Tapestry: Arts & Architecture
Tapestry: Arts & Architecture Rulebook
Table of Contents
Table of Contents
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)
- 25 player tokens (5 per player)
- 3 landmark tokens for the arts track
- 1 twenty-sided science die
- 20 tapestry cards
- 11 tech cards
- 20 masterpiece cards
- 20 inspiration tiles (4 per player)
- 1 reference guide
See the box bottom for instructions on how to pack them back in the box.
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 ([arts track symbol]) to help you identify them.
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).
- [income building icon]: 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.
- [crossed-out masterpiece icon]: You may discard all revealed cards next to the masterpiece deck, then replace them from the deck.
- [score icon]: Score 1 VP for each of your income buildings.
- [three masterpiece icons]: Gain the benefit of up to 3 different masterpiece cards (yours or your neighbors').
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 ([Broadcast icon]), you may gain the benefit of 1 of your masterpiece cards.
Masterpiece cards feature a few new icons:
- [column icon] and [row icon]: 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 icon]: Conquer an adjacent empty territory.
- [upgrade icon]: 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 ([Inspire icon]), 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.
The tiles are Symbology, Language, Writing, Telephone, Email, and Neural Implants.
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.
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.
Commercial Center (continuous): You may place income buildings and landmarks on this card. When you do, gain what was covered or 3 VP per square covered.
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.
- [landmark prerequisite icon]: This card's prerequisite requires it to have a landmark on it.
- [double upgrade icon]: Upgrade 1 tech card twice or 2 tech cards once each, ignoring prerequisites.
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): The printed illustration shows this card partly covered by the Automation card, so its ability text is not legible in the rulebook; see the icon key above.
New Civilizations
These new civilization mats are designed to be shuffled in with the others.
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 [multi-colour icon].
The six object types are shown on the mat as icons: [conquer icon] (marked with an asterisk, "*via conquer benefit; do not roll dice"), a grey building, a black tower, a green block, a grey stone, and an orange block.
At the end of the game, gain VP according to the number of different objects on this civilization mat:
| Different objects | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| VP | 1 | 3 | 6 | 10 | 15 | 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.
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.
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).
| Landmarks in group | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| VP | 1 | 4 | 9 | 16 | 25 | 36 | 49 |
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).
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"):
| Player tokens on mat | Reward |
|---|---|
| 1 token | 1 VP |
| 2 tokens | 3 VP and [green icon] |
| 3 tokens | 6 VP and [green icon] / [mixed icon] |
| 4 tokens | 10 VP and [green icon] / [mixed icon] / [cyan icon] |
| 5+ tokens | 15 VP and [green icon] / [mixed icon] / [cyan icon] / [orange icon] |
The four resource icons in this chart are too small in print to name; they are shown here by colour.
Architects: This mat appears in the Setup Changes illustration on page 2 of the rulebook; its printed text is transcribed here.
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 [any 1 resource icon]. There must be at least 1 income building in that district.
Whenever you score your capital city ([capital city scoring icon]), for each complete row/column where all the income buildings are identical (min. 1), that row/column is worth 2 VP, not 1 VP.
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.
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).
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, for more information.
- Archipelago: Islands count as districts.
- Cloud City: Clouds count as districts.
- Swamp: If you cover a [swamp tile icon] within a completed district, you don't gain an additional district completion bonus.
Civilization Adjustments
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 [any 1 resource icon] and [any 1 resource icon] 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 [any 1 resource icon].
- Entertainers: When starting the game with the Entertainers, gain [any 1 resource icon].
- Futurists: When starting the game with the Futurists, lose [red star icon] and [any 1 resource icon] 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 [any 1 resource icon].
- Merrymakers: When starting the game with the Merrymakers, gain [any 1 resource icon].
- Mystics: When starting the game with the Mystics, gain [any 1 resource icon].
- Spies: When starting the game with the Spies, lose [any 1 resource icon].
- The Chosen: When starting the game with the Chosen, gain 15 VP per opponent.
- Tinkerers: When starting the game with the Tinkerers, lose [any 1 resource icon] and [any 1 resource icon].
Automa & Shadow Empire: Solo and 2-Player Variants
This section is the Automa & Shadow Empire companion booklet (AA_Tap_AutoRulebook_r2), transcribed from the publisher's PDF.
2-Player Shadow Empire Variant Rules
- If you play with the 2-player Shadow Empire variant, Shadow Empire isn't considered a player for the purpose of handling the landmark cards during setup.
- When playing the Advisors civilization, you cannot give a tapestry card to Shadow Empire.
- Shadow Empire's Twin Impact variant is compatible with the 2-player Shadow Empire variant.
Rules for Solo Play
Before Your First Play
Replace the following 10 Automa decision cards provided in the base game (card IDs: 1, 2, 4, 5, 8, 10, 13, 15, 17, and 19) with the new ones provided in this expansion. The old ones should be thrown away.
If you have the Plans and Ploys expansion, replace the Hucksters/Trailblazers civilization card with the new one provided in this expansion. The old one should be thrown away.
Components
- 1 scoring overlay tile
- 10 replacement decision cards
- 2 Automa civilization cards
- 2 Arts and Architecture income cards
- 1 Arts and Architecture player aid card
- 1 replacement card for the Automa Hucksters/Trailblazers civilization card from the Plans and Ploys expansion
Plans and Ploys Compatibility
The Plans and Ploys expansion is not required for the Arts and Architecture expansion.
The scenarios from the Plans and Ploys expansion are not compatible with any part of this expansion. If not playing those scenarios, you may mix and match expansions as you like.
Setup
Remove the Granges tapestry card from the game, in addition to any components removed in the core and other expansion Automa rulebooks.
Place the scoring overlay tile on top of the technology and exploration scoring icon on the Automa's income mat.
For difficulty levels 1–4, cover the income chart of the Automa's income mat with the corresponding Arts and Architecture income card. Levels 5–6 still use the income chart as printed on the Hard side of the income mat.
Give the Automa a random civilization from among all Automa civilizations. If the favorite track is listed as [science die icon], roll the science die to determine the Automa's favorite track.
Instead of the normal landmark card setup:
- Gain 2 landmark cards; choose 1.
- Place the unchosen card's landmark in the [landmark box icon] box on the Automa's income mat and discard the card.
- For difficulty levels 3 and 4, + [landmark box icon] [landmark box icon]: Draw 2 more landmark cards, place both landmarks in the [landmark box icon] box on the Automa's income mat and discard the cards.
Note: Only do this step when playing Tapestry with the Arts track.
Benefits and Income Turns
The Automa gains these new benefits on the Arts track:
- [Military, Science, Explore, and Technology track icons]: Roll the science die until it shows one of the indicated tracks. Carry out the corresponding advancement.
- [masterpiece icon]: Discard the 3 face-up masterpiece cards and replace them.
During income turns, the Automa gains points from the Arts Track as it does for the Technology and Exploration Tracks, as shown on the scoring overlay tile placed during setup.
Favorite Tracks
Instead of marking the favorite tracks of Automa and Shadow Empire by using one of their outposts, place and move 2 player tokens as if they were 1.
When changing their favorite track, take the additional token and place it beside the token already on the new favorite track.
Note: This is the same rule as in the Plans and Ploys expansion, repeated here in case you don't have that expansion. Use this method when playing the core game, as well.
Variant: Shadow Empire's Twin Impact
With the addition of the Arts Track, you might want to increase the competition for landmarks.
With Twin Impact, Shadow Empire controls two sets of player tokens, both moving along the tracks each turn.
Note: Shadow Empire is still considered a single bot; it's just more powerful.
During Setup, choose an unused color for Twin Impact and place 1 player token of that color on the starting space of each advancement track.
Shadow Empire Advances
Each time Shadow Empire advances on a track, its Twin Impact occurs, if possible: advance the Twin Impact token on the track 1 track clockwise from the one Shadow Empire advanced on.
Note: The Arts track is always considered 1 track clockwise from the track it is placed beside.
Shown below are all four possible locations for the Arts track:
- Arts track next to Military
- Arts track next to Science
- Arts track next to Explore
- Arts track next to Technology
Any landmarks taken by Twin Impact are placed in the [landmark box icon] box on Automa's income mat.
The Twin Impact's tokens cannot earn the "complete any advancement track" achievement.
Special Cases with Twin Impact
- Neighbors ([neighbor icons]): For rules that consider neighbors, Twin Impact tokens are ignored. Automa and Shadow Empire are the player's neighbors.
- Landmarks gained by Twin Impact do not trigger the Historians' ability.
- The Chosen gain 3 VP instead of "1 VP per opponent" for their achievement track ability.