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Subject: Charterstone: Trouble Ending the Game? rss

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D. L. Garner
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Gilbert
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We just finished our 2nd game (3 player) and had a hard time ending the game because 2 of the 3 players ran out of "influence" tokens... it took the remaining player a lot of time to finally gather enough money & resources to trigger the end of game....thus dragging along and the other players just doing 'non-influence' related tasks to pass the time...(since they couldn't carry over more than a very limited number of items to next game - they felt like they were just wasting their turns.)
Question: What are we missing ? Are we playing a rule incorrectly ?
 
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Jerry Martin
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You would be better served posting in this forum.

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Steven Davies
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Koneko: A PvP worker placement game set in a very Feline Feudal Japan........
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cowhollow wrote:
We just finished our 2nd game (3 player) and had a hard time ending the game because 2 of the 3 players ran out of "influence" tokens... it took the remaining player a lot of time to finally gather enough money & resources to trigger the end of game....thus dragging along and the other players just doing 'non-influence' related tasks to pass the time...(since they couldn't carry over more than a very limited number of items to next game - they felt like they were just wasting their turns.)
Question: What are we missing ? Are we playing a rule incorrectly ?


Iirc When someone runs out of influence tokens the time track moves forward 1 spot each time their turn comes around.
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John Henry
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The time track advances at the start of a players turn if they have no influence tokens left.
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Liam
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Moved from General Gaming to Charterstone: Rules.
 
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Becq
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Cerritos
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As others mentioned, the time track should be moving very quickly once even one player is out of influence (let alone several). They are referring to Rule 6 (first bullet point), if you overlooked it.

As to what to do when you're out of influence, gathering various cards/resources/etc up to your limit is a definite candidate. During the second game in particular,
(Game 2 spoilers)
Spoiler (click to reveal)
you are encouraged by the guidepost to gain as many coins and resources as possible so that you can get a bonus star. Why weren't players doing that? Even knowing they'd lose the bulk of it, if nothing else was appealing, that would be worth doing!

In addition to that, there are typically
(Early campaign spoilers, stuff you may have encountered as early as Game 1, but should have seen by perhaps a game or two later)
Spoiler (click to reveal)
buildings available that allow you gain VPs without using influence. For example, some of the first buildings available for construction are "market" buildings (example, Brick Market), and several of these award VPs in exchange for resources (and no influence cost).
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D. L. Garner
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Gilbert
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thank you all for the comments.... yes - I missed this rule.... ! (I guess it's not possible to "re-play" game 2 .... oh well, we will just move on to game 3

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