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Tapestry box art

Tapestry

Game ID: GID0315127
Game Info
Year
2019
Players
1-5
Age
12+
Playtime
120 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier.

Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!

In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.

—description from the publisher

Description

Tapestry is a two-hour game for 1-5 players designed by Jamey Stegmaier.

Create the civilization with the most storied history, starting at the beginning of humankind and reaching into the future. The paths you choose will vary greatly from real-world events or people — your civilization is unique!

In Tapestry, you start from nothing and advance on any of the four advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 57
This page: 50
Sentiment: pos 33 · mix 6 · neu 1 · neg 1
Mentions per page
Showing 1–50 of 57
Video uJJA5NIPaPk kovray Review
video_pk 68813 · mention_pk 165104
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video KJ9qSauY7EI kovray Review
video_pk 68883 · mention_pk 165177
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video cqDpe0qsZQE Playthrough at 16:53
video_pk 67643 · mention_pk 163824
Tapestry video thumbnail
Click to watch at 16:53 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I see Ian Mark uh Aak. Let me know your name so I can say your name.
  • I'm Jamie from Stillmire Games. I'm here to play round two of game 87 of Rolling Realms.
  • And I agree this is an interesting perhaps difficult combination of realms.
  • For every resource you're about to gain, you may gain another resource type instead. Flexibility. That's good.
  • I'm pretty sure I've activated all the realms every turn.
  • I'm essentially just going for completion and for using all three realms.
  • This was a lot of fun to see a bigger group of people hanging out and playing along.
References (from this video)
No references stored for this video.
Video GNMgSUgiZps Review at 0:08 sentiment: positive
video_pk 67114 · mention_pk 163092
Tapestry video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The solo opponent mechanism works really well once understood.
  • Moving up tracks is neat and allows for chaining actions.
  • Picking up technology and seeing what civilization creates is interesting.
  • Eras cards define different stages of the game.
  • The capital city mat provides a neat puzzle.
  • Allows for emergent storytelling through civilization growth.
  • Playtime is around an hour, a great experience.
  • Monuments are nice prepainted miniatures.
  • Decisions feel meaningful, hard to make a bad move.
  • Lots of strategies and stories unfold.
  • Can mix and match expansions for different experiences.
  • Unexpected surprises can add excitement.
  • Solo opponent turns are quick once understood.
  • Distilled cool stuff into tracks that work well and tell a fun story.
Cons
  • There is a learning curve to understanding the solo opponent sequence.
  • Some eras might not be super exciting.
Thematic elements
  • Civilization building
  • Weaves a literal tapestry of what happens with your civilization as it grows.
Comparison games
  • Darwin's Journey
Mechanics (from transcript analysis)
  • Area control/blocking — The shadow empire that sort of acts uh as a a secondary neutralish character that blocks a lot of things.
  • asymmetric player powers — Your civilization mat, which sets sort of your asymmetric ability that you're going to use.
  • card drafting/playing — Awesome actual uh cards that will get played to your mat that sort of all... define the different eras that you go through.
  • set collection — Completing rows and columns or these different sections in order to gain bonuses.
  • Track advancement — You're moving up along these different tracks like science and military.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's neat to be able to sort of chain things together or when you're going up on like the technology track picking up different pieces of technology and seeing what your civilization invests in or creates.
  • It sort of weaves a literal tapestry of what happens with your civilization as it grows.
  • You really have to try to make bad moves with this game.
  • It opens itself up to a lot of strategies, a lot of stories.
  • I like having that sort of unexpected surprise show up where that can, you know, that can happen. Like, whoa, okay, we opened up a wormhole.
References (from this video)
No references stored for this video.
Video ZWBMgF8Y-GU Top List at 1:53
video_pk 67044 · mention_pk 162962
Tapestry video thumbnail
Click to watch at 1:53 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Unlike other rankings that I know and love, like on BoardGameGeek, the hotness, um the hotness is kind of dominated by games that are coming out in the future, rather than games that are already that people are actively already playing.
  • I wanted a power ranking hotness-style list about games that we've already played, and now that we've played them, we want to play them again.
  • The bottom three get knocked off, and next month they will be replaced by Terraforming Mars, Sanctuary, and Dune Imperium.
  • I think that is really clever. I kind of want to see more games with this discovered asymmetry that impacts all players during the game.
  • This is the number two game that people have played that they want to play again.
  • A real classic game here that has been given a little bit of new life thanks to I think the special edition, which is really stunning.
  • I think these are games that people play. Like, people aren't I don't think everyone is playing Galactic Cruise every night. And even if you are, you're probably mixing in a lighter game every now and then. And those games I think are relevant are are relevant, too.
References (from this video)
No references stored for this video.
Video HYc5-6a7gEU Discussion at 10:20
video_pk 67045 · mention_pk 162996
Tapestry video thumbnail
Click to watch at 10:20 · YouTube ↗
Pros
  • Ability to explore space.
Cons
none
Thematic elements
  • Civilization building
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Now onto the video that I already filmed where I talk about sponsorships and maybe if I get to it if I have time, my ranking of my top 10 favorite Stonemaier games.
  • No money was exchanged. We're just kind of a figurative sponsorship rather than a a literal one.
  • Why build roads when you can go to space?
  • What better way to tour Japan than from inside a giant mech?
  • Making sure everyone's vantage is never blurry.
  • I love that a rum company is the sponsor of our wine making game Viticulture.
  • When you can't find enough friends to use as bait to tame real dragons, you can do it on the tabletop with much less bloodshed.
References (from this video)
No references stored for this video.
Video jMATfG38ha8 Top List at 0:29 sentiment: positive
video_pk 66485 · mention_pk 162011
Tapestry video thumbnail
Click to watch at 0:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The games that you have played at least once that you are the most excited to play again.
  • One thing I think I'd like to mention is that I still think it's fairly unique that in Scythe, the resources that you earn, the the the wheat, the wood, the the ore, the oil, that they are all kept on the board itself.
  • I love the interactions that happen here. It's one of my favorite types of interactions in games.
  • I think what I will say is uh I'm kind of amazed that it uses such a clever dice selection mechanism. And I'm kind of amazed that other games haven't tried to use this.
References (from this video)
No references stored for this video.
Video ZJ7SCPAIDE4 Allies or Enemies Top 100 List at 22:44 sentiment: positive
video_pk 65961 · mention_pk 160209
Allies or Enemies - Tapestry video thumbnail
Click to watch at 22:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting abstracted civilization progression
  • Multiple expansions add varied civilizations
Cons
  • Can be heavy for new players
Thematic elements
Comparison games
  • Gaia Project
  • 8-Minute Empire
Mechanics (from transcript analysis)
  • civilization track racing / multiple paths — Advancement on tracks to gain resources and influence; a city-building board with buildings that unlock bonuses.
  • Track advancement — Advancement on tracks to gain resources and influence; a city-building board with buildings that unlock bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is like our comfy time game.
  • the coziest of cozy games for me.
  • Surprisingly terrific two-player game.
  • This is one of the games that was responsible for the resurgence of roll and write games.
  • Cooperative games is one of my favorite types of games.
References (from this video)
No references stored for this video.
Video 4xNem0YVQDs Allies or Enemies Top 10 List at 6:57 sentiment: positive
video_pk 65866 · mention_pk 159933
Allies or Enemies - Tapestry video thumbnail
Click to watch at 6:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • asymmetric civilizations
  • variety from civilizations and city boards
  • arts and architecture expansion adds new paths
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is such a tight package
  • the lazy season really is the star of the show
  • it's like the mittens of board games
  • I love when an expansion really changes the way that you can play a game
  • it's cozy it's like drinking hot chocolate on a chilly day
  • this feels like an enormous sandbox of possibilities
References (from this video)
No references stored for this video.
Video pO5E40vN8rU Allies or Enemies Top 100 List at 3:35 sentiment: positive
video_pk 65828 · mention_pk 159741
Allies or Enemies - Tapestry video thumbnail
Click to watch at 3:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high level of asymmetry and expansion footprint
  • expansions further boost asymmetry
  • engaging meta and long-term strategy
Cons
  • complex and heavy for newcomers
Thematic elements
  • civilization growth through distinct tracks
  • civilization progression with multiple asymmetric paths
  • epic, ambitious
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric factions — Each faction has unique abilities and goals, driving divergent playstyles.
  • Asymmetric Mechanics — Each faction has unique abilities and goals, driving divergent playstyles.
  • set collection — Gaining resources to build and develop your civilization.
  • set collection / resource management — Gaining resources to build and develop your civilization.
  • Track advancement — Move along several tracks to unlock resources and bonuses.
  • track-based civilization progression — Move along several tracks to unlock resources and bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we suck at drawing oh our cats are terrible
  • it's a flip and write version and they did such a great job of turning the big game into a flip and write
  • resting is like the most exciting because when you rest you bring all of your people back
  • asymmetry is phenomenal
  • this is my most played solo game
  • it's a brain burner
  • it's a little interactive but a step removed
References (from this video)
No references stored for this video.
Video x_N5PNSmUko Allies or Enemies Top 100 List at 25:08 sentiment: positive
video_pk 65805 · mention_pk 159646
Allies or Enemies - Tapestry video thumbnail
Click to watch at 25:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong asymmetry with expansions
  • beautiful art and themed components
Cons
  • often long playtime with complex economies
Thematic elements
  • track-based progression across civilizations
  • abstracted civilization development
Comparison games
none
Mechanics (from transcript analysis)
  • resource conversion loop — ongoing conversion of resources to unlock bonuses and progress.
  • Resource management — ongoing conversion of resources to unlock bonuses and progress.
  • tile/city builder with expansion — build buildings and expand to gain bonuses.
  • Track advancement — move up multiple tracks representing military, science, exploration, tech, and arts.
  • Track-based progression — move up multiple tracks representing military, science, exploration, tech, and arts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "it's just such a light-hearted fun"
  • "This is the coziest of all the coers"
  • "it's a box of toys that I love to get out and mush together"
  • "the Indiana Jones vibes"
References (from this video)
No references stored for this video.
Video iXHPM5JGB-s Review at 0:09 sentiment: mixed
video_pk 65754 · mention_pk 159527
Tapestry video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Enjoyable gameplay loop for casual players.
  • Deep puzzle for optimizers.
  • Visually impressive.
  • High player agency with few opponent interactions.
Cons
  • Underwhelming purpose for the miniature buildings.
  • Significant variance in tapestry cards can heavily impact score.
  • Jarring thematic inconsistencies (e.g., space travel before stone tools).
Thematic elements
  • Civilization development
Comparison games
  • Ganz schön clever
  • Try Nations
Mechanics (from transcript analysis)
  • Area Control/Conquest — Military allows you to place conquest markers. When you conquer a territory you roll dice and choose victory points or resources. Conquering someone else's territory knocks over their marker, unless they have a trap card.
  • Automa cards — It has a solo mode using automa cards.
  • card drafting/management — Technology allows you to get tech cards, which you can advance once per era gaining benefits. Tapestry cards shape your destiny and their variance is significant.
  • Income and Advancement Turns — There are two types of turns in tapestry: an income turn and an advancement turn. On an income turn you will collect resources based on what is showing on your building tracks. On advancement turns you spend resources to move right on a track.
  • set collection — Buildings can be obtained from technology cards and advancing on tracks and they go into your city. If you fill a block of nine tiles with buildings you gain a resource and you also score points for completing columns and rows.
  • tile placement — Exploration allows you to draw tiles and then place them on the board. The more terrain types that line up on the tiles the more points you'll get.
  • Track advancement — There are four tracks: science, technology, exploration and military, each of which has an Associated basic building. Advancement requires spending resources.
  • Variable player powers — Each civilization has very different abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The best thing about this game is how it looks.
  • The buildings are used just as markers on the map and have no other game purpose: this was underwhelming.
  • The variance between tapestry cards is significant and having the right card can make a huge difference to your score.
  • The civilization theme is jarring at times.
  • You can go to space without having discovered stone tools.
References (from this video)
No references stored for this video.
Video UjJODCeo2FQ Stonemaier Games Top 10 List at 19:01 sentiment: positive
video_pk 65350 · mention_pk 159001
Stonemaier Games - Tapestry video thumbnail
Click to watch at 19:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Offers many different approaches to play
  • Allows players to pursue their own goals
  • Good for a "brain cleanse"
  • Freedom in track advancement choices
Cons
none
Thematic elements
  • Civilization building
Comparison games
none
Mechanics (from transcript analysis)
  • civilization building — I often want to spread myself too thin and try to move up all the tracks. Um, and I know that that doesn't always work well for me, but sometimes I'm just trying to collect as many buildings as I can, all the landmarks and stuff.
  • Track advancement — The choice isn't how far ahead are you moving. The choice is which track are you going to move ahead on one space and that you can pay the cost for.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • For me it's no longer eligible for my list since it is a game that we published took Tokaido Duo and soon this year Namiji.
  • the track changes almost every round because all of your everybody's generally building buildings as you go through that track.
  • This is kind of a masterpiece of of oneway action tracks.
  • It uses this mechanism three times throughout the game in really three different ways. So, I guess three different one-way action selection tracks.
  • My first thought when I think of one oneway track are all of the kids games of like um life and Monopoly and Shoots and Ladders and Candyland and stuff.
References (from this video)
No references stored for this video.
Video U56Z-FefrbU kovray Top List at 19:58 sentiment: positive
video_pk 65083 · mention_pk 158700
kovray - Tapestry video thumbnail
Click to watch at 19:58 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Evokes Civilization 5-like gameplay
  • Satisfying building aspect
  • Condensed civilization experience
  • Expansion improved balance
Cons
  • Might have needed balancing before expansion
Thematic elements
  • Civilization Building
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players build structures on a personal board.
  • civilization building — Players develop their civilization through various tracks like science, military, exploration, and technology.
  • tile placement — Players place buildings on a personal board.
  • Track advancement — Progressing on different tracks (science, military, etc.) to unlock abilities and score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i adore this game it's just so much fun to play
  • it's actually one of the few games i feel like i can not stop playing like i always feel like i can play this game
  • it looks very cozy it looks very fun and relaxing it's not it's a little bit stressful
  • tyler keeps taking all your pieces like he does in every other game
  • it is paladins of the west kingdom
  • i really really just i just love this game
  • every time we have people over or we play games tyler asks if we can play paladins
  • it's not exactly easy to teach
  • there's a lot of depth to the game so you have to be willing to put in the time to really learn it
References (from this video)
No references stored for this video.
Video 18hh17KXbN0 Meeple University Analysis at 1:35 sentiment: positive
video_pk 64868 · mention_pk 158453
Meeple University - Tapestry video thumbnail
Click to watch at 1:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Income is really important.
  • Completing advancement tracks early provides powerful benefits.
  • Tapestry cards offer 'when played' and 'era' abilities that guide strategy.
  • Civilizations are powerful and can guide strategy.
  • Every resource matters, and stretching turns for one more resource can be beneficial.
  • Filling capital city districts provides instant resources.
Cons
  • Taking one more turn may not be best if not increasing income or using a tapestry card.
  • Passing early might be beneficial if not increasing income before an income turn.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Advancement tracks — Completing an advancement track early can provide powerful benefits, especially if gained with a full round to play.
  • capital city districts — Filling in districts in the capital city provides instant resources.
  • civilizations — Civilizations offer unique powers and can guide strategy, often providing free things that don't require planning or resources.
  • income tracks — Income tracks are important and players should diversify early and focus later on these tracks. Buildings cover up initial income spots, but later spots offer more resources.
  • tapestry cards — Players should look at tapestry cards frequently and plan ahead for their abilities, whether they are 'when played' or 'era' abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hopefully you'll find some tips they are useful for you to play your next favorite games
  • diversify early and then focus later in the game
  • choose one track on the board and go after it as early as possible
  • painting the board how you put revealed ships on the map is the secret sauce toward optimizing your score
  • get an engine going some form of it as quickly as you can is usually a good idea
  • don't be afraid to discard cards from your hand
  • these purple cards can give you a tremendous amount of points
References (from this video)
No references stored for this video.
Video J5FzMpkbasM watch it played Rules Teach at 0:12 sentiment: positive
video_pk 64749 · mention_pk 158250
watch it played - Tapestry video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • civilization development, technology, exploration, and military progression
  • civilization-building across five eras on a shared map with territory tiles, landmarks, and space exploration
  • tells the story of your civilization as it grows through eras via landmarks, tech, and territory expansion
Comparison games
none
Mechanics (from transcript analysis)
  • advance on tracks — Players choose one of four tracks (science, military, exploration, etc.), pay costs, and advance their token to the next space to gain benefits.
  • capital city and scoring — Players develop a capital city map, scoring points for completed rows/columns, landmarks, territory control, and tech effects.
  • conquer — Outposts can conquer adjacent spaces to gain benefits after rolling conquest dice; trap cards may counter attempts.
  • income — Players resolve income on their income mats each turn to gain resources (coins, workers, food, culture) and advance components.
  • Income action — Players resolve income on their income mats each turn to gain resources (coins, workers, food, culture) and advance components.
  • landmarks and space tiles — Landmarks are acquired via advancement tracks and placed in the capital; space tiles are gained and placed beside the income mat.
  • Point Salad — Players develop a capital city map, scoring points for completed rows/columns, landmarks, territory control, and tech effects.
  • tapestry cards — Tapestry cards are played onto the income mat; they indicate era and grant benefits when played or under certain conditions.
  • Tech Cards and Upgrades — Tech cards are drawn and placed in technology rows; some tech can be upgraded to higher tiers, with prerequisites.
  • Tech trees — Tech cards are drawn and placed in technology rows; some tech can be upgraded to higher tiers, with prerequisites.
  • territory tiles and placement — Territory tiles are placed on unexplored hexes adjacent to controlled areas, scoring points based on terrain matches.
  • Track advancement — Players choose one of four tracks (science, military, exploration, etc.), pay costs, and advance their token to the next space to gain benefits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're going to learn the 1 to 5 player game tapestry
  • you start with a few meager resources and a dream it's not much but every civilization has to start somewhere
  • the player with the most points by the end of five eras will win
  • that's the setup in tapestry you'll be guiding your civilization through five main eras
References (from this video)
No references stored for this video.
Video 8e9TMKvZa9k Meeple University Review at 0:04 sentiment: positive
video_pk 64723 · mention_pk 158222
Meeple University - Tapestry video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • There are so many options you can do on the board and each thread could bring you different combination with other tracks
  • Each civilization comes with different powers as well
Cons
none
Thematic elements
  • advancement along four tracks (Exploration, Science, Technology, Military) to gain points; building outposts and capital city; income and territory control
  • one of sixteen civilizations based on the real world
Comparison games
none
Mechanics (from transcript analysis)
  • Dice rolling — Mentioned as a mechanic
  • dice trolling — Mentioned as a mechanic
  • pain management — Mentioned as a mechanic
  • tile placement — Mentioned as a mechanic
  • variable play pals — Mentioned as a mechanic
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there are so many options you can do on the board and each thread could bring you different combination with other tracks so deciding which track you want to move fast maybe the key to play efficient games
  • each comes with different powers as well
  • I cannot stop thinking about it
  • I want to play the game straightaway trying different things
References (from this video)
No references stored for this video.
Video WFg2a6r88hw The Mill Playthrough at 1:23
video_pk 62880 · mention_pk 155670
The Mill - Tapestry video thumbnail
Click to watch at 1:23 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • um I love this game
  • I like having low numbers in the crates
  • this is our first time so bear with us
  • the marks challenge doesn't have any of the promo Realms but Carol and I do have them all
References (from this video)
No references stored for this video.
Video mF1ObgXfhQQ the mill Discussion at 3:31 sentiment: neutral
video_pk 62866 · mention_pk 155648
the mill - Tapestry video thumbnail
Click to watch at 3:31 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm really excited about because I might have a bird in there
  • tapestry digital not board game arena but the actual digital app
References (from this video)
No references stored for this video.
Video Pp69e-yxm40 The Mill Discussion at 4:57
video_pk 62869 · mention_pk 155652
The Mill - Tapestry video thumbnail
Click to watch at 4:57 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
  • Expeditions
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video blO-qyzLxho Allies or Enemies Top List at 10:17 sentiment: positive
video_pk 61123 · mention_pk 153608
Allies or Enemies - Tapestry video thumbnail
Click to watch at 10:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the bones of the game are so simple
  • I love bag Builders
  • the tracks are so continuously rewarding
  • you can see so much of kind of the DNA of Clank
  • it's so satisfying to slide those workers into that Mech
  • this feels like a Dungeon Crawler but with Euro systems
  • I love horror movies
References (from this video)
No references stored for this video.
Video vVg02v_FOEk JestaThaRogue Rules Teach at 0:00
video_pk 59866 · mention_pk 152371
JestaThaRogue - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • Civilization development, technology advancement, exploration, and territorial control.
  • Array
  • Alternate Earth civilization-building spanning five eras with a focus on growth and expansion.
  • Array
  • Array
  • Array
  • positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you control a fledgling civilization in an alternate earth
  • this is a game for 2 to 5 players
  • end game when you complete your fifth era
  • the player with the most victory points wins
References (from this video)
No references stored for this video.
Video Xb1FDCsV-4k The Board Game Garden Top List at 26:39 sentiment: positive
video_pk 42583 · mention_pk 129340
The Board Game Garden - Tapestry video thumbnail
Click to watch at 26:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • highly satisfying track-based progression
  • rich thematic and strategic depth
  • replayability and expansions add variety
Cons
  • very heavy; steep learning curve for new players
Thematic elements
  • tech advancement, exploration, and conflict
  • civilization-building across tracks and ages
  • episodic, track-driven engine building with asymmetry
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetry — each player starts with a unique civilization with different powers.
  • engine building — progress along four tracks to unlock bonuses and victory points.
  • engine_building — progress along four tracks to unlock bonuses and victory points.
  • scoring_tracks — multiple tracks determine points and synergy combinations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Earth is a fantastic bang for your buck.
  • Tableau building with simultaneous play is great.
  • I love this game so so much.
  • I could talk about this for hours on end because I love this game so so much.
  • I hate the way the game looks but I absolutely love the game play.
  • Please ignore the look of it, try Concordia, I promise you you will enjoy it.
  • Stardew Valley is a cooperative game, a great one to bring to the table if you have people in your life who aren't into board games.
  • Cartographers is one of my favorite role and write games and will always have a special place in my heart.
  • Near and Far is a campaign game; Francis and I have played through quite a few maps and we love this game.
  • Tapestry is probably one of my favorite games right now; it's just so satisfying to me.
References (from this video)
No references stored for this video.
Video e_S558EYzVo No Pun Included Review at 0:00 sentiment: mixed
video_pk 42147 · mention_pk 127853
No Pun Included - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Gorgeous artwork by Andrew Bosley; central continent is inviting and visually striking.
  • Deep, puzzle-like mechanics with multiple viable paths and a strong sense of exploration.
  • Nice thematic flavor and a high degree of variability between civilizations.
Cons
  • High price point and a large amount of plastic components that may feel excessive for some gamers.
  • Miniatures/tiles can be awkward to place or fit into spaces; some components are not well molded for precise alignment.
  • Rulebook is brief and can be insufficient for onboarding; four-page rules require a learning curve and may necessitate house rules or quick-starts.
  • Balance concerns with a large roster of factions; two-player viability can feel uneven, with some factions underperforming.
  • Certain endgame and technology interactions feel awkward or underwhelming due to dice luck or unclear payoff dynamics.
  • Overall complexity and the need for several outings to truly grok the system can be off-putting for casual players.
Thematic elements
  • Progress, civilization, and the exuberant chaos of shaping history via selectable tracks and tapestry-like card effects.
  • Civilization-building through a four-track progression across eras, featuring varied civilizations and a flexible, tile-driven board state.
  • Abstract history with whimsical flavor and highly variable civilizations; emphasis on emergent story through mechanics rather than a fixed narrative.
Comparison games
  • Gongshan Clever (an Android-style roll-and-move game) and its track-based progression
Mechanics (from transcript analysis)
  • Capital board building and bonuses — Constructing buildings on the capital board unlocks bonuses and interacts with the scoring mechanisms, particularly on the science track.
  • Choice-driven reward vs risk — Advancing on a track versus gaining immediate rewards creates a push-pull dynamic that drives long-term strategy.
  • Outposts and conquest — Military track enables territorial expansion via outposts, combat dice, and rewards for successful conquests.
  • Resource management — Income phases generate resources; players may reset or choose to advance on tracks, influencing future options.
  • Resource management and income phase — Income phases generate resources; players may reset or choose to advance on tracks, influencing future options.
  • Tapestry and technology cards — Acquiring tapestry cards and technology cards delivers points and unique abilities, shaping each civilization’s path.
  • tile placement — Exploration involves placing tiles from a personal supply to expand territory, with scoring tied to borders and central tiles.
  • tile placement and expansion — Exploration involves placing tiles from a personal supply to expand territory, with scoring tied to borders and central tiles.
  • Track advancement — Players advance on four tracks—exploration, military, technology, and science—paying resource costs and triggering track-specific abilities.
  • Track-based advancement — Players advance on four tracks—exploration, military, technology, and science—paying resource costs and triggering track-specific abilities.
  • Unique player powers — Civilizations have different powers, with some factions offering distinctive scoring or placement opportunities; balance can vary with player count.
  • Variable player powers — Civilizations have different powers, with some factions offering distinctive scoring or placement opportunities; balance can vary with player count.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tapestry is nothing like its progenitor in gameplay.
  • This is a $100 game and I would guesstimate that all of this plastic makes up about 40% of that cost.
  • The form turns out to be lacking.
  • The rules fit on brief four pages.
  • It's like a waiter at a fancy party with a tray of entrees and even though you've already had your fill he's there with the plate asking would you like some more.
  • I did enjoy tapestry and had fun with it, but I had to turn off my empathy because some of my friends including Elaine really didn't weather that along with a hundred bucks is a price you're willing to pay is for you to figure out.
  • The end of the technology track gives you the option to discard free technology cards for 10 points.
  • The internet was quickly compared to Gong Shan Clever, a simple roll-and-move Android game.
References (from this video)
No references stored for this video.
Video _-JDaHvM174 The Board Game Garden Discussion at 7:07 sentiment: positive
video_pk 41718 · mention_pk 126402
The Board Game Garden - Tapestry video thumbnail
Click to watch at 7:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, strategic engine with high variability
  • expansions add flavor and new decisions
  • great thematic cohesion for civilization-building
Cons
  • rules burden can be heavy for new players
Thematic elements
  • civilization development, progress tracking, and tech advancement
  • Civilization-building across historical eras
  • epic, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • action drafting — Selective actions Provide long-term planning and branching paths
  • Tile/track progression — Advancement on multiple tracks through fulfillment of objectives
  • Track advancement — Advancement on multiple tracks through fulfillment of objectives
  • worker placement — Workers/peers are used to advance on tracks and unlock bonuses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am indecisive and cannot pick favorites.
  • I can't get enough of this game.
  • Negotiation is definitely not as bad as I thought it was.
  • Cascadia is one of my favorite games this year.
References (from this video)
No references stored for this video.
Video oK6i01pBVDg The Board Game Garden Top List at 10:33 sentiment: positive
video_pk 40870 · mention_pk 123959
The Board Game Garden - Tapestry video thumbnail
Click to watch at 10:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high replayability with many expansions
  • clear sense of progression and growth
  • multiple paths to victory
Cons
none
Thematic elements
  • historical progression and technological advancement
  • civilization-building across eras and tracks
  • sandbox/legacy-style progression
Comparison games
  • Concordia
  • Hadrian's Wall
Mechanics (from transcript analysis)
  • income — build income buildings to improve resource generation
  • income-track buildings — build income buildings to improve resource generation
  • multi-functional cards — cards provide multiple actions and scoring options
  • Multi-use cards — cards provide multiple actions and scoring options
  • Track advancement — advance along a set of tracks to unlock abilities and resources
  • track-based civilization progression — advance along a set of tracks to unlock abilities and resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Cascadia is my number 10, it is a fantastic puzzly tiling game
  • the veil of Eternity this game is so good
  • Twist on Hadrian's Wall in Paladins feels similar but fresh
  • Wayfarers of the South Tigress, carvan mechanic is one of my favorite things in a game
  • Castles of Burgundy is my number one game of all time
References (from this video)
No references stored for this video.
Video XANN1AAO8Cg Board of It Review at 0:00 sentiment: mixed
video_pk 38637 · mention_pk 116471
Board of It - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Easy to learn and teach
  • Strong engine-building core with a pleasant puzzle
  • High variety from asymmetric civilizations
  • Expansion adds longevity and useful quality-of-life improvements
  • Moderate interaction suitable for groups seeking engagement without high stress
Cons
  • High price largely driven by large, visually garish 3D buildings
  • 3D components complicate setup and storage; some players ignore them
  • Tapestry cards and factions can be swingy and imbalanced
  • Abstracted theme; not a true civilization-builder experience for theme-focused players
  • Expansion doesn’t fix core balance; mostly more things to manage
Thematic elements
  • Civilization advancement via engine-building and asymmetric factions; minimal thematic storytelling.
  • Abstract civilization-building across eras with modular factions.
  • Abstract/engine-building puzzle with thematic veneer rather than a strong narrative.
Comparison games
  • Root
Mechanics (from transcript analysis)
  • Asymmetric civilizations — Players start with different factions that provide unique bonuses and paths, generating strategic direction and variability.
  • Asymmetric Mechanics — Players start with different factions that provide unique bonuses and paths, generating strategic direction and variability.
  • Card and invention system (tapestry cards) — Play tapestry cards and inventions to gain VP and bonuses; some cards are swingy and situational, influencing balance.
  • engine building — Advance on four tracks (science, technology, exploration, military) by paying resources and upgrading your civilization, gaining rewards and VP.
  • engine-building — Advance on four tracks (science, technology, exploration, military) by paying resources and upgrading your civilization, gaining rewards and VP.
  • Resource and VP optimization — Balance resources, houses, landmarks, and track progress to maximize VP without derailing plans.
  • Two-actions with income gate — On most turns you choose from two actions; one action is income, which ends an era when used five times; planning around income is crucial.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • tapestry is a flawed but fun game
  • the biggest problem with tapestry is a swingy game
  • the price is very expensive
  • the 3d buildings are garish and horrid
  • it's easy to learn and teach
  • expansion is just more stuff
References (from this video)
No references stored for this video.
Video Mfkgg1rBSO8 Game Night Picks - Pair Of Dice Paradise Review at 0:00 sentiment: mixed
video_pk 37584 · mention_pk 112906
Game Night Picks - Pair Of Dice Paradise - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging engine-builder with territory expansion and careful card play
  • Tapestry cards add timing decisions and strategic depth
  • Factions provide varied playstyles and asymmetry
  • Pacing through ages creates an evolving strategic puzzle
Cons
  • Some factions may feel unbalanced or misbalanced in practice
  • First-time 5-player game can exceed the advertised 2-hour window (around 3 hours)
  • Downtime can occur during endgame as one player finishes late
  • Flavor may differ from players expecting a traditional civilization-building game
Thematic elements
  • Civilization development, exploration, technology, and governance with an emphasis on engine-building and asymmetry.
  • From humankind's beginnings to future civilizations, expanding across a central map and advancing through ages.
  • Engine-building with age-based progression and tapestry-driven effects; factions provide unique personalities.
Comparison games
  • Clash of Cultures
  • Gaia Project
Mechanics (from transcript analysis)
  • action_selection — On a turn, players choose to either play a card or move up a track.
  • age_progression — A civilization advances through five ages; age advancement triggers new resources and abilities.
  • Asymmetric Mechanics — Factions grant unique abilities, creating varied strategic paths.
  • asymmetric_factions — Factions grant unique abilities, creating varied strategic paths.
  • central_map_exploration — Exploration of lands on a shared map as civilizations expand outward.
  • Resource management — Income and resources are managed to fuel engine growth and development.
  • resource_management — Income and resources are managed to fuel engine growth and development.
  • tapestry_card_usage — Tapestry cards provide one-time effects or lasting abilities that influence ages.
  • Tech trees — A civilization advances through five ages; age advancement triggers new resources and abilities.
  • Track advancement — Advancing on science, technology, exploration, and military tracks yields benefits.
  • track_progression — Advancing on science, technology, exploration, and military tracks yields benefits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • two seemingly simple choices to make on their turn either play a card or move up a space on a track
  • engine builder rather than weaving the tail of a civilization
  • I would absolutely play this game again, but I would go into it with different expectations
  • tapestry cards introduced a subtle element of timing
  • drive your engine too far too fast you're gonna run out of gas and stall out early
  • SIV building experience like a clash of cultures or a Gaia project
  • I never once felt like I was leading a great nation to conquer lands
References (from this video)
No references stored for this video.
Video WX9EACaSWR0 Jenna's Cozy Corner Discussion at 28:18 sentiment: positive
video_pk 36959 · mention_pk 110960
Jenna's Cozy Corner - Tapestry video thumbnail
Click to watch at 28:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, thematic progression
  • Strong player choice across tracks
Cons
  • Can be lengthy and heavy for casual players
Thematic elements
  • Engine-building via strategic track advances
  • Civ-building across eras
Comparison games
  • Dwellings of Elder Vale
  • Arc Nova
Mechanics (from transcript analysis)
  • engine building — Develop a civilizational engine through tech tracks and development cards.
  • engine-building — Develop a civilizational engine through tech tracks and development cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I actually really enjoyed Moonrakers.
  • I did not enjoy Steam Up very much.
  • I really really enjoyed Haven.
  • Dale of merchants has been on the Shelf of opportunity for a while.
  • Dwellings of Elder Vale I freaking love.
References (from this video)
No references stored for this video.
Video fQzVTgfdCbI Stonemaier Games Playthrough at 0:36 sentiment: positive
video_pk 33069 · mention_pk 98112
Stonemaier Games - Tapestry video thumbnail
Click to watch at 0:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High production quality and components
  • Strong asymmetry with meaningful variety between factions
  • Engaging engine-building through four civilization tracks
  • Replayability with multiple strategies and combinations
Cons
  • High complexity and learning curve
  • Notoriously punishing if mismanaged; heavy tracking required
  • Long playtime and potential for analysis paralysis in some games
Thematic elements
  • Civilization progression and societal development
  • Civilization-building across eras with tracks for exploration, technology, military, and science
  • Abstract, track-driven progression with layered civilization themes
Comparison games
  • Scythe
  • Red Rising
Mechanics (from transcript analysis)
  • Asymmetry between factions — Two factions (Merry Makers vs Militants) grant different ongoing bonuses and triggers.
  • Exploration phase — Acquiring exploration tiles that provide future benefits and scoring opportunities.
  • Military track and middle-board interaction — Limited interaction via military actions and control of the middle map; outposts can be conquered or toppled.
  • Resource management — Building outposts and structures to gain resources and trigger income phases.
  • Resource management and income mats — Building outposts and structures to gain resources and trigger income phases.
  • Tapestry cards / tech cards — Drafting and playing cards to unlock bonuses, new abilities, and end-game scoring opportunities.
  • tile placement — Strategic placement on income mats to maximize scoring through completed rows/columns.
  • Tile placement and row/column completion — Strategic placement on income mats to maximize scoring through completed rows/columns.
  • Track advancement — Advancing civilization tracks to unlock benefits, gain resources, and score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tapestry is one of my favorite games of all time.
  • I love this game.
  • The components are incredible.
  • We love Tapestry.
  • Jamie and I do a lot of playthroughs with Stonemaier games.
References (from this video)
No references stored for this video.
Video t5-et8e1oxM The Board Game Garden Discussion at 13:51 sentiment: positive
video_pk 31641 · mention_pk 93216
The Board Game Garden - Tapestry video thumbnail
Click to watch at 13:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich strategic options
  • High replayability
Cons
  • Can be long and heavy for new players
Thematic elements
  • Civilization growth through multiple paths
  • Civilization-building arc across civilizations
  • Macro-level world-building with multiple routes to victory
Comparison games
none
Mechanics (from transcript analysis)
  • Area scoring / track progression — Score via multiple on-map tracks and goals.
  • engine building — Acquire and activate cards to create powerful engine effects.
  • engine-building / tableau building — Acquire and activate cards to create powerful engine effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Scout is a fantastic trick-taking game.
  • It's a Wonderful World is a fantastic card drafting engine building game.
  • I really enjoy Flamecraft if people have the patience for it.
  • Near and Far is one of my favorite games from Red Raven Games.
  • Stardew Valley the board game feels so much like the video game.
  • Parade is very fun and I really enjoyed it.
  • Downforce is a fun betting racing game.
  • I definitely recommend getting Tuscany if you enjoy Viticulture.
References (from this video)
No references stored for this video.
Video PZF9UpeOAWE Board Game Garden Discussion at 33:13 sentiment: positive
video_pk 31301 · mention_pk 92227
Board Game Garden - Tapestry video thumbnail
Click to watch at 33:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, broad engine-building
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • tile-drafting / engine-building — cosmic civilization-building with layered technology
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's happening it is no longer going to be in my collection
  • Katan it is happening
  • I am going to call Katan
  • I need to pair down this collection
References (from this video)
No references stored for this video.
Video O-Q1NOQGuSk Stonemaier Games Playthrough at 0:00
video_pk 30626 · mention_pk 90159
Stonemaier Games - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • Civilization building, technology progression, resource management, and territorial competition.
  • Array
  • Solo playthrough in autumn mode with all expansions enabled; narrated as a viewer-friendly session.
  • Ancient civilizations develop across multiple eras, including Netherworld and competing Automa civilizations.
  • Array
  • Array
  • Array
  • positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hi everyone, I'm Tom and today I'm going to be playing Tapestry with all three of its expansions and I'm going to be doing it solo in the autumn mode.
  • I really fancied a trip back to Tapestry.
  • A fun civ to play against I think the elder ones.
  • I usually love getting to the end of science more than anything.
  • There we go. That is Tapestry with all of the expansions turned on.
References (from this video)
No references stored for this video.
Video kMiyUrEz7fw Foster the Meeple Top 50 List at 2:27 sentiment: positive
video_pk 12658 · mention_pk 36955
Foster the Meeple - Tapestry video thumbnail
Click to watch at 2:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful production
  • multiple viable paths to victory
  • strong thematic feel
Cons
  • can have balance issues
  • potential runaway leaders in some playthroughs
Thematic elements
  • civilizational progression
  • historical civilization development
  • sandbox engine-building with multiple paths
Comparison games
  • Imperial Settlers
  • Terraforming Mars
Mechanics (from transcript analysis)
  • engine-building / tile-driven progression — players advance on multiple tracks and unlock bonuses to shape their civilization
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
  • i really really like tapestry
  • it's simple but fun
  • the fan track keeps you relevant when you're behind
  • it's a bundle of fun
  • i love calico
  • radlands is a fantastic two-player card dueling lane fighter
References (from this video)
No references stored for this video.
Video 4njke9jUFMg Quackalope Top List at 3:26 sentiment: mixed
video_pk 12357 · mention_pk 36041
Quackalope - Tapestry video thumbnail
Click to watch at 3:26 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Elegant engine-building with a rich thematic veneer
  • High player interaction via overlapping decisions
Cons
  • Steep learning curve
  • Marketing framing as civilization can mislead about actual mechanics
Thematic elements
  • Civilization development through tableau actions and era progression
  • Civilization-building theme with a broad, abstract historical arc
  • Macro-scope civilization narrative rather than individual story
Comparison games
none
Mechanics (from transcript analysis)
  • area/territory control — Influence decisions and scoring through various board areas.
  • engine building / action selection — Optimize your sequence of actions to maximize efficiency over the long game.
  • tableau building — Players construct a personal action engine by drafting and playing cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • none of these games are bad games
  • this is an absolutely fantastic game
  • this is a polyomino game
  • cockroach poker is the best party game I have played
  • this entire list is a bluff
  • it's the best game that awakened realms has produced with the exception of iss Vanguard
References (from this video)
No references stored for this video.
Video fsPAB0jucxk Board Game Coffee Top List sentiment: positive
video_pk 10763 · mention_pk 31757
Overall sentiment (raw)
positive
Pros
  • Painted miniatures included
  • Amazing table presence
  • Top-notch art
  • Completely different experience with different civilizations
  • Everyone has chance to win - not dominated by one strategy
  • Asymmetric design creates variety
  • Multiple winning strategies
  • Quick to enjoy - engaging from first few turns
Cons
  • More medium weight euro, not classic euro feel for some
  • Civilization theme doesn't feel like Sid Meier's games
Thematic elements
  • Civilization building
  • History progression
  • Technology advancement
  • Asymmetric civilizations
Comparison games
  • Sid Meier's Civilization (video game)
  • Terraforming Mars
  • Gaia Project
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you know somebody who likes board games and you're wondering what to get them because you don't like board games... hang on to this list
  • Lots of game in a small box
  • It stresses me out in such a good way
  • Every time you play it's a completely different experience
  • Like six little mini games in one
  • There's so much to do and you'll never do it all
  • It's complex and it's so tasty
  • If you got that board game lover who likes more complex games, you gotta do to can you
  • Ultra tiny epic - it's the ultimate stocking stuffer
References (from this video)
No references stored for this video.
Video kl0mMHVGl1M Foster the Meeple Top List at 7:10 sentiment: positive
video_pk 9536 · mention_pk 28217
Foster the Meeple - Tapestry video thumbnail
Click to watch at 7:10 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
  • More depth when played with expansion
  • Multiple paths to victory
  • Great balance of options
  • Deserves better reputation
Cons
  • Often criticized (wrongly according to Jamie)
  • Labeled as 'Civ game' unfairly at release
  • Some faction balance issues (later fixed)
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Jeff and I rank with our hearts and not with our brains
  • our list is if you don't like it Move Along
  • we play as many games as we do in a year which is literally hundreds thousand
  • our rankings are extremely fluid
  • there's so many good freaking games out there
  • oron hits The Sweet Spot of combo
  • this Oracle Delia Oracle Del like what is this game
  • if you love puzzles and sudoku or whatever you're probably gonna love it
  • don't poo poo on tapestry it's freaking good
  • three ring circus is going to continue to increase for me
References (from this video)
No references stored for this video.
Video NG4StBtpijc Our Family Plays Games Discussion at 21:13 sentiment: positive
video_pk 9390 · mention_pk 27705
Our Family Plays Games - Tapestry video thumbnail
Click to watch at 21:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • large depth and variability
  • interesting tech tree and path-to-victory decisions
Cons
  • heavy for some players
  • high variability can be polarizing
Thematic elements
  • omnipotent growth and tech progression
  • civilization development
  • epic, strategic
Comparison games
  • Curious Cargo
  • Public Market
Mechanics (from transcript analysis)
  • engine-building — players develop civilizations via tech tokens and advancements
  • variable setup — different paths to victory through unique player boards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we celebrate women's history month by looking at some of the women in board game design
  • gatekeeping and systemic racism in board gaming that we all need to overcome
  • we need less games that are about cis white maleness we need more feminism we need more racial diversity
  • acceptance and being a good human is saying that you're adequate and you're welcomed
References (from this video)
No references stored for this video.
Video XSwFapXewrc Stonemaier Games Top List at 6:24 sentiment: positive
video_pk 8975 · mention_pk 26468
Stonemaier Games - Tapestry video thumbnail
Click to watch at 6:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Subtle self-balancing mechanism through timing choice
  • Interesting strategic decisions about when to take income
  • Era advancement bonuses help catch-up players
Cons
none
Thematic elements
  • Building a civilization through history
  • Civilization building across eras
  • Civilization engine building
Comparison games
none
Mechanics (from transcript analysis)
  • Era Advancement Bonuses — Players who advance into new eras first among their neighbors gain bonus resources, providing catch-up mechanism for those taking fewer turns
  • Flexible Income Turn Timing — Players choose when to take their limited income turns. Taking them early means fewer turns before income, putting the player at disadvantage
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Balance, perfect balance, I think is kind of boring in games.
  • I like games that have a card that might feel better than a different card either circumstantially or always.
  • As long as you have a fair shot at getting that card over just a random draw, that's the key.
  • Self-balancing mechanisms make sure that games remain balanced while you play.
  • Games that use the players to selfbalance it, especially if there's a lot of direct interaction in the game.
  • If you pull one lever up, something else is going to go down.
  • There's a way that the game kind of gives you an interesting choice and a little way of catching up if you are falling behind.
References (from this video)
No references stored for this video.
Video Ul5HpBuVL9Q Going Analog Discussion at 8:48 sentiment: positive
video_pk 7849 · mention_pk 23163
Going Analog - Tapestry video thumbnail
Click to watch at 8:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich, flexible engine
  • highly asymmetric play
Cons
  • rules and setup can be dense for newcomers
Thematic elements
  • engine-building and progression
  • tech-tree empire-building across ages
  • sandbox-style, with varied paths
Comparison games
none
Mechanics (from transcript analysis)
  • engine-building — develop a personal tableau of technologies and capabilities
  • tile placement / area control elements — placing tiles to unlock abilities and scoring opportunities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "this is a very welcoming and very friendly community"
  • "no bs and no tolerance when it comes to toxicity"
  • "you should actually say to you welcome back because you were on season one episode two"
  • "we really want to create and what we strive to do is create a welcoming inclusive space for everybody"
  • "it's a very welcoming awesome group"
References (from this video)
No references stored for this video.
Video a088HzJ6vxI slickerdrips Playthrough at 0:00 sentiment: positive
video_pk 7361 · mention_pk 21782
slickerdrips - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep multi-age engine-building with multiple scoring vectors
  • Strong solo and AI opponent design with time traveler mechanics
  • Rich palette of expansions adding variety and new strategies
  • High potential for narrative-driven play and long-term planning
Cons
  • Steep learning curve and heavy setup
  • Can be long to play, especially with expansions and optimal play
  • Complex to teach for new players, requiring careful pacing
Thematic elements
  • Civilization development with technology, arts, exploration, and construction of landmarks
  • Civilization-building across multiple ages in a stylized, evolving world
  • Emergent, player-driven progression through five ages with dynamic AI opponents
Comparison games
none
Mechanics (from transcript analysis)
  • Advancement turns — Players typically perform an advancement turn by paying resources to move along a track and trigger space effects, often including landmark bonuses.
  • Automa AI / time travelers — Solo mode uses an automa deck to provide a competitive AI with distinct behaviors (Ottoma and Time Travelers) that impact track progression and landmarks.
  • Dice rolling — Outcomes for advancing or exploring rely on dice or random draws, with certain cards providing modifiers or options.
  • Dice/terrain randomness — Outcomes for advancing or exploring rely on dice or random draws, with certain cards providing modifiers or options.
  • Engine-building across five tracks — Five tracks (Military, Science, Exploration, Technology, Arts) are advanced by paying resources, with track-specific bonuses and optional landmark rewards.
  • income — On income turns players gain resources, draw tapestry cards, and may place a masterpieces card that can trigger additional effects.
  • Income turns and tapestry cards — On income turns players gain resources, draw tapestry cards, and may place a masterpieces card that can trigger additional effects.
  • Landmarks and buildings — Buildings and landmarks are placed to meet objectives (e.g., complete rows/columns) and provide immediate benefits and end-game scoring.
  • Masterpiece cards and tapestry deck — Masterpiece cards interact with income turns, offering ongoing or end-of-game bonuses, and they can be used to gain extra resources.
  • Multi-use cards — Masterpiece cards interact with income turns, offering ongoing or end-of-game bonuses, and they can be used to gain extra resources.
  • Resource management — Resources are primarily Food, Population, Money, and Military; these are spent to advance on tracks, build, and activate spaces.
  • tile placement — Players place outposts and landmarks on a board to unlock resources and scoring opportunities; terrain adjacency matters.
  • Tile placement / capital city grid — Players place outposts and landmarks on a board to unlock resources and scoring opportunities; terrain adjacency matters.
  • Track advancement — Players typically perform an advancement turn by paying resources to move along a track and trigger space effects, often including landmark bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The main thing you'll be doing in the game is an advance turn.
  • I'm going to spend, let's say, a food this time to move again.
  • I think I'm going to try being at least a little bit arty.
  • Ecstatic visions, I'd be better off getting the charm benefit if it's the second one played.
  • Fantastic. I usually love getting to the end of science more than anything.
  • A fun civ to play against I think the Elder Ones.
References (from this video)
No references stored for this video.
Video -KPGzU1rMU8 Sir Thecos Top List at 16:04 sentiment: positive
video_pk 6642 · mention_pk 19755
Sir Thecos - Tapestry video thumbnail
Click to watch at 16:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • S-tier; highly regarded by the author
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of the best two-player games ever
  • it's not amazing it's just fun
  • it's an amazing deduction game it's really hard to get
References (from this video)
No references stored for this video.
Video E3XFbbImy50 BoardGameCo Playthrough at 0:00 sentiment: positive
video_pk 6361 · mention_pk 18786
BoardGameCo - Tapestry video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Expansions add variety and new mechanics, increasing strategic options
  • Asymmetric civilizations and advanced boards create unique playstyles
  • Vibrant art and components, with accessible visual cues for tracking on the board
  • Multiple scoring vectors (tiles, tracks, tapestry cards) encourage diverse tactics
Cons
  • Rule complexity and the sheer volume of expansions can be overwhelming
  • High decision density may lead to analysis paralysis for new players
  • Risk of misreading or forgetting interactions due to numerous card types and rules
Thematic elements
  • Civilization development across multiple ages with tech and culture progression
  • Civilization-building on a modular board with multiple civilizations and advanced boards
  • abstract 4X flair with civic and cultural growth
Comparison games
none
Mechanics (from transcript analysis)
  • area_control_and_conquest — Conquer or influence centers/regions, sometimes triggering immediate scoring or benefits
  • card_drafting — Draft tapestry cards that provide private goals, upgrades, or special abilities
  • dice_and_random_events — Conquest dice and specialized events introduce variability and risk-reward decisions
  • resource_management — Manage resources gathered on income turns to fund actions, upgrades, and tile placements
  • tile_placement — Place income buildings, landmarks, and tiles on your city grid to gain resources and points; adjacency and terrain matching provide scoring
  • track_advancement — Advance on multiple tracks (including an added fifth track via expansions) to gain bonuses, cards, and victory points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love placing tiles.
  • This is basically every single thing you could possibly have for Tapestry.
  • It's a lot to take in.
  • I want it all.
  • The art is nice.
References (from this video)
No references stored for this video.
Video Z1Z-7G5mnAs Sir Thecos Top List at 2:17 sentiment: positive
video_pk 6391 · mention_pk 18881
Sir Thecos - Tapestry video thumbnail
Click to watch at 2:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Amazing game
  • Playable on Board Game Arena
Cons
  • Expensive
  • Unavailable with expansions on BGA
Thematic elements
  • History and civilization
  • Civilization building
  • Strategic civilization game
Comparison games
none
Mechanics (from transcript analysis)
  • civilization building — Build civilizations over time
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I rank like games pretty much like how I feel right now about them right it's possible that next month I will rank the games way differently
  • Stonespine Architects definitely an a rank game for me um really amazing
  • I just absolutely love this one of my most favorite puzzly polyomino games
  • Château Burgundy is still in my top three games has been for a few years
  • I do not like auction games but I absolutely love Modern Art this is amazing
  • My City is like an amazing entry level deck builder but you can also play with people who like to play games a lot
  • Slay the Spire could be one of my games of the year wow this game is amazing
  • Fallout is really messed up by its winning condition
  • Pop-Up Pirate it's funny but is it a good game no it's not really a game right
  • I like vegetable themed games it sounds very specific but that's the way it is
References (from this video)
No references stored for this video.
Video j2vkr97YPHo The Dice Tower Top List at 52:14 sentiment: positive
video_pk 6150 · mention_pk 18215
The Dice Tower - Tapestry video thumbnail
Click to watch at 52:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful production
  • expansions add meaningful variety
Cons
  • balance and complexity concerns with factions
Thematic elements
  • civilization-building with track-based progression
  • a broad civilization-progress tapestry across tracks and eras
  • epic, modular expansion-driven evolution
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — players draft and play cards to shape their path
  • card drafting / tableau building — players draft and play cards to shape their path
  • tile/track-based civilization development — players advance on multiple tracks and build its civilization through cards
  • Track advancement — players advance on multiple tracks and build its civilization through cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is almost the perfect filler to me. This is Batswana.
  • It's a 20 minute knife fight.
  • You can play it with just about anybody.
  • This is one of the most punchy games in the series.
References (from this video)
No references stored for this video.
Video ypicpPAlSEg The Broken Meeple Top List at 8:56 sentiment: negative
video_pk 6010 · mention_pk 17829
The Broken Meeple - Tapestry video thumbnail
Click to watch at 8:56 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Rich variety of civilizations and playstyles
  • Beautiful components and aspirational production
Cons
  • Severe balance issues across factions
  • Overproduced and seen as a bait-and-switch by some players
  • Complex to teach and set up; perceived as lengthy
Thematic elements
  • Civilization development and progression through tracks
  • Civilization-building across eras
  • Factions with divergent paths; progress-based storytelling
Comparison games
  • Wingspan
  • Scythe
Mechanics (from transcript analysis)
  • Card drafting / civilization cards — Multiple civilizations with asymmetric abilities; cards influence development paths.
  • Civilization track progression — Four main tracks representing various domains (military, economy, science, culture) that players level up to score.
  • Tile/board development and action selection — Terrain tiles and structures shape actions and scoring; players place/activate to progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Different Strokes, different folks
  • Marketing front with board games, they know what they're doing on that front
  • Wingspan easily my number one favorite Stone Mare game
  • this game was the biggest BG bait and switch I've ever seen
  • the five mechs in the base game are wildly imbalanced
  • I want Africa Birds; I want to see if they can do Arctic Circle and Antarctica Birds
References (from this video)
No references stored for this video.
Video 3SG-6QpJZ1s Stonemaier Games Discussion at 4:46 sentiment: positive
video_pk 5171 · mention_pk 15315
Stonemaier Games - Tapestry video thumbnail
Click to watch at 4:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Data-driven balance patches based on player data
  • Collected 10,000+ player data points for balance adjustments
  • Revised civilization box based on years of gameplay data
  • Long-term support and evolution of the game
Cons
none
Thematic elements
  • Civilization
  • History
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
  • Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
  • Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
  • Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
  • Video games stay fresh through patches, updates, and community content.
  • Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
  • Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
  • There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
  • Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
  • I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
No references stored for this video.
Video 3SG-6QpJZ1s Stonemaier Games Discussion at 7:48 sentiment: positive
video_pk 5171 · mention_pk 15324
Stonemaier Games - Tapestry video thumbnail
Click to watch at 7:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • One-page intro rule book (plus reference guide)
  • Player-friendly approach to onboarding
  • Four-page rule book with efficient teaching
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
  • Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
  • Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
  • Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
  • Video games stay fresh through patches, updates, and community content.
  • Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
  • Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
  • There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
  • Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
  • I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
No references stored for this video.
Video poYTa8gmPJw Foster the Meeple Discussion at 27:37 sentiment: positive
video_pk 5095 · mention_pk 15110
Foster the Meeple - Tapestry video thumbnail
Click to watch at 27:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, expansive fantasy of civilization building
  • Highly replayable with variable setups
Cons
  • Can be heavy and long; not ideal for short sessions
Thematic elements
  • tech_tree-like progression and empire-building
  • A civilization-building canvas; grand strategy
  • grand strategy with modular board
Comparison games
  • Wingspan
Mechanics (from transcript analysis)
  • engine building — players develop their civilizations and advance through different tracks
  • solo/competitive engine-building — players develop their civilizations and advance through different tracks
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • snacking during board gaming is like almost as essential as like the games themselves
  • this is the best thing we ever decided to do
  • Rhino Hero Super Battle Run over here is a big boy
  • it's the best game ever
References (from this video)
No references stored for this video.
Video zJVJ8Zg6imA The Broken Meeple Review at 0:39 sentiment: mixed
video_pk 4914 · mention_pk 14582
The Broken Meeple - Tapestry video thumbnail
Click to watch at 0:39 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Production quality is superb: durable components, impressive buildings, and linen-finished cards.
  • Solid solo mode with a clean AI framework that scales with player count.
  • Multiple viable paths and a lot of replay potential through different civilizations and tapestry cards.
  • The box and insert design make organization straightforward and the storage tidy.
  • The game plays smoothly and has a relatively intuitive basic flow once learned.
Cons
  • Downtime increases markedly with more players; five-player games can feel slow and laborious.
  • Balance swings and randomness are prominent due to tapestry cards and dice outcomes, which can overwhelm strategic planning.
  • Thematic integration is weak; the game is more mechanical than evocative, which can dampen immersion for theme-focused players.
  • Some civilizations feel underpowered or overly powerful even after published balance tweaks; the errata attempted to address this but did not fully balance.
  • The production value drives cost, with a retail price around 60–70 pounds; some players may feel value does not match price for the gameplay delivered.
  • The rules and iconography can be dense, leading to a non-trivial initial learning curve, especially for solo automata.
Thematic elements
  • Civilization progression via technology, exploration, military/science development, and urban/landmark expansion; the theme is acknowledged as weakly integrated.
  • Global civilization development through four tracks with a linked map and city-building elements.
  • Euro-style tableau-builder with occasional storytelling flavor through tapestry cards; not a strong narrative focus.
Comparison games
  • Viticulture
  • Nations
  • Gaia Project
  • Maracaibo
  • Scythe
  • Fruity Aces (referenced)
Mechanics (from transcript analysis)
  • City-block/area planning — The map is divided into zones; players must orient tiles to align terrain indicators and maximize placement efficiency.
  • Dice-driven progression (science track dice) — Some tracks use dice (e.g., green d12) to determine level-up opportunities, introducing an element of stochastic progression.
  • End-game scoring — Victory points are scattered across tracks and landmarks; the player with the most VP at the end wins after the fifth income turn.
  • Four development tracks — Military, science, technology, and exploration tracks determine actions, bonuses, and progress; leveling increases future options.
  • Global map with outposts — Outposts are placed on a hex-based map to claim locations and gain end-of-round bonuses; area control-like tension arises from competition for space.
  • Income turns — Players alternate actions until resources are spent; then they take income turns to gather resources and refresh options for the next round.
  • Landmark buildings — Landmark buildings unlock as you hit certain thresholds and can be placed on the map to grant income and strategic options.
  • Resource management — Multiple resources must be managed to pay costs for actions and to fund income turns and upgrades.
  • Solo mode with automata — Solo play features Shadow Empire and an opposing automaton (Tom/factory-like rules) that tracks progress and adjusts the challenge.
  • tapestry cards — A deck of tapestry cards provides round-specific effects and potential engine-building synergies; cards vary in power and timing.
  • Technology cards — Technology cards level up tracks and offer ongoing or one-shot benefits; progress can be sped up via choices and resources.
  • Tile/city-building on a grid — Players place small buildings on a boxed map grid, filling rows and columns to unlock rewards and landmarks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • not a thematic game in the slightest
  • this is hard to call a civilization game as much as it says on the box
  • I think I'm gonna give this one a six out of ten
  • production quality this thing is sound
  • not cheap this is going like a 60 to 70 pound game
  • solo mode is pretty smooth once you get the hang of how the automata work
References (from this video)
No references stored for this video.
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