Skip to product information
1 of 10

Stonemaier Games

Tapestry

Low stock
Regular price $119.00
Sale price $119.00 Regular price $137.00

SAVE $18.00

Tapestry is a civilisation-building strategy game for 1–5 players, aged 12 and up, that plays in around two hours at a medium weight, with each player advancing along four tracks to write their people's uniquely divergent history.

Players
1–5 players
Play time
Up to 2 hr
Age
Teens
Complexity
Medium

About the Game

In Tapestry, you guide a civilisation from the dawn of humankind into the far future, weaving a history entirely your own. A typical game sees you advancing along four tracks — science, technology, exploration and military — raising landmark buildings in your capital city and collecting tapestry cards that tell your people's story, with paths that can diverge wildly from real-world events.

Tapestry plays 1–5 players in around two hours, suits ages 12 and up, and sits at a medium complexity. Notable elements include asymmetric civilisation powers, tech tracks, dice-driven exploration, territory building, income management and a dedicated solo Automa mode.

Designed by Jamey Stegmaier and published by Stonemaier Games in 2019, Tapestry features premium production including prepainted landmark miniatures. This is the standalone base game, so no other purchases are required to play.

History

Tapestry was designed by Jamey Stegmaier and published by Stonemaier Games, first released in 2019. It stands as a standalone base game, notable for its premium production, including prepainted landmark miniatures and a fitted insert, and it ships with a dedicated Automa system for solo play.

Shipping

$15 flat shipping · FREE over $150

Shipping details

Tapestry

$119.00

Watch: How to play

Rules of Tapestry

  • Setup: Each player picks a civilisation with a unique asymmetric power, takes a capital city board and income board, and collects starting resources and tapestry cards.
  • On your turn, either advance by paying resources to move up one of the four tracks — science, technology, exploration or military — or take an income turn to refresh resources when you can no longer afford to advance.
  • Advancing earns bonuses such as tech cards, new territory via dice-driven exploration, military actions, or landmark buildings for your capital city.
  • Play tapestry cards at the start of your turns to trigger one-off effects that shape your civilisation's story.
  • Taking an income turn moves you into the next era; players progress through eras at their own pace.
  • After each income turn, score points based on the era, and place any earned landmarks onto your capital city grid.
  • The game ends after players complete their final era; the civilisation with the most victory points from tracks, landmarks, territory and tapestry cards wins.
  • For solo play, use the included Automa mode — no other purchases are needed.

Strategy

  • Lean into your civilisation's unique power early — it usually points you towards the tracks and actions that suit you best.
  • Try to claim landmarks promptly; many are first-come, first-served, and they fill valuable space in your capital city for extra points.
  • Don't race through eras too quickly — advancing a little further before each income turn can mean more points and bonuses per era.
  • Spread some advancement across all four tracks rather than maxing one, since low-cost early steps on each track offer efficient rewards.
  • Keep an eye on your resource income; upgrading it early makes later, more expensive track steps much easier to afford.
  • Exploration and military gains are dice-driven, so treat them as bonuses rather than the backbone of your plan.
  • Hold tapestry cards for moments when their effects combine well with your current position instead of playing them immediately.
  • Watch what opponents are pursuing — contesting the same landmarks or territories can cost you tempo, so be ready to pivot.