Tapestry
Official Description:
Tapestry is a civilization-building game for 1-5 players, designed by Jamey Stegmaier. In Tapestry, players create a civilization from the dawn of humankind into the future, pursuing advancements in science, technology, exploration, and military. Each player begins with a unique starting position and develops their civilization by progressing along four advancement tracks, unlocking new abilities, earning victory points, and building their capital city.
Throughout the game, players will also play tapestry cards that represent significant moments or achievements in their civilization’s history. These cards can provide powerful benefits and shape the direction of a player's strategy. The game features asymmetric civilizations, variable player powers, and a modular board, ensuring a different experience with each play.
Tapestry is designed to be accessible yet strategic, offering depth through its combination of advancement tracks, tapestry cards, and city-building elements. The objective is to craft the most storied civilization by the end of the game, as measured by victory points earned from various achievements and developments.
Tapestry’s appeal for seasoned tables comes from its streamlined approach to civilization-building—advancement tracks evoke the satisfying progression of a PC strategy game, but without the rules bloat that bogs down simulation-heavy titles. The asynchronous income turns are a tactical pivot point: players move through eras at their own pace, which keeps downtime minimal and lets each table develop its own tempo. This system, paired with asymmetric powers and a modular setup, keeps the game in regular rotation for groups that want a civilization experience with depth but not a multi-hour slog. It’s a reliable draw for players who want to see their choices compound over time, but don’t want to spend the night buried in edge-case exceptions.
From a logistics standpoint, Tapestry is a table hog. The landmark figures are oversized and unapologetically indulgent, demanding real estate and careful handling. Add in expansions and you’re looking at a main event setup—expect 20+ minutes just to get everything sorted and distributed. This isn’t a filler or a warm-up; it’s the centerpiece of a session, best suited for groups that want to settle in for a full two-hour arc. Storage and teardown are equally involved, so plan for a dedicated table and a bit of post-game wrangling.
Teaching Tapestry is a technical exercise. The core rules are straightforward, but the asynchronous turns and unique civilization abilities require a veteran lead to keep everyone on track, especially in the first era. Once players are rolling, the game’s competitive but indirect interaction means you can step away to check on other tables, but you’ll want to circle back for questions about card effects or track bonuses. The room energy stays focused—players are invested in their own progress, but the race for landmarks and track positions keeps everyone watching the table. For groups looking for an accessible yet strategic civilization game with a premium table presence, this is the Stonemaier release that consistently delivers.
MY score
9
Our Total Plays
58
Last PLayed
16 Feb 26
🚀 High Velocity
Player Count
1-5
Playtime
120 mins
👑 PREMIUM
Play on BGA

