Tapestry: Has the mythical “2-hour civ-building board game” arrived?
arstechnica.com
arstechnica.com
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"Tapestry is complicated to assess. I'm certain its ideas are clever, even innovative, and it effectively reduces the civilization formula. But that word carries a double meaning. The game is reduced to essentials—a point-chaser that rewards both careful planning and outright chance. But it is also reduced to its bones, stripping away the interactions and narrative that make a two-hour civ-game such a holy grail among board gamers.
The game is divisive, then, and likely to stay that way. I’m glad Stegmaier tried to take the civilization game beyond its comfort zone. Experiments are worthwhile, even when their results are imperfect, and this may be right for you. But when it comes to the reasons I play board games—the interactions between players, the narratives that arise from play, the thematic statements—this Tapestry is bare of the threads I value most"
I get the strange feeling that the answer is a hard no. And that this price was ordered which is why it goes on like one long excuse for why different people might have different opinions of it.
This review tries to answer the question "is it interesting", particularly in the context of other similar board game designs. That is, the reviewer was interested in whether the fundamental mechanics worked well, and achieved the goals of the creator, and the player (spoiler: it worked for well, but did not achieve player goals)
In this mental model, the question of whether it's "fun" is irrelevant. Is it worth remembering, as a player or as a designer, is a much more valuable, and harder target to achieve.