The Tightly Designed Tapestry Is a Complex Strategy Game with Elaborate Miniatures
Images Courtesy of Stonemaier Games
The elaborate, high-end strategy game Tapestry is the latest brainchild of Jamey Stegmaier, the designer of Charterstone (my #2 game of 2018) and Scythe, and the owner of Stonemaier Games, which published this year’s Kennerspiel des Jahres winner Wingspan. With painted miniatures and other quality components, the game carries a hefty list price of $99, further adding to the expectations set for the game as Stonemaier started fulfilling Kickstarter orders in September. It is, fortunately, a very good game, tightly designed and easy to learn as you go, although I don’t think it is as much a civilization-building game as it would like to be.
In Tapestry, players will compete to do … a lot of things, actually. There are four advancement tracks around the main board with twelve spaces each; players can expend resources to move up a space on each track, gaining set benefits and sometimes paying another resource for a bonus, with additional rewards for players who are the first to reach the fourth, seventh, tenth, or final spaces on each track. There’s a map in the middle, a smaller one for 1-3 players and a larger one for 4-5, where players can explore new hex tiles and conquer them, sometimes even taking a hex controlled by an opponent. Players can research technology cards and then upgrade them twice over the course of the game, gaining benefits with those upgrades. Each player gets a civilization card that brings some unique ability or bonuses throughout the game, and each player gets a city map that they’ll try to cover up with buildings and larger landmarks, gaining resources for every 3×3 square completed and points for every nine-square row or column completed.
As in my #1 game of 2018, Everdell, Tapestry puts each player on their own unique timeline, where you move through four eras (and score at the start of your fifth, ending your own game) at a pace of your choosing, and you might end your era several turns before another player does so. You begin each era by taking income, which includes gaining resources, scoring some points, and later in the game gaining additional bonuses. You start eras two through four by placing a tapestry card that gives you a special ability or power for the duration of that era, then upgrade one of your existing technology cards and take all of the goodies coming to you for your income, including increasing victory point totals as you uncover multipliers on your personal board.
You can accumulate points in myriad ways across the course of a game, but Tapestry doesn’t feel point salad-y in spite of this because there are enough interactions across the advancement tracks and technology cards that push you to diversify your strategy. You’ll gain points for filling out your city map, conquering territories, upgrading some technology cards, trading in technology or tapestry cards you don’t need, placing more of your 20 buildings, reaching the end of any advancement track, exploring space, and more, although you won’t get to do much of everything in any single play. Because resources are limited, especially early in the game, I have found myself naturally adopting a strategy of majoring on one track and minoring in a second one in the first half of the game, so that I get to some of the bigger benefits earlier and don’t fall behind any opponents trying to race up their own tracks.
As good as Tapestry is as a moderately complex strategy game, it doesn’t feel at all like a civilization-builder. The theme is civ-based, but the actual turns feel like nothing that. You do advance on four separate tracks, but there isn’t the same sense of building something, gaining territory, or evolving your own little society. The technology cards don’t really form a tech tree, and what you draw from that deck is just a little better than random. Although you play a new tapestry card when you start each new era, the cards themselves aren’t tiered, so you don’t acquire stronger powers or abilities through those cards across the game, and there’s a good chance the last tapestry card you play will bring little benefit because of how advanced you are on the board. The goals also feel abstract and the civilization cards just bring different powers, but again don’t tie in well to the text.