Tapestry Strategy Tips

Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
Post Reply
RichardWest
Posts: 15
Joined: 01 November 2023, 10:59

Tapestry Strategy Tips

Post by RichardWest »

Hello Tapestry community,

Over the past few months, I have had multiple mid-ranked Tapestry players ask me for tips to improve at Tapestry. I have put some work into preparing a "Tapestry Strategy Tips" series, and am considering posting the series here. The series would be broken down into five parts:

1) Overall Global Track Strategy
2) Micro Track Strategy
3) Income Turn Timing Strategy
4) Optimal Use of Tapestry Cards
5) The Little Things

This strategy guide would be specific to 2 player arena, and would be targeted towards mid-ranked players.

Before proceeding with posting the series, I want to check whether this would be viewed favourably by the community? Would I be breaking any rules or upsetting anyone by posting a Tapestry Strategy Tips series?

My thought is that the community as a whole would benefit if more mid-ranked players could make the jump to becoming high-ranked players. An available strategy guide could also help more beginner players learn the game and become regular players (which we need more of). The series could also generate some discussion which could help all players learn new ideas to improve (including me).

Independent of this strategy series, my #1 tip for mid-ranked players who want to improve would be to spectate old games between top ranked players. Before replaying each move, think "what would I do?", and then if they make a different play try to think about why they made that play.

I look forward to hearing your thoughts.
User avatar
NaCl_duke
Posts: 67
Joined: 04 April 2020, 02:55

Re: Tapestry Strategy Tips

Post by NaCl_duke »

Go for it! We need more players and if that leads to better games we will have more high scoring games for my post :)
Do you also plan to give strategy tips for different numbers of players? Or do you want to stick to the current arena format?
Looking forward to read your tips.
StefanDK
Posts: 11
Joined: 04 October 2022, 09:36

Re: Tapestry Strategy Tips

Post by StefanDK »

I was recommended to read your strategy guide (at https://boardgamearena.com/forum/viewtopic.php?t=37924) and I will definitely do that (especially before a certain upcoming tournament). This game is so intense although it does not seem so on first apprach...

Please keep the guides coming!
StefanDK
Posts: 11
Joined: 04 October 2022, 09:36

Re: Tapestry Strategy Tips

Post by StefanDK »

I look very much forward to an upcoming "when to go into next era" guide because I find that extremely hard to decide. Against good or brillant players I always become out smarted - or believe I do. But sometimes you can go into next era too soon. I find that rookie players always go into next era too late, but experienced players make a bit of a gamble. The best players just have a gut feeling or sorcerer like skills...

Anyway, a few ideas or questions for you:

Some great players, such as yourself (obviously), tend to make Era IV last forever (almost literally it seems). How is that possible? I have sometimes spend multiple hours on planning Era IV and to a degree of success, I must admit, but it is extremely time consuming and also depends on the other player's choice and a bit of luck (rolls, space tiles or likewise). But it seems a player like you can take all that into account in every game. I know it takes a lot of experience, but there must be some tips or tricks that help you get there.

When conquering tiles I have been advised to ALWAYS take the resource and not the VP. That has helped me a lot, but what is your take on that? Of course, if you roll the side with VP for all controlled territority tiles then you might take that if you have 8, 9 or even more (thank you, Militants! I once got 13 or so controlled tiles). Also, in the same post you could give a few hints on when to attack other players and when not to. I find it so random if they have trap cards or not, but also believe there must be a "tell". For example, if a player explores just next to you and eagerli conquers that tile, they are either bluffing (have no trap card) or wants to be attacked (to play a trap card). Of course it can also just be to get to a tile with an income building on it or the middle island.

Then there is the T+S combo. A "classic" for Era IV is going to T10 (some movement using the S track's benefits) and then moving either forward or back so you get circle/square and upgrade benefit multiple times. Could you maybe elaborate on different approaches to Era IV T+S because I find it really depends on your advance on other tracks (especially M) and also on your invention cards. So maybe also a bit about which cards is best suited for that strategy (e.g. Radio, Assembly Line, Lithium-Ion Battery and also building cards such as The Nail and the regular ones).

I could probably find some more points of interests that could easily be described.
RichardWest
Posts: 15
Joined: 01 November 2023, 10:59

Re: Tapestry Strategy Tips

Post by RichardWest »

StefanDK wrote: 06 August 2024, 14:26 I look very much forward to an upcoming "when to go into next era" guide because I find that extremely hard to decide. Against good or brillant players I always become out smarted - or believe I do. But sometimes you can go into next era too soon. I find that rookie players always go into next era too late, but experienced players make a bit of a gamble. The best players just have a gut feeling or sorcerer like skills...

Anyway, a few ideas or questions for you:

Some great players, such as yourself (obviously), tend to make Era IV last forever (almost literally it seems). How is that possible? I have sometimes spend multiple hours on planning Era IV and to a degree of success, I must admit, but it is extremely time consuming and also depends on the other player's choice and a bit of luck (rolls, space tiles or likewise). But it seems a player like you can take all that into account in every game. I know it takes a lot of experience, but there must be some tips or tricks that help you get there.

When conquering tiles I have been advised to ALWAYS take the resource and not the VP. That has helped me a lot, but what is your take on that? Of course, if you roll the side with VP for all controlled territority tiles then you might take that if you have 8, 9 or even more (thank you, Militants! I once got 13 or so controlled tiles). Also, in the same post you could give a few hints on when to attack other players and when not to. I find it so random if they have trap cards or not, but also believe there must be a "tell". For example, if a player explores just next to you and eagerli conquers that tile, they are either bluffing (have no trap card) or wants to be attacked (to play a trap card). Of course it can also just be to get to a tile with an income building on it or the middle island.

Then there is the T+S combo. A "classic" for Era IV is going to T10 (some movement using the S track's benefits) and then moving either forward or back so you get circle/square and upgrade benefit multiple times. Could you maybe elaborate on different approaches to Era IV T+S because I find it really depends on your advance on other tracks (especially M) and also on your invention cards. So maybe also a bit about which cards is best suited for that strategy (e.g. Radio, Assembly Line, Lithium-Ion Battery and also building cards such as The Nail and the regular ones).

I could probably find some more points of interests that could easily be described.
Regarding the question of how good players "Make Era IV last forever", having a good Era IV has all to do with your setup in Eras I-III. Once you are in Era IV, there are still decisions to be made but it is normally clear what you want to do. Scoring well in Tapestry is all about setting up well in Eras I-III in order to score well in Era IV. Most Tapestry games are won or lost by the end of Era II, or maybe Era III. The topic of "how do I set up well in Eras I-III" will essentially be answered in the remaining strategy series...stay tuned.

Regarding taking res on conquer rolls, always take res outside of a few unique scenarios:
- Near the end of the game when you can't make use of the res, or using the res elsewhere would get you less points than just taking the red die benefit.
- If you are Nomads and have a ton of territories controlled and roll "points per territory". This could possibly apply to Militants as well.

Regarding when to attack the opponent, this is hard to say. Generally, I will consider attacking if we are both going up M, my opponent is rushing the middle, I have a trap, and it is still early with only a couple tap cards drawn. Even if he has one trap, I can still attack again when it is unlikely he will have a second trap. However, if I am confident I will last longer in the game than my opponent, I will still not attack as I can wait and get the island and 2 topple achievements after he has finished.

Regarding best way to play T+S, it is difficult to say as there are infinite scenarios depending on civs, tap cards, tech cards, positions on tracks, and remaining res. Here is an attempt at some general comments:
- If I have the radio (and especially radio with assembly line), I will likely use S10 to go back on T in order to get more use out of the radio.
- If I do not have the radio, but I think I can finish M, I will likely use S9 or S11 to finish M. Finishing T+S+M is often possible and if done will always score well. Getting siegecraft makes this strat quite viable, as you can use T9 to get two free advances on M7 and M8.
- If I do not have radio and also dont think I can finish M, then it just depends.
Post Reply

Return to “Tapestry”