Game rules

Tapestry rules: how to play and how to score

Reviewed on 21 October 2026 against the publisher’s rulebook. How we check

Tapestry plays 1 to 5 players: everyone leads a civilization from the dawn of humankind into the future, advancing on four tracks and scoring points throughout the game. Here are the essential rules, setup and scoring, based on the official rulebook.

Players
1 to 5 (solo against the Automa)
Play time
90 to 120 minutes
Winner
Most victory points; on a tie, the tallest landmark

Tapestry quick rules

The goal
Everyone writes the story of their civilization. You advance on four tracks, exploration, science, technology and military, improve your income, build your capital city and use your civilization’s abilities. Victory points are scored throughout the game, on the VP track.
Your turn
On your turn, either advance one space on a track or take an income turn, which begins a new era. Everyone takes exactly five income turns, the first one to start the game. The number of advance turns varies: everyone changes eras at their own pace.
Advancing on a track
Each track has twelve spaces in four tiers. Pay the resource cost (coin, worker, food, culture) printed under the tier you’re moving into, advance one space and gain its benefit, which is mandatory; any bonus is optional and costs extra. The first player to advance into tier II, III or IV of a track gains its landmark and places it in their capital city.
The four tracks
Exploration places territory tiles on the map: one point per side that lines up with the neighboring terrain, then the tile’s benefit; at the end, space. Science has you roll the science die to advance for free on the track it shows. Technology has you invent tech cards. Military has you conquer.
Tech cards
An invented card goes in the bottom row, to the right of your capital city mat, with no immediate effect. Each upgrade moves it up one row: the circle benefit in the middle, the square benefit at the top. To reach the top row, you or a neighbor must meet the card’s prerequisite. You upgrade one card on each income turn from the second on.
Conquering
Place an outpost on a territory adjacent to yours, then roll the two conquer dice and keep one result. A territory holding two items can’t be conquered. Taking an opponent’s territory topples their outpost, unless they discard a trap card: they keep the territory and yours falls instead.
The income turn
Four steps: your civilization (from the second income turn on); a tapestry card from your hand on the leftmost blank space of your income mat, with extra resources if you’re first among your neighbors in that era; one upgrade and the points of every exposed VP icon; and finally the exposed income. Your first income turn only gives income.
The capital city
Each market, house, farm or armory you gain comes from the left of its row on your income mat, revealing better income, then goes into your capital city, like landmarks. A completed three-by-three district gives any one resource; each complete row and column scores one point every time your capital city is scored.
Achievements
Three achievements: complete a track, topple two opponent outposts, conquer the middle island. The first time you earn one, place a token on the highest free VP space under it and score those points. Nobody earns the same achievement twice.
End of the game
Your game ends when you finish your fifth income turn, which gives no tapestry card and no income. When everyone has finished, the most points wins; on a tie, the player with the tallest landmark in their capital city wins.
Beginner pitfalls
Forgetting that benefits are mandatory and bonuses optional; activating the same space twice in one turn; going over eight of one resource; skipping a tech card in the first era; neglecting your income, when a building taken early pays off on every income turn after.
Playing solo
Solo, you face the Automa and the Shadow Empire, which take their turn together and choose their tracks with two decision cards. The Shadow Empire never scores: it competes with you for landmarks. You win if you finish with more points than the Automa; there are six difficulty levels.
With Plans & Ploys
Everyone picks a landmark card with a personal goal: meet it by the end of your turn and gain its landmark. The expansion adds civilizations, tapestry cards, space tiles and cards that cancel a trap.
With Arts & Architecture
A fifth track, the arts track, has you create masterpieces, whose benefits come back at the start of every income turn, and place inspiration tiles that upgrade an income row. The expansion also brings advanced capital city mats and landmark cards.
With Fantasies & Futures
Some tapestry cards have a charm that gives a bonus depending on the card placed next to it. Others reserve a building, a card or a tile at the edge of your income mat, for your fifth income turn, just before the upgrade.

How to score Tapestry

Victory points
Your space on the VP track once your fifth income turn is over, hundreds included: everything is scored during the game. Solo, also enter the Automa’s points in its column.
Tallest landmark
Tiebreaker only: if points are tied, check the tied player with the tallest landmark in their capital city; they win. The 2019 rulebook broke ties on the most resources remaining.

Worked example

Emma finishes her fifth income turn with one token on the 100 space of the VP track and the other on 87: she enters 187. Jake also has 187 points, but Emma has the tallest landmark in her capital city: she wins.

Common mistakes

  • Forgetting the hundreds: past 100, one token stays on 100 and a second one starts again from 0.
  • Looking for categories to add up: everything has already been scored during the game, on the VP track.
  • Scoring after your fifth income turn: only your civilization’s passive abilities still give points.
  • Breaking ties on the most resources left: that was the 2019 rule; it’s now the tallest landmark.

How to set up Tapestry

Setup comes in four parts. Follow the first two; add the third with expansions, and finish with the last one solo.

The board

  1. Place the board in the center of the table: big map for 4 and 5 players, small map for 1 to 3.The two maps are on either side of the board.
  2. Shuffle the tech cards into a facedown deck next to the board, then reveal 3.
  3. Shuffle the tapestry cards into a facedown deck next to the board.
  4. Shuffle the space tiles, then the territory tiles, and place each in facedown stacks next to the board.
  5. Place the landmarks within easy reach.You may set them on their spaces of the landmark board.
  6. Place the 2 conquer dice near the military track, and the science die near the science track.

Each player

  1. Each player chooses a color and takes its player tokens and 10 outposts.
  2. Each player draws 2 civilization mats at random.
  3. With 4 or 5 players, each player draws 1 basic capital city mat at random. With 1 to 3 players, pair up the capital city mats based on the numbers on the map, and each player draws a pair.Each starting territory of the small map shows two numbers: the two mats with those numbers form a pair.
  4. Place 2 of your outposts on the territory of the map that shows the number of your capital city mat.With a pair of mats, it’s the territory that shows both numbers.
  5. Keep 1 capital city mat and 1 civilization mat, and return the others.Civilizations not in play form the civilization deck.
  6. Place your income mat between your civilization mat and your capital city mat.
  7. Fill its 4 rows: 5 yellow markets, 5 gray houses, 5 brown farms and 5 red armories.Leave the leftmost space of each row exposed.
  8. Place 1 token of each resource on the 0 space of the resource tracker, at the bottom of your income mat.Coin, worker, food and culture: at most 8 of each.
  9. Place 1 player token on the starting space of each track, and 1 on 0 on the VP track.
  10. Do your civilization’s specific setup, if its mat calls for one.
  11. Apply your civilization’s starting adjustment, if it has one.The chart is in the Fantasies & Futures rulebook or on the Stonemaier Games website. With the revised civilization mats of 2024, there are none.
  12. Choose the first player at random.Play goes clockwise. Everyone’s first turn is an income turn.

With expansions

  1. Shuffle the expansions’ civilization mats, tapestry cards, tech cards and space tiles in with the base game’s; keep the advanced capital city mats apart.
  2. Plans & Ploys: put the territory tiles in the exploration draw bag and, if you like, its landmark tokens on their spaces of the tracks.
  3. Arts & Architecture: place the arts track beside the board and the masterpiece deck with 3 cards revealed, and use the 20-sided science die. Each player places 4 inspiration tiles near their mats and a token on the start of the arts track.
  4. Arts & Architecture or Fantasies & Futures: each player also draws 1 advanced capital city mat at random.Only one advanced mat per player, even with both expansions. For a first game, the rulebook recommends keeping a basic mat.
  5. Fantasies & Futures: place the income mat overlay over the right edge of your income mat, tucked beneath your capital city mat.
  6. With landmark cards: the player to the right of the first player draws as many as there are players, keeps 1 and passes the rest to their right.One extra card if Plans & Ploys and Arts & Architecture are both in play. Place your card to the left of your civilization mat, with its landmark.

Solo game

  1. Set up as for 3 players, on the small map, but always start on the territory labeled 2/4.With landmark cards, draw 2, keep 1 and place the other card’s landmark on the Automa’s mat.
  2. Remove the tapestry cards and civilizations excluded by the Automa rulebook, and 2 trap cards.With any expansion, keep all the trap cards.
  3. Place the Automa’s income mat, Normal side up, its 2 outposts on the territory labeled 3/5, one of its tokens on 0 on the VP track and one on the start of each track.Normal side: level 2, the default.
  4. Give the Automa a random Automa civilization card: the track it shows is its favorite, with one extra token.If the card shows a die, roll the science die to pick the track.
  5. Set the Shadow Empire’s outposts beside the board and one of its tokens on the start of each track; roll the science die until you get a track other than the Automa’s: that’s its favorite, with one extra token.
  6. Shuffle decision cards 8 to 22: this is the progress deck. Shuffle its top card with cards 1 to 7: this is the decision deck.With Arts & Architecture, 10 decision cards are replaced by the expansion’s.

Frequently asked questions

How many income turns are there in Tapestry?

Five per player. The first one starts the game and only gives income; your game ends after the fifth, which gives no tapestry card and no income.

Who goes first in Tapestry?

Choose the first player at random, then play goes clockwise. Everyone’s first turn is an income turn.

How do you break a tie in Tapestry?

The player with the tallest landmark in their capital city wins. The 2019 base game rulebook broke ties on the most resources left; the rule changed with the first expansion.

Ludingo’s Tapestry sheet was last reviewed on 21 October 2026, based on: dropbox.com, stonemaiergames.com 1, stonemaiergames.com 2, BoardGameGeek.