The primary objective in Charterstone is to expand the Kingdom of Greengully by constructing new buildings, gaining valuable assistants, acquiring essential resources, and completing various objectives. Players strive to appease the Forever King by demonstrating their ability to grow and develop their assigned Charter. Over the course of a 12-game campaign, players will permanently alter the game board and components, creating a unique game state. The player who accumulates the most victory points by the end of the campaign will be declared the winner.
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▶ Watch It Played · Charterstone - How To Play
Charterstone - How To Play
Watch It Played· 23 min· published Sep 20, 2017Community
the rules in 60 seconds▶ auto · 1/6
🧩
01
Setup
Unwrap cards, set up the game board, place general supply components, assign player-specific components, and follow initial card instructions to prepare for the first game.
The rules, step by step
Setup
To set up, first unwrap all card decks, being careful not to examine individual cards too closely to avoid spoilers. Place the double-sided game board in the center of the table, choosing one side to use for the entire campaign. Open the Scriptorium tuckbox and place the general supply components (coins, resources, progress token, and Charterstone die) beside the board. Each player receives two workers, 12 influence tokens, and a victory point marker of their chosen color, placing the marker on the '0' space of the victory point track. Players then select an empty Charter on the board and take its corresponding Charter Chest, opening it to retrieve their two workers, 12 influence tokens, and a victory point marker. Follow the instructions on initial story cards to place specific building stickers onto your Charter and the main board, and to draw initial assistant and objective cards. Any unused character components are returned to their respective Charter Chests and placed back in the main game box. The game's Chronicle (rulebook) will guide you through the initial setup steps and introduce new rules as you play through the campaign.
Objective
The primary objective in Charterstone is to expand the Kingdom of Greengully by constructing new buildings, gaining valuable assistants, acquiring essential resources, and completing various objectives. Players strive to appease the Forever King by demonstrating their ability to grow and develop their assigned Charter. Over the course of a 12-game campaign, players will permanently alter the game board and components, creating a unique game state. The player who accumulates the most victory points by the end of the campaign will be declared the winner.
On your turn
During your turn, you must perform one of two main actions: either place a worker or retrieve workers. When placing a worker, you select an available building space on the board, pay its associated cost (if any) by returning resources or influence tokens to the general supply, and then immediately gain the benefits of that building. If another worker was already on the chosen space, it is returned to its owner. When retrieving workers, you take back all of your workers currently placed on the board into your personal supply, making them available for future turns. Workers are sized differently (small and large) but function identically. Resources and coins are limited, so if the general supply runs out of a specific item, it cannot be collected until more are returned. Influence tokens, once placed, cannot be moved or removed until the end of the game, though some effects may allow you to regain them from the general supply.
Scoring
Victory points are accumulated throughout the game and at the end of the campaign. Players gain points from various sources, including completing objectives, advancing on the reputation track, and utilizing persona abilities. At the end of each game, players score points based on their position on the reputation track (10 points for most, 7 for second, 4 for third, with ties granting full points to all tied players). Additionally, players gain 'glory' points by marking stars on their Charter Chest for every 10 victory points earned. These stars can unlock bonuses for future games. Some cards with an hourglass symbol will also award points at the end of the game. The player with the highest total victory points at the end of the 12-game campaign wins. Non-winners get to name a winning or inactive Charter as a show of humility.
Game end
A game ends when the progress token advances to the final space on its track. Once this happens, the current round is completed, ensuring all players have taken an equal number of turns. After the final round, end-game scoring commences. Players gain victory points from their reputation on the reputation track and any cards with the hourglass symbol. The player(s) with the most victory points on the track mark a trophy on their Charter Chest. All non-winning players name a winning or inactive Charter. All player pieces, including coins, resources, and cards, carry over to the next game in the campaign. After Game 1, specific cards are extracted from the Index and placed in the Archive, and new rules or components may be introduced for Game 2. The campaign continues for 12 games, with each game building upon the previous one, permanently altering the game board and rules.
Tips
To succeed in Charterstone, strategically manage your limited supply of influence tokens and resources, as these are essential for taking actions and constructing buildings. Pay close attention to the objectives available on the objective mat, as completing these can provide significant victory points. Consider which persona to use at the start of each new game, as their unique abilities can greatly impact your strategy. Remember that if you run out of influence tokens, you must advance the progress token at the beginning of your turn, which can accelerate the end of the game. Explore the various locations on the board and understand their benefits and costs to maximize your efficiency. Don't forget to check the official FAQ document from Stonemaier Games for any rule clarifications or corrections.
🔬 game anatomy
Complexity2.9 / 5
BGG rating7.2 / 10
Vibe
Strategy
Language dependence
Extensive text — heavy translation needed
Play time
45–75 min
Players
1–6
Recommended age
14+ yrs
BGG rank
#639
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The primary objective in Charterstone is to expand the Kingdom of Greengully by constructing new buildings, gaining valuable assistants, acquiring essential resources, and completing various objectives. Players strive to appease the Forever King by demonstrating their ability to grow and develop their assigned Charter. Over the course of a 12-game campaign, players will permanently alter the game board and components, creating a unique game state. The player who accumulates the most victory points by the end of the campaign will be declared the winner.
Q2How do you set up the game?
To set up, first unwrap all card decks, being careful not to examine individual cards too closely to avoid spoilers. Place the double-sided game board in the center of the table, choosing one side to use for the entire campaign. Open the Scriptorium tuckbox and place the general supply components (coins, resources, progress token, and Charterstone die) beside the board. Each player receives two workers, 12 influence tokens, and a victory point marker of their chosen color, placing the marker on the '0' space of the victory point track. Players then select an empty Charter on the board and take its corresponding Charter Chest, opening it to retrieve their two workers, 12 influence tokens, and a victory point marker. Follow the instructions on initial story cards to place specific building stickers onto your Charter and the main board, and to draw initial assistant and objective cards. Any unused character components are returned to their respective Charter Chests and placed back in the main game box. The game's Chronicle (rulebook) will guide you through the initial setup steps and introduce new rules as you play through the campaign.
Q3How does a turn work?
During your turn, you must perform one of two main actions: either place a worker or retrieve workers. When placing a worker, you select an available building space on the board, pay its associated cost (if any) by returning resources or influence tokens to the general supply, and then immediately gain the benefits of that building. If another worker was already on the chosen space, it is returned to its owner. When retrieving workers, you take back all of your workers currently placed on the board into your personal supply, making them available for future turns. Workers are sized differently (small and large) but function identically. Resources and coins are limited, so if the general supply runs out of a specific item, it cannot be collected until more are returned. Influence tokens, once placed, cannot be moved or removed until the end of the game, though some effects may allow you to regain them from the general supply.
Q4How is scoring calculated?
Victory points are accumulated throughout the game and at the end of the campaign. Players gain points from various sources, including completing objectives, advancing on the reputation track, and utilizing persona abilities. At the end of each game, players score points based on their position on the reputation track (10 points for most, 7 for second, 4 for third, with ties granting full points to all tied players). Additionally, players gain 'glory' points by marking stars on their Charter Chest for every 10 victory points earned. These stars can unlock bonuses for future games. Some cards with an hourglass symbol will also award points at the end of the game. The player with the highest total victory points at the end of the 12-game campaign wins. Non-winners get to name a winning or inactive Charter as a show of humility.
Q5When and how does the game end?
A game ends when the progress token advances to the final space on its track. Once this happens, the current round is completed, ensuring all players have taken an equal number of turns. After the final round, end-game scoring commences. Players gain victory points from their reputation on the reputation track and any cards with the hourglass symbol. The player(s) with the most victory points on the track mark a trophy on their Charter Chest. All non-winning players name a winning or inactive Charter. All player pieces, including coins, resources, and cards, carry over to the next game in the campaign. After Game 1, specific cards are extracted from the Index and placed in the Archive, and new rules or components may be introduced for Game 2. The campaign continues for 12 games, with each game building upon the previous one, permanently altering the game board and rules.
Q6What tips are there for beginners?
To succeed in Charterstone, strategically manage your limited supply of influence tokens and resources, as these are essential for taking actions and constructing buildings. Pay close attention to the objectives available on the objective mat, as completing these can provide significant victory points. Consider which persona to use at the start of each new game, as their unique abilities can greatly impact your strategy. Remember that if you run out of influence tokens, you must advance the progress token at the beginning of your turn, which can accelerate the end of the game. Explore the various locations on the board and understand their benefits and costs to maximize your efficiency. Don't forget to check the official FAQ document from Stonemaier Games for any rule clarifications or corrections.
Q7How much does Charterstone cost?
No store is currently tracking Charterstone. Check the Prices tab — you can set a price alert to be notified when it appears.
Q8Where can I buy Charterstone cheapest?
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Q9How do you play Charterstone?
Charterstone is a city building game, for 1–6 players, taking ~45–75 minutes, featuring catch the leader. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Charterstone — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.