Texto completo do manual

1
COMPONENTS
10 asymmetric civilization mats
7 unique, painted landmark miniatures
(5 for landmark cards, 1 for a new tapestry
card, and 1 for a new space tile)
5 landmark cards
15 tapestry cards

4 space tiles and
1 replacement space tile

12 landmark tokens
1 rulebook
1 exploration bag
an expansion designed by Jamey Stegmaier
art by Andrew Bosley • sculpts by Rom Brown
1-5 players; 90-120 minutes; ages 12+; competitive
Choose from a variety of new civilizations, pursue individual achievements
to add landmarks to your capital city, and sneakily interact with the opposition
in this first expansion for Tapestry.
INITIAL SETUP
Shuffle the new civilization mats and tapestry cards into
the original components. Place all original territory tiles
in the exploration bag (there aren’t any new territory
tiles in this expansion). Replace the original space tile
with the corrected tile as noted on the punchboard, and
shuffle that tile and the 4 new tiles into the original
stack of space tiles.
Optional: Place the 12 landmark tokens on their
corresponding spaces on the advancement tracks.
These serve as reminders for which landmarks are still
available.
At the end of your turn, if you have
at least 6 in your supply, gain
this landmark. PP
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At the end of your turn, if you
have at least 3 income buildings of
the same type in your capital city,
gain this landmark. PP
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At the end of your turn, if you have
at least 1 in your top row, gain
this landmark. PP
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At the end of your turn, if you have
at least 1 complete row or column in
your capital city, gain this landmark. PP
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At the end of your turn, if you have
at least 2 complete districts in your
capital city, gain this landmark. PP
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WHEN PLAYED:
Conquer a territory adjacent to your capital
city territory, then you may gain the benefit
on any territory tile you control.
MANIFEST DESTINY
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WHEN PLAYED:
Gain and explore it. If you
CARTOGRAPHY
gain at least 3 from the exploration,
you may also conquer the territory.
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WHEN PLAYED:
If played as a tapestry, gain 8 & .
STOLEN PLANS
You may discard this from your hand if an opponent
plays a trap against you. If you do, cancel their trap
and gain a random tapestry card from their hand.
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WHEN PLAYED:
Gain the stadium landmark and place
it in your capital city.
ENTERTAIN THE MASSES
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WHEN PLAYED:
Gain , then gain
if you’ve completed at least one row or
column in your capital city. Also gain 1
per completed district in your capital city.
WORLD’S FAIR
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See the box bottom for instructions on how
to pack them back in the box.
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2
NEW TAPESTRY CARDS
Of the 15 new tapestry cards, 9 are self-explanatory. Among the others, “Entertain
the Masses” is the first tapestry card paired with a specific landmark. The
remaining 5 are sneaky, trap-like cards that can be played during conquer actions or
as regular tapestry cards.
The core game rulebook says that “if an opponent plays a trap card as you attempt to
conquer the middle island, you do not gain this achievement,” referencing the “conquer
middle island” achievement. This also applies to the new tapestry card “Surprise
Party”.
If the tapestry deck ever runs out and there are discarded tapestry cards, shuffle them
to form a new deck. Otherwise, if there are no discarded cards, players cannot draw
more cards.
SETUP CHANGES
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, selects 1, and places it in
their player area. Then they pass the others counterclockwise
for the next player to select. Continue until each player has
chosen a landmark card. Each player places the corresponding
landmark miniature on or near their selected card.
During the game, at the end of one of their turns when a
player accomplishes the goal on their landmark card, they gain
the landmark and place it in their capital city.
Designer’s Note: These landmark
cards are designed to give each player
a short-term goal in the first half of
the game (instead of adding variable
global achievements). This mechanism
scales better for all player counts
than other mechanisms I considered
for adding new landmarks, and it also
enables more landmark cards to be
added in the future.
Designer’s Note: My goal with these
new tapestry cards—beyond adding
more cards, because that’s fun—was
to add a little zest to conquering.
Tapestry isn’t a combat game, but I still
want to give players opportunities to
feel sneaky and clever when they’re
interacting on the map. flfl
WHEN PLAYED:
If played as a tapestry, gain 10 or .
SURPRISE PARTY
You may discard this from your hand when an opponent
tries to conquer your territory if you are further advanced
on the military track than they are (you can’t also play
a trap). If you do, topple their outpost and gain

15.
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WHEN PLAYED:
If played as a tapestry, gain 9 & .
DOUBLE CROSS
You may discard this from your hand if an
opponent plays a trap against you.
If you do, cancel their trap and gain

5.
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WHEN PLAYED:
If played as a tapestry, gain 8 & .
STOLEN PLANS
You may discard this from your hand if an opponent
plays a trap against you. If you do, cancel their trap
and gain a random tapestry card from their hand.
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WHEN PLAYED:
If played as a tapestry, gain 7 & .
SURRENDER
You may discard this from your hand if an opponent
conquers your territory (you can’t also play a trap).
If you do, roll the conquer dice after the opponent
and gain both results.
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WHEN PLAYED:
If played as a tapestry, gain 9 & .
RETREAT
You may discard this from your hand if an opponent tries
to conquer your territory (you can’t also play a trap).
If you do, move your outpost to any adjacent territory
you control (even one with 2 tokens) and gain
.
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WHEN PLAYED:
Gain the stadium landmark and place
it in your capital city.
ENTERTAIN THE MASSES
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At the end of your turn, if you have
at least 6 in your supply, gain
this landmark. PP
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3
NEW SPACE TILES
One of the new space tiles is paired with a specific landmark, the Monolith. The
others read, “Whenever you advance on the ______ track, gain 5 VP.”
Designer’s Note: Some of the
constructive criticism I heard about
Tapestry is that there aren’t enough
ongoing benefits. This particularly hit
home in terms of the space tiles—
you’ve made it all the way to outer
space, and all you get is a one-time
benefit?! Hence the addition of these 3
tiles. There isn’t a corresponding tile for
the exploration track because players
typically only gain space tiles at the
end of that track, rendering an ongoing
benefit largely useless.
Note: There are abilities and cards in Tapestry that allow you to advance a great distance in
a single turn. That still counts as a single “advance.”
NEW CIVILIZATIONS
Like all other new components in this expansion, the new civilization mats are
designed to be shuffled in with the original mats. However, there are 10 of them,
enough to be used for the initial selection in a 5-player game if you so choose.
NEW TIEBREAKER
Replacing the original tiebreaker rule, the new tiebreaker is the player with the
tallest landmark miniature in their capital city.
Designer’s Note: While some of the new civilizations are simply my attempts to add
some twists to Tapestry, others have specific goals based on feedback I’ve heard about
the core game. For example, the Treasure Hunters hopefully address a desire from
some players for the terrain types to have more meaning in the game. Most notable are
the Utilitarians, who can gain ongoing benefits from a few of their landmarks. This is
something many players have asked for, though we found in the original playtesting that
it is extremely difficult for players to remember to use ongoing benefits. In this way, I
welcome players to choose civilizations that match their personalities and preferences,
even if this means not choosing them at random.
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4
ALCHEMISTS
When starting the game
with the Alchemists,
gain .
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, gain 1 fewer
resource during your first
income turn.
FUTURISTS
When starting the game with
the Futurist’s starting benefits,
lose and of your
choice.
HERALDS
When starting the game
with the Heralds, lose 15 VP.
Thus, the Heralds start the
game with -15 VP.
MERRYMAKERS
When starting the game
with the Merrymakers,
gain .
THE CHOSEN
When starting the game
with The Chosen, gain
15 VP per opponent.
TRADERS
When starting the game
with the Traders, gain
any .
©2020 Stonemaier LLC. Tapestry is a trademark of Stonemaier LLC. All Rights Reserved.
Special thanks to Sam Gray for inspiring the Treasure Hunters civilization and Jeremy Kaemmer for his data analysis assistance.
These civilization adjustments are subject to change over time;
please see stonemaiergames.com/games/tapestry (and please log your wins there).
ENTERTAINERS, HISTORIANS,
INVENTORS, ISOLATIONISTS, LEADERS,
MILITANTS, MYSTICS, NOMADS
no change
CIVILIZATION ADJUSTMENTS
These adjustments are made at the start of each game, whether you’re playing with or without the expansion.
No adjustments are made when gaining civilizations during the game.
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