Setup: Charisma can be played on various sized boards. A 6x6x6 or 7x7x7 hex hex board is recommended. Each player has a plentiful amount of their own colored pieces.
Goal: The player with the largest group wins. If tied then another equal or second largest group wins etc...
Turn: Place one of your pieces on the board or strike with one already placed. If you cannot do either then you must pass. Passing is otherwise not permitted.
Place:
one stone anywhere on the board not adjacent to any other stone.
Strike:
The striking stone moves in a straight line and may not pass through any other stone.
The strike value must be equal to the number of stones in the target group.
strike value = number of spaces moved + number of stones in the group(s) adjacent to the departed space.
Upon striking, the target group is converted to the color of the striking stone.
End: when both players consecutively pass or when it’s clear who will have the biggest group.
- It's evergreen and not rotating out.
- Players feel compelled to include it.
- It's cheap to play now.
- Players sometimes feel they have to include it even if they don't end up using it.
- Its utility might be questioned by some compared to other slot-granting cards.
Mechanics (from transcript analysis)
- Core Set Inclusion — Included in the revised core set, making it a permanent fixture.
- Cost Reduction — Now very cheap to play.
Video topics + discussion points
Quotes (from this video)
- So, it's one of those things. If there's a mistake
- this could be any from the cycle except for Street Wise.
- They're all they're all kind of just like there and make your deck better for including them no matter what it is that you were trying to do.
- And also cuz it's so cheap now. It's not they don't cost anything anymore for Taboo. Basically.
- Or other kinds of cards like that that ask you to build a deck in a way that it doesn't do anything without the asset in play.
- I'd judge you if you brought a sharpshooter deck.
- Like uh like Trick to the Plan. I think that card is cool.
- stick to the plan I think is an example of a worth the 6P but not really
- Like an example of I think of a bad permanent recently is that one that came out in Hemlockk that's just gives you an extra slot for a blessed or curse thing.
- I too think charisma and relic hunter are bad cards.
- It gives a hand slot, which I feel like is like just kind of over the top for the permanent position.
- I also think talent should be limited.
- Honestly, that would be a great parallel Bob. Like that would actually be hype as hell.
- your items cost one less for each item in play that has the same name.
- the big big things that were good they added was the right of seeking 2.
- Lockpicks was a great thing for uh Rogue.
- That's a it's a cool like engine piece that uh
- And I even like the upgraded emergency cache.
- it kind of feels a little bit like like prepare for the worst. Sorry, not I've had worse four for the guardians. It's like give us number give us level two. Give us the level two version high.
- Alcon 3 still blows my mind like this. Like has anyone I I kind of don't believe that anyone's played with that card and been like this is worth it.
References (from this video)
- Provides an overly powerful permanent hand slot
- Relic Hunter
Mechanics (from transcript analysis)
- Permanent — It gives a hand slot
- Slot expansion — It gives a hand slot
Video topics + discussion points
Quotes (from this video)
- So, it's one of those things. If there's a mistake
- this could be any from the cycle except for Street Wise.
- They're all they're all kind of just like there and make your deck better for including them no matter what it is that you were trying to do.
- And also cuz it's so cheap now. It's not they don't cost anything anymore for Taboo. Basically.
- Or other kinds of cards like that that ask you to build a deck in a way that it doesn't do anything without the asset in play.
- I'd judge you if you brought a sharpshooter deck.
- Like uh like Trick to the Plan. I think that card is cool.
- stick to the plan I think is an example of a worth the 6P but not really
- Like an example of I think of a bad permanent recently is that one that came out in Hemlockk that's just gives you an extra slot for a blessed or curse thing.
- I too think charisma and relic hunter are bad cards.
- It gives a hand slot, which I feel like is like just kind of over the top for the permanent position.
- I also think talent should be limited.
- Honestly, that would be a great parallel Bob. Like that would actually be hype as hell.
- your items cost one less for each item in play that has the same name.
- the big big things that were good they added was the right of seeking 2.
- Lockpicks was a great thing for uh Rogue.
- That's a it's a cool like engine piece that uh
- And I even like the upgraded emergency cache.
- it kind of feels a little bit like like prepare for the worst. Sorry, not I've had worse four for the guardians. It's like give us number give us level two. Give us the level two version high.
- Alcon 3 still blows my mind like this. Like has anyone I I kind of don't believe that anyone's played with that card and been like this is worth it.