Texto completo do manual
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COMPONENTS
5 asymmetric civilization mats
6 advanced capital city mats
5 landmark cards
1 arts track
8 unique, painted landmark miniatures
(5 for landmark cards, 3 for the arts track)
20 tapestry cards
11 tech cards
20 masterpiece cards
25 player tokens (5 per player)
3 landmark tokens for the arts track
1 twenty-sided science die
20 inspiration tiles (4 per player)
1 reference guide
an expansion designed by Jamey Stegmaier and Mike Young
art by Andrew Bosley • sculpts by Rom Brown
1-5 players; 90-120 minutes; ages 14+; competitive
Choose from a variety of new capital city mats, a new advancement track featuring new types of cards and tiles, plus
more civilizations, tapestry cards, tech cards, and landmark cards in this second expansion for Tapestry.
INITIAL SETUP
Shuffle the new civilization mats, tapestry
cards, and tech cards into the original
components. If you have another expansion,
shuffle all landmark cards together as well.
Do not shuffle in the new advanced capital
city mats.
When playing future games of Tapestry,
if you decide not to include the arts track
and inspiration tiles, you don’t need to
separate any other components. Instead, if a
tapestry card, tech card,
or civilization mat is
drawn that refers to the
arts track, immediately
discard it and draw
another. The tapestry
cards unique to the arts
track are marked with a
special symbol () to
help you identify them.
RELENTLESS
The Relentless are always pushing for improvement, rushing
forward without pause.
At the end of each of your income and advancement turns, if you
gained at least one building (income or landmark) during that
turn, place a player token on this civilization mat.
At the end of each of your
advancement turns, if you
did not gain at least one
building on that turn, remove
all player tokens from this
mat, and gain rewards based
on the following chart
(“/” means “or”):
1 token: 1
2 tokens: 3 +
3 tokens: 6 +/
4 tokens: 10 +//
5+ tokens: 15 +///
GAMBLERS
The Gamblers know when to hold ‘em and know when to fold ‘em.
If you start the game with this civilization, at the end of your
first income turn reveal 3 tapestry cards. Play one with a “when
played” ability on top of Maker of Fire, resolve the ability, and
discard the other revealed cards. If you reveal no valid cards,
add 1 of the revealed cards to your hand and discard the rest.
At the beginning of your income turns (2-4), reveal 3 tapestry
cards. Play one with a “when played” ability on top of the current
era, resolve the ability, and discard the other revealed cards. If
you reveal no valid cards, add 1 of the revealed cards to your
hand and discard the rest. Then proceed to play your tapestry
card for this era as normal (on top of it).
URBAN PLANNERS
The Urban Planners want a neat, orderly city. They see a place
for everything and everything in its place.
After players have chosen landmark cards at game start (or
when you gain the Urban Planners), choose an additional card
from the landmark deck. If no landmark cards are available, you
may discard this and draw a different civilization mat.
When you gain a landmark, you may place it on this card. If you
do, you may place it in your capital city on a future turn.
At the end of your final income turn, gain VP according to the
chart below for the largest group of connected landmarks in your
capital city (where each landmark touches at least one other
landmark orthogonally).
1: 1
2: 3
3: 6
4: 10
5: 15
6: 21
7: 28
RENEGADES
The Renegades choose to forge their own path, advancing in ways
that other civilizations cannot and finding shortcuts along the way.
Start with a player token on the start position of the Renegades’ track.
When advancing on a track where you would gain the benefit, you
may ignore its benefit (and bonus, if applicable) to advance on this
track and gain its benefit instead. You still gain applicable landmarks.
The tier you’re advancing into or within must match the tier you are
advancing into on this mat. This is the only way to advance on this
track, and it is not considered an advancement track for other cards,
abilities, achievements, etc.
Reaching the end of this track counts toward the end-of-track
achievement.
COLLECTORS
The collectors proudly display a variety of objects and buildings.
When you gain at least one of the following during an
advancement turn, you may place one of them on this civilization
mat if there isn’t already one of that type here. Then gain .
bonus if applicable to advance on this track and gain its benefit instead You still gain applicable landmarks The tier you re advancing into or within must match the tier you are advancing into on this mat This is the only way to advance on this track and it is not considered an advancement track for other cards abilities achievements etc Reaching the end of this track counts toward the end of track achievement COLLECTORS The collectors proudly display a variety of objects and buildings When you gain at least one of the following during an advancement turn you may place one of them on this civilization mat if there isn t already one of that type here Then gain
At the end of the game, gain
VP according to the number
of different objects on this
civilization mat.
1: 1
2: 3
3: 6
4: 10
5: 15
6: 21
Items on your mat still count as yours for the purposes of scoring,
but may no longer be used, upgraded, played, or discarded. All
cards and tiles are kept face down.
*via conquer benefit; do not roll dice
*
ASTROLABE
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade the Astrolabe. The prerequisite for upgrading
to the top row is that there is a landmark on this card.
CALCULUS
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade Calculus. The prerequisite for upgrading to the
top row is that there is a landmark on this card.
JET FUEL
Technology - Invention
AUTOMATION
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade Automation. The prerequisite for upgrading to
the top row is that there is a landmark on this card.
DUCT TAPE
Technology - Invention
MICROPHONE
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade the Microphone. The prerequisite for upgrading
to the top row is that there is a landmark on this card.
AGE OF ENLIGHTENMENT
WHEN PLAYED:
Roll the science die. You may advance on the
resulting track once or twice, then gain the
benefit of your final location on that
track (do not gain the bonus).
NATIONAL PARKS
THIS ERA:
Instead of placing an income building or
landmark in your capital city, you may place
it on a territory you control that only has 1 token.
If you do: /
INFRASTRUCTURE UPGRADE
WHEN PLAYED:
Choose and gain a landmark card.
If none are available, gain 10.
COMMERCIAL CENTER
CONTINUOUS:
You may place income buildings and land-
marks on this card. When you do, gain what
was covered or 3 per square covered.
ARTISTIC INSPIRATION
THIS ERA:
When you advance on the arts track,
gain 3. Whenever you take a action,
you may choose the arts track
regardless of the result.
GRANGES
WHEN PLAYED:
In order (starting with you), each player may
does this, you may gain the benefit of your
current position on the arts track.
pay to gain . If at least 1 opponent
GOVERNMENT GRANTS
WHEN PLAYED:
Advance on the arts track and gain the
benefit (you may gain the bonus for free).
Then regress on one other track and gain
the benefit (but not the bonus).
FOUND ART
THIS ERA:
When paying to advance on the arts track,
one of the .
you may discard two instead of paying
See the box bottom for instructions on how
to pack them back in the box.
You may gain this benefit only once. Flip this card face
down after it has been used. This benefit may not be
gained by other players using .
ASTROL ABE
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade the Astrolabe. The prerequisite for upgrading
to the top row is that there is a landmark on this card.
AUTOMATION
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade Automation. The prerequisite for upgrading to
the top row is that there is a landmark on this card.
CALCULUS
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade Calculus. The prerequisite for upgrading to the
top row is that there is a landmark on this card.
DUCT TAPE
Technology - Invention
JET FUEL
Technology - Invention
WAR COLLEGE
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade the War College. The prerequisite for upgrading
to the top row is that there is a landmark on this card.
to immediately upgrade Automation The prerequisite for upgrading to the top row is that there is a landmark on this card CALCULUS Technology Invention If there is no landmark on this card whenever you gain a landmark you may place it on this card to immediately upgrade Calculus The prerequisite for upgrading to the top row is that there is a landmark on this card DUCT TAPE Technology Invention JET FUEL Technology Invention WAR COLLEGE Technology Invention If there is no landmark on this card whenever you gain a landmark you may place it on this card to immediately upgrade the War College The prerequisite for upgrading to the top row is that there is a landmark on this card
MICROPHONE
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade the Microphone. The prerequisite for upgrading
to the top row is that there is a landmark on this card.
OIL PAINT
Technology - Invention
OPERA
Technology - Invention
PUBLIC ART
Technology - Invention
SUBURBS
Technology - Invention
No Prerequisite
Advance on the technology track. Gain the
benefit & pay to gain the bonus (if any).
Gain 1 coin.
Gain 1 masterpiece card.
Gain any 1 resource.
Upgrade 1 tech card twice or 2 tech cards
once each, ignoring prerequisites.
Gain 1 culture.
Gain 1 inspiration tile.
Gain 1 tapestry card.
Advance on the exploration track. Gain the
benefit & pay to gain the bonus (if any).
Gain 1 food.
Advance on the arts track. Gain the benefit &
pay to gain the bonus (if any).
Gain any 1 resource.
Advance on the military track. Gain the benefit
& pay to gain the bonus (if any).
Gain 1 culture.
Advance on the science track. Gain the benefit
& pay to gain the bonus (if any).
Gain 1 worker.
Gain 1 VP per arts track space you’ve advanced.
Advance on the arts track (no benefit/bonus).
Explore a space tile from your supply.
Gain 1 space tile.
Gain an income building of your choice.
Gain 4 VP.
Gain 5 VP.
You may then pay
any 1 resource to
gain an income
building of your
choice.
Inspire: Place an
inspiration tile
on your income
mat, covering the
relevant income
track.
You may then pay
any 1 resource to
gain an income
building of your
choice.
Create: Gain a
masterpiece card
(always choose
from 1 of the 3
face-up cards or
the top card of the
deck).
Advance on 1 of
these tracks, then
gain the benefit
& pay to gain the
bonus (if any).
Gain 1 VP per
territory tile in your
supply and gain 1
VP per tech card in
your supply.
Gain any 1 income
building, then gain
1 VP for every
income building in
your capital city.
Inspire: Place an
inspiration tile
on your income
mat, covering the
relevant income
track.
You may then pay
any 1 resource to
gain a masterpiece
card.
Advance on 1 of
these tracks, then
gain the benefit
& pay to gain the
bonus (if any).
You may then pay
any 1 resource to
gain 1 masterpiece
card.
Broadcast:
• Gain the benefit
of 1 of your
masterpiece
cards.
• Gain an income
building of your
choice.
Gain the benefit of
up to 3 different
masterpiece cards
(yours or your
neighbors’).
ARTS
Gain 1 tapestry
card.
You may discard all
revealed cards next
to the masterpiece
deck, then replace
them from the
deck. Lastly, gain 1
masterpiece card.
ARTS
REFERENCE GUIDE
At the end of your turn, if you
have invented at least 3 , gain
this landmark.
At the end of your turn, if your capital
city has at least 3 different types of
income buildings, gain this landmark.
At the end of your turn, if you
moved into a tier that no longer had
its corresponding landmark,
gain this landmark.
At the end of your turn, if you
control 3 territories adjacent to your
starting territory, gain this landmark.
At the end of your turn, if you have
reached tier II or higher on at least
2 advancement tracks, gain this
landmark.
ARTISTIC INSPIRATION
THIS ERA:
When you advance on the arts track,
gain 3. Whenever you take a action,
you may choose the arts track
regardless of the result.
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SETUP CHANGES
A. Arts Track: When setting up the game board, you
may add the arts track to the table. It is a fifth
advancement track. Next to it, shuffle the deck of
masterpiece cards and reveal 3 cards. Replace the
original d12 science die with the new d20 science
die.
Optional: Place the 3 landmark tokens on their
corresponding spaces on the arts track. These
serve as reminder for which landmarks are still
available on the arts track and compliment the
12 landmark tokens from the Plans & Ploys
expansion on the 4 original tracks.
B. Advanced Capital City Mats: During the civilization mat
step, each player receives a random advanced capital
city mat along with their civilization mats. They may
replace their previously selected capital city mat
(which determines their starting territory) with the
advanced mat if they wish. This selection happens
simultaneously with civilization mat selection, as
some advanced capital cities may work better with
some civilizations than others.
C. During the player tokens step, each player places
1 of their player tokens on the arts track (the other
player tokens join their personal supply).
D. Each player keeps a set of the 4 unique inspiration
tiles within reach, but not on their income mats.
E. Landmark Cards: After selecting the 1st player at the
end of regular setup, the player going last draws
landmark cards equal to the number of players (or
number of players +1 if playing with Plans & Ploys),
selects 1, and passes the others counterclockwise for
the next person to select. Continue until each player
has chosen a landmark card. Each player places the
corresponding landmark miniature on or near their
selected card. If there are remaining landmark cards,
they form the shuffled landmark deck.
Landmark Card Goal: During the game, at the end of a
turn when a player accomplishes the goal on their
landmark card, they gain the landmark miniature
and place it in their capital city.
Setup is now complete!
ARTS TRACK
The arts track is a fifth advancement track. It features a few new icons noted below (others are explained in the next section, Masterpiece Cards).
: Gain an income building of your choice.
Create: Gain a masterpiece card (always choose
from 1 of the 3 face-up cards or the top card of the
deck).
Inspire: Place an inspiration tile on your income
mat, covering the relevant income track.
Broadcast: Gain the benefit of 1 of your
masterpiece cards.
: You may discard all revealed cards next to
the masterpiece deck, then replace them from the deck.
: Score 1 VP for each of your income buildings.
: Gain the benefit of up to 3 different
masterpiece cards (yours or your neighbors’).
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A
C
The Architects value an organized and structured capital city.
Each time you complete a district, if all income buildings in it are
identical, gain +1 . There must be at least 1 income building in
that district.
Whenever you score your capital city (), for each complete
row/column where all the income buildings are identical (min. 1),
that row/column is worth 2, not 1.
If you gain this civilization in the middle of the game, you may
immediately swap the positions of 2 income buildings in your
capital city. You may then repeat this up to 2 more times.
ARCHITECTS
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B
At the end of your turn, if you
have invented at least 3 , gain
this landmark. AA
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E
D
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DUCT TAPE
Technology - Invention DD
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MASTERPIECE CARDS
Whenever you gain the Create benefit, gain a
masterpiece card (face-up or from the top of the
deck; immediately replenish a face-up card if
selected) and place it on the Maker of Fire slot on
your income mat. Multiple masterpiece cards can
be placed there in a stack, revealing the benefits at
the top of each card. You can place them elsewhere
if you’d like, but we’ve found that this is the best
position to prevent players from forgetting to gain
masterpiece benefits.
Masterpiece card benefits are gained at the
beginning of each of your income turns. Additionally,
when you gain the Broadcast benefit (), you may
gain the benefit of 1 of your masterpiece cards.
Masterpiece cards feature a few new icons:
and : Gain 1 VP per completed column or
row (respectively) in your capital city. This does not
count as scoring your capital city (e.g., Swamp and
Urban Planners do not trigger their abilities).
: Conquer an adjacent empty territory.
: Upgrade a tech card. This tech card cannot
be upgraded more than once this turn (so if you
upgrade it using this ability, you cannot upgrade it
again during the “Upgrade 1 tech card” step of your
income turn or via your civilization ability).
INSPIRATION TILES
Each player begins with a set of 4 unique inspiration tiles in their
personal supply (1 tile per income track). Whenever you gain the Inspire
benefit (), choose 1 of your unused inspiration tiles and place it on
the corresponding track on your income mat (income buildings remain in
their original positions on the tile).
Each of the 4 unique inspiration tiles matches one income track on your
income mat, upgrading what is already available. You can’t place an
inspiration tile on a track that does not match.
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NEW TECH CARDS
These new tech cards are designed to be shuffled in
with the others.
Among these is a new type of tech card that wants a
landmark to be placed on the tech card itself. If there
is no landmark on this type of tech card, whenever
you gain a landmark, instead of placing the landmark
on your capital city, you may place it in the tech card
(size doesn’t matter) to instantly upgrade it once.
The landmark remains on the card for the entire
game (unless you discard the tech card, in which
case the landmark on it is also discarded). If you
have two such cards, having a landmark on one of
them is not sufficient to upgrade both.
: This card’s prerequisite requires it to have a
landmark on it.
: Upgrade 1 tech card twice or 2 tech cards once
each, ignoring prerequisites.
NEW TAPESTRY CARDS
These new tapestry cards are designed to be shuffled in with the others
Several of these new cards have continuous abilities that begin their effect
when played and apply throughout the rest of the game, not just the current era.
Continuous abilities cannot be copied (e.g., by cards like Espionage).
Some new tapestry cards feature building plots. Buildings may be placed on these
cards instead of in your capital city, and score as if they were in your capital city.
Landmarks may be placed on these cards, and may extend beyond the card’s
grid. When a tapestry card is covered, discard all buildings and landmarks on it.
Discarded buildings are not scored when looking at the buildings in your capital city. DD
CONTINUOUS:
You may place income buildings and land-
marks on this card. When you do, gain what
COMMERCIAL CENTER
was covered or 3 per square covered.
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Dark Ages: This card from
the core game tells a player
to “Regress once on 3
different advancement tracks
if possible, then advance
three times on the remaining
track. Do not gain any
benefits or bonuses.” When playing with
the arts track, you may choose which one
of the 2 remaining tracks to advance on.
AUTOMATION
Technology - Invention
If there is no landmark on this card, whenever you gain
a landmark, you may place it on this card to immediately
upgrade Automation. The prerequisite for upgrading to
the top row is that there is a landmark on this card.DD
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NEW
CIVILIZATIONS
These new
civilization mats
are designed to be
shuffled in with the others.
Alchemists: If you roll the arts track
icon while using this core-game
civilization, you may roll again
or stop (only the original 4 track
icons apply to the Alchemists).
RENEGADES
The Renegades choose to forge their own path, advancing in ways
that other civilizations cannot and finding shortcuts along the way.
Start with a player token on the start position of the Renegades’ track.
When advancing on a track where you would gain the benefit, you
may ignore its benefit (and bonus, if applicable) to advance on this
track and gain its benefit instead. You still gain applicable landmarks.
The tier you’re advancing into or within must match the tier you are
advancing into on this mat. This is the only way to advance on this
track, and it is not considered an advancement track for other cards,
abilities, achievements, etc.
Reaching the end of this track counts toward the end-of-track
achievement.
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RULES AND CLARIFICATIONS
These apply to all games of Tapestry, with or without this expansion.
• You may not activate the same space on an advancement track more than once
during your turn.
• You may not respond to other players (e.g., tapestry cards) after your final
income turn. Your active game is over, but you can passively gain victory
points from civilization abilities.
• As noted in the Plans and Ploys expansion, the new tiebreaker is the player
with the tallest landmark in their capital city.
• If you have a set of landmark cards from another expansion, deal out the
number of landmarks cards equal to the number of players +1. After all players
have chosen, the remaining card is shuffled into the landmark card deck.
ADVANCED CAPITAL CITY MATS
These new capital city mats are designed to
be kept separate from the original mats. Read
Setup Changes, step B, on page 2 for more
information.
Archipelago: Islands count as districts.
Cloud City: Clouds count as districts.
Swamp: If you cover a within a completed
district, you don’t gain an additional district
completion bonus.
CIVILIZATION ADJUSTMENTS
ADVISORS, ALIENS, HERALDS,
INVENTORS, ISLANDERS, ISOLATIONISTS,
LEADERS, MILITANTS, NOMADS,
RECYCLERS, RIVERFOLK
no change
These adjustments are made at the start of all games of Tapestry, with or without this expansion.
No adjustments are made when gaining civilizations during the game.
ALCHEMISTS
When starting the game
with the Alchemists,
gain and 10 VP.
ARCHITECTS
When starting the game
with the Architects in
a game with 3 or more
total players, gain 10 VP
per opponent.
CRAFTSMEN
When starting the
game with the
Craftsmen, lose .
ENTERTAINERS
When starting the game
with the Entertainers,
gain .
FUTURISTS
When starting the game
with the Futurists, lose
and of your choice.
HISTORIANS
When starting the game
with the Historians, if
playing with the Arts track,
lose 5 VP per opponent.
INFILTRATORS
When starting the game
with the Infiltrators,
lose .
MERRYMAKERS
When starting the game
with the Merrymakers,
gain .
MYSTICS
When starting the
game with the Mystics,
gain .
SPIES
When starting the
game with the Spies,
lose .
THE CHOSEN
When starting the game
with the Chosen, gain
15 VP per opponent.
TINKERERS
When starting the game
with the Tinkerers,
lose .
TRADERS
When starting the
game with the Traders,
gain and 10 VP.
TREASURE HUNTERS
When starting the
game with the Treasure
Hunters, lose .
UTILITARIANS
When starting the game
with the Utilitarians,
lose .
©2019 Stonemaier LLC. Tapestry is a trademark of Stonemaier LLC. All Rights Reserved.
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