...
-
At some point later this week I'm going to get around to writing up the Armada I played in Little Rock over the weekend, including the s...
-
So, I doubt this post will age well, but it satisfies an intellectual itch I have right now. I'm not linking this page to anyone. If a...
No comments:
Post a Comment