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Tapestry: Plans and Ploys

Expansion for Tapestry

Tapestry: Plans and Ploys Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Landmark Cards (PP AA)
  • Gameplay
    • Gameplay (PP AA)
  • Exploration
    • Explore Space (PP)
  • Military
    • Response Cards (PP)
  • Optional Variants
  • Civilization Adjustments
  • Frequently Asked Questions

Components

The Plans & Ploys column of the components table lists:

  • 10 civilization mats
  • 7 landmark miniatures
  • 15 tapestry cards
  • 5 landmark cards
  • 12 landmark tokens
  • 4 space tiles (+1*)
  • 1 territory tile exploration draw bag
  • 1 rulebook

* Replaces component(s) from base game or earlier expansion.

Setup

Global setup, step 5 (Territory and space tiles): Shuffle the space tiles and place them in face-down stacks beside the board. Shuffle the territory tiles and place them face down beside the board (use the draw bag instead if you have PP).

Global setup, step 7 (Landmark tokens PP AA): Place the landmark tokens on the corresponding spaces of the advancement tracks.

Landmark Cards (PP AA)

The player sitting to the right of the first player draws landmark cards equal to the number of players (or the number of players + 1 if playing with both PP and AA).

That player selects 1 landmark card and passes the others counterclockwise for the next player to select. Continue until each player has selected a landmark card.

Each player places their landmark card to the left of their civilization mat and may place the corresponding landmark miniature on or near their card.

If there are remaining landmark cards, shuffle them to form a face-down landmark deck.

Gameplay

Gameplay (PP AA)

Printed in the Gameplay introduction, after "Your first turn must be an income turn."

At the end of your turn, if you have met your landmark card's goal, gain that landmark.

Exploration

Explore Space (PP)

One of the space tiles is paired with a specific landmark, the Monolith. Several others, as in the example below, read, "Whenever you advance on the ________ track, gain 5 VP."

Military

Response Cards (PP)

Some response cards (e.g., Double Cross) allow you to cancel your opponent's trap card. If you play such a card after theirs, then their outpost is toppled after all, and yours remains upright. These trap-response cards can only be played in response to traps, not other trap-response cards, nor can a trap be played in response to a trap-response. In other words, if a player plays a trap card and a trap-response card is played, then no additional cards may be played for that conquer action.

This rule also applies to any response card (e.g., Surprise Party or Gremlins) that your opponent discards in order to topple your outpost. (PP FF)

Optional Variants

  • You may require all players to draw civilizations from the same expansion. (PP AA FF)

Civilization Adjustments

The final page of the integrated rulebook lists adjustments for every civilization without marking which expansion each belongs to. Only the civilization whose Plans & Ploys status is marked elsewhere in this booklet (the Recyclers, in the FAQ) is reproduced here.

  • Recyclers: When starting the game with the Recyclers, upgrade a tech card.

Frequently Asked Questions

Can the Recyclers immediately recycle a tech card back down to the bottom row? (PP)

Moving a tech from the Recyclers' top row to the bottom row takes a separate upgrade action. That means if you upgrade a tech to the top row, you must then have a second upgrade available to move it from the top row to the bottom row.

Can a trap card, Double Cross, and a Retreat all be played on the same turn? (PP)

No. When the first trap is played, the conquer action fails. Then the Double Cross causes the trap to fail. You wouldn't then have an option of playing Retreat because a Retreat can only be played in response to a conquer action and you've already "moved on" from the conquer.