These production issues will of course be remedied in future print runs.

You can definitely try difderent things with them, but you almost always want to pursue income, right? Wow this is one hell of an effort! I am surprised by such a large majority of player counts being solo or two player. And some were just frustrated by elements of the production and design. And from a gameplay standpoint, I like the system because if you know what you’re doing, the Advancement tracks and Tech cards can be used to fashioned some pretty devastating combos.

Most of these people could not possibly have played the game because it had hardly been released. Plans and Ploys introduces seven new landmarks, all of which are gained in new ways previously unrelated to landmarks (note: with all those landmarks I was still, barely, able to get everything in Plans and Ploys to fit in the base box with the base insert still in there). You can almost instantly see really good ones.

They seem to add a lot of unnecessary luck to the game.

I am pretty confident that most of this data came from people who are not experts yet (the game is very new). But the game is called Tapestry.

I can see why Jamey went this route with Tapestry and think it's interesting, but would loathe a simple VP adjustment. Is it really true to say the futurists receive 20 resource equivalents when they don’t get any of the benefits that would have been received from spending those resources to advance? In the extensive designer diary he posted over the following weeks, Stegmaier laid out his vision for the game and how it came to fruition. Militants synergies very well with a ton of tapestry cards. Awesome analysis.

This site uses Akismet to reduce spam. Then there are the rules and play aids themselves.

There is someone on BGG who is compiling a database of civ victories and there seems to be no question that, like say Terra Mystica, there is significant enough variation in win rates to require some kind of VP handicap down the line. When it comes to play balance, the two biggest complaints have been about the variance in Tapestry cards and civ powers. Not only do they have the same experienced vs. beginner issues, but the only thing they are polling for is winning civilization, and OP's data showed that this is a much less informative metric than just straight-up scores for every civilization.

It’s got huge replayability, it’s not hard to teach, it’s easy to get into, and its strategic depth reveals itself with repeated playings. So we could have pre-painted Smurf-like buildings? Recyclers: Heavy tech focus – start with a tech, get extra tech upgrades, and can gain tech out of the discard pile.

You don’t get to advance tech a terrible lot in Tapestry, so the Recyclers was a nice option. In discussing his inspiration for Tapestry he name-checked many of the civ games I looked at in my three-part examination of the genre (you can read them here, here, and here): Through the Ages, Nations, The Golden Ages, and so on. This makes me feel a bit better about my scores so far.

I’ve played pretty well every tabletop civ game out there, and Stegmaier’s announcement ignited my hopes that finally, someone would hit that sweet spot where the epic sweep of history, the “just one more turn” vibe, and a two-hour playtime all met. I say it is “sort-of” related to Plans and Ploys because, of course, Stonemaier already makes these adjustments available on their website; it’s not like you have to buy the expansion to get them. Press question mark to learn the rest of the keyboard shortcuts. If you stop that resource gain, they get handicapped hard.

Adding another civilization can be incredibly powerful especially if you still have a couple of ages left. I don't understand at all what is the point of the official Stonemaier survey. Required fields are marked *. There are no new tech cards, but there are about 15 new tapestry cards. It mitigated a lot of luck and didnt take that much time. Most of the rest of the expansion is a question of which aspects of the game got new content.

Futurists just get too much starting value, allowing you to combo off science and do some insane things almost guaranteed. Their power varies depending on the player count and when you draw them (you can acquire additional civs in the late game if you invent Radio among other methods). Perhaps Architects are powerful in a game with beginners, but overall they're really only so-so. Aliens: Gain early access to space tiles. The #1 reddit source for news, information, and discussion about modern board games and board game culture.

In fact, at the moment it feels that the adjustments give certain civilizations an unfair advantage. I wish you luck in your future endeavours. Half of the sixteen original civs get adjustments. In a similar vein, there is no question that some of the civs are easier to play than others. Some had issues with play balance.

Wanting to avoid treading on delicate historical sensitivities is understandable (I mean, do we need another thread about who was worse: Hitler, Stalin, or Mao?) The Tinkerers can be pretty exciting for everyone, with powerful moves of their own and goodies for everyone else, although they encourage some serious long-range planning that might make a game drag depending on who’s playing them. This means you are closer to the end of the track, but you miss out on some of the cheaper rewards. Of course, the landmark miniatures in Plans and Ploys are as fantastic-looking as the ones in the base game – big, chunky, and colorful. Learn how your comment data is processed. I hadn't played Terra Mystic prior to Tapestry, but I have now.

Some thought the game wasn’t civ enough. Some of you may recall that in early September, around the time the first copies were being delivered in North America, I posted a request to the community to help me collect data on the new Stonemaier boardgame: Tapestry. You know, I've seen Architects come up a LOT in the games I've played, and they always seemed to win. If it had a pricetag of $60 I think people would be salivating over it. On the bright side, the landmark cards provide a little extra goal to focus your play in the early game. It should dawn on you at some point that these cards are more important than they first appear. Spies: Copy abilities from opponents – tapestry cards, advancement track benefits, tiles, and tech cards.

Plans and Ploys is a small-box expansion, and as a physical matter most of the expansion is taken up by the same thing that took up the base game box – the landmarks.

Starting with Scythe, Stonemaier Games had become notorious for underestimating the demand for its games, resulting in months-long wait times for pre-orders to be fulfilled. On the other hand, it is quite likely that most of the people who play this game will never become experts, so making sure the game is fun for as many people as possible is also a legitimate goal.

Militants synergies very well with a ton of tapestry cards. I’ve made my peace with the buildings. Their level of success hinges entirely on early conquer rolls. While it rankles me to see yet another example of a publisher using consumers as after-the-fact playtesters, I do love the variation in the different Tapestry civs and how they can alter playing-styles and decision-making. Riverfolk: Permits and encourages covering up impassible spaces in your capital city. Well done! Press J to jump to the feed. My wife and I get a kick out of the game and the imbalance is more interesting than frustrating.

Tinkerers: Give out start-of-game tech cards to opponents, then gains benefits based on advancement tracks, mostly from moving up or down (possibly moving way up or down). Futurists. Remembering which building is which is a pain since they’re not labelled, and knowing which goes in which part of the insert is a puzzle in itself until you realize there’s a diagram of the insert on one of the box sides–mentioned nowhere, by the way. Maybe you should get as many as possible so you have the widest possible choice when it comes to playing one. Finally we come to production design choices. That doesn’t stop Terra Mystica from sitting in BGG’s top 20. It would be interesting to see a 4 player game with very experienced players where they are aware of the Futurist's weaknesses and then exploit them. The OP's data confirms this with some of the civilizations being played more than twice as often as some of the others. It’s also very confusing and annoying at first that the buildings sit on naturalistic bases instead of square-based ones, which can lead to some bad decision-making when you realize that the building you’ve been working towards actually doesn’t fit in the gap you’ve left for it. Viticulture, Euphoria, Scythe, Charterstone... Looks like we can add Tapestry to that list.

And the player aid cards are more problematic. As an aside, according to that database if you’re looking for a well-balanced quartet of civs for a first game it looks like Historians/Leaders/Nomads/Isolationists is the way to go. His previous games Viticulture and especially Scythe to me epitomize the best of modern game design, with a seamless interlocking of mechanisms which mesh with theme and provide a constant stream of interesting decisions. You start on the fourth step on each track, but you don’t gain any bonuses, benefits, or landmarks.

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