As a longtime participant of cardboard civilization video games, I’m all the time in search of titles that break the mildew. From the second it was revealed, Jamey Stegmaier’s Tapestry seemed prefer it may match the invoice. With its pre-painted buildings, non-historical civilizations, and the hieroglyphic script that runs the perimeter of the board, it appeared to vow a civilization sport that wasn’t fairly like every other.
And, nicely, it actually delivers on that entrance. Tapestry is certainly not like most of its civ-game friends.
However not everybody loves it. A pair months after its launch, the sport has proved surprisingly divisive. And there’s a purpose for that—it simply occurs to be extra difficult than “this sport is nice” or “this sport is unhealthy.”
A (non-traditional) civilization sport
Let’s begin with the optimistic. In a style full of over-complicated (and over-long) entries, Tapestry fulfills its promise of a two-hour civilization sport with minimal guidelines. To some extent, the low studying curve is a smokescreen; the rulebook is simply 4 pages lengthy, but it surely offloads plenty of ideas onto a dense double-sided reference sheet. And as anybody who’s shared a desk with a buddy named Geoff is aware of all too nicely, two hours can shortly stretch to 3 as soon as some selections want making.
Nonetheless, that’s fairly slim. For probably the most half, Tapestry actually is lean. Practically each flip is neatly dealt with by pushing your self up a single house on one of many board’s 4 development tracks. These are the hieroglyphs I discussed earlier, representing ideas like warfare, exploration, science, and know-how, they usually’re much more vital than the hex-grid map that dominates the board. You pay a useful resource or three to maneuver into your chosen monitor’s subsequent house, acquire a profit, and sometimes pay for a bonus. Straightforward. All the higher that these tracks spit out incremental rewards sooner than any free-to-play app.
That is additionally the place Tapestry’s non-traditional nature begins to indicate by way of, together with a few of the points which have confirmed disappointing to those that need “theme” of their board video games. The development tracks exist in isolation, liberating the participant to maneuver alongside any monitor of their selecting so long as their sources maintain out. This may really feel liberating relating to potential combos, letting you maximize your returns as usually as attainable. However there’s actually nothing stopping you from creating neuroscience earlier than stone instruments, or boarding an area shuttle to distant worlds earlier than determining that exploding powder can hurl objects at deadly velocities in an enemy military’s course.
Is that this an issue? It is dependent upon whether or not you play video games to knock methods towards one another for factors or as a result of these methods help a coherent narrative. One of many hallmarks of the civilization style has all the time been the sweeping narratives it produces, usually resulting in these aforementioned difficult guidelines.
We constructed this metropolis… on development tracks
If the purpose hasn’t already been firmly said, Tapestry avoids this conventional course. There are tech playing cards, however they don’t create a “tech tree” like all you’ve scrutinized earlier than. Innovations like eyeglasses and anesthesia are cool to see on the desk, they usually elevate questions over which applied sciences have been essential to human growth. Was the wheel actually such an enormous deal? Tapestry isn’t really concerned with such musing, simply because it isn’t concerned with explaining why plumbing offers you an armory or why warships dole out further staff.
Maybe probably the most overt indicator of this strategy comes within the type of your capital metropolis. As your civilization grows, new buildings are regularly added to your private board, reworking it from swampland to metropolis. Or, from mountaintop to metropolis. Or, from desert to abandoned, when you’re too gradual to seize the precise landmarks. (Talking of which, landmarks are awarded for being the primary to hit sure areas on the development tracks. Prepare stations and tank factories, lighthouses and shuttle launch pads—these stand out as a momentous reward in your hustle.)
What do these landmarks do? Fill house. Actually, that’s what they do. Don’t get me improper, filling house in your capital metropolis is a vital course of. When sectors are fully stuffed, you get an additional useful resource. Accomplished rows and columns, in the meantime, award factors. Some players are disenchanted that an “academy” landmark does nothing extra thematic than block off a 4×2 grid. Honest sufficient. (Though it wouldn’t be the primary authorities undertaking that did little greater than clog up some metropolis’s downtown.)
Like the whole lot else in Tapestry, the town constructing is completely practical, if weirdly distant from its subject material. It’s attainable to focus on landmarks that may propel you forward of the competitors, whether or not economically or score-wise. Sadly, your capital may additionally resemble a circuit board, a bizarre latticework settlement that no human thoughts would ever willingly create or inhabit.
Unraveling the tapestry
At this level it could be straightforward to argue that Tapestry is mechanically sound however narratively empty. Straightforward, however an oversimplification.
Each assumptions are undermined by the titular “tapestry” playing cards. Consider them like a nationwide id, one thing that lingers throughout generations to type the spine of your tradition. Possibly you’ll host the Olympics and bask of their status, or marry into one other participant’s royal household to leech off their developments, or embrace terraforming to make your capital metropolis look much less like a Borg dice. Every participant makes use of simply three of those playing cards over the complete sport, and the playing cards endow every civilization with a way of id and historical past. A diplomatic neighbor can genuinely really feel like an outdated pal, whereas dictatorial oil barons with a historical past of pillaging are finest averted. (Guess you didn’t see that one coming.)
However tapestry playing cards are additionally wildly divergent of their results. You’ll draw many greater than you’ll be able to play, however not all the time in time and never all the time with choices that mesh nicely with the form of your civilization. Unhealthy attracts alone don’t make the sport unwinnable, however Tapestry does appear to set totally different level ceilings for the cultures clashing on the desk. In different phrases, these playing cards take a wrench to any straightforward statements in regards to the sport, offering each much-appreciated dashes of narrative spice whereas additionally irritating the best-laid plans.
Tapestry is difficult to evaluate. I am sure its concepts are intelligent, even progressive, and it successfully reduces the civilization formulation. However that phrase carries a double which means. The sport is lowered to necessities—a point-chaser that rewards each cautious planning and outright likelihood. However additionally it is lowered to its bones, stripping away the interactions and narrative that make a two-hour civ-game such a holy grail amongst board players.
The sport is divisive, then, and prone to keep that manner. I’m glad Stegmaier tried to take the civilization sport past its consolation zone. Experiments are worthwhile, even when their outcomes are imperfect, and this can be best for you. However relating to the explanations I play board video games—the interactions between gamers, the narratives that come up from play, the thematic statements—this Tapestry is naked of the threads I worth most.