A Legacy game has a somewhat limited replay-abilty due to components and factors being changed as you play it, how will Charterstone deal with this?

I view permanence as an asset to a legacy game, not something that needs to be dealt with. Naming a card or permanently placing a sticker on the board carries a certain weight and establishes an emotional connection to your choices. In Charterstone, you’re building a village over time, and just like in real life, if you built a house yesterday, that house is still going to be there when you wake up today.

For players concerned about a game’s limited lifespan, Charterstone has infinite replay-ability because the game is designed to be played even after the 12-game campaign is complete. And for players who really just don’t like the idea of making permanent changes to their cardboard, I’d recommend three games that have some similar mechanisms to Charterstone without being legacy games: Lords of Waterdeep, Caylus, and Ora et Labora.

When someone mentions Stonemaier Games, to me I think of great quality components and a guy who is always helping the board game community with advice. What great components can we expect to see in Charterstone?

I appreciate that me and my company are associated with quality components. I can’t reveal all of the components in Charterstone, but the things I’ve already mentioned publicly are 300+ cards with unique art, custom wooden resources and meeples, and 36 thick metal coins. These are standard components in every copy of Charterstone.

Back to helping people out, I first reached out to you many months ago and asked for advice on how you dealt with reviewers and bloggers and following that advice I have had great success and now have a signed a contract with the publisher Final Frontier Games to produce a game together. What further advice would you give anyone out there who wants to make a game?

Congrats on finding a publisher! That’s awesome. I’ve compiled a bunch of thoughts about designing a game, but a few core highlights are: If you want to make a game, make it. That is, don’t get caught up in the hypothetical aspect of designing a game. Instead, just do it. Sit down, brainstorm some ideas, make a prototype, and play it. You’ll learn a ton from that basic process. Also, I love to play a lot of different types of games, even if they’re not in my wheelhouse as a gamer or a designer. I try to learn something from every game I play.