Total settlements, buildings, goods, clergy, landscapes, wonders, economic value, and penalties into one final monastery score.
Enter the values from your final tableau. The calculator separates fixed victory points, conditional monastery bonuses, production goods, and endgame deductions so settlements and wonders do not get buried in one lump sum.
| Scoring Area | What to Count | Typical Range | Calculator Field |
|---|---|---|---|
| Settlements | Printed VP plus adjacency values from the settlement row | 35 to 95 VP | Settlement Victory Points |
| Buildings | Printed building VP, special scored structures, and tableau improvements | 45 to 115 VP | Building Victory Points |
| Goods | Final VP goods, relic goods, refined goods, and stored scoring tokens | 20 to 75 VP | Goods and Relic Victory Points |
| Economy | Coin value, economic value markers, and leftover final scoring value | 8 to 45 VP | Economic Value and Coins |
| Clergy | Prior, monk, laybrother, clergy placement, and monastery scoring | 5 to 28 VP | Clergy and Monastery Bonus Points |
| Wonders | Late high-value buildings and verified condition-based wonder points | 0 to 45 VP | Wonder and High-Value Building Points |
| Table Size | Strong Score | Close Spread | Endgame Pressure |
|---|---|---|---|
| 2 players | 210 to 250 VP | 8 to 15 VP | Scarce key buildings, cleaner planning windows |
| 3 players | 220 to 265 VP | 10 to 18 VP | Sharper building race and more landscape pressure |
| 4 players | 230 to 280 VP | 12 to 22 VP | Tighter clergy timing and contested action spaces |
| Long game | 245 to 300 VP | 15 to 25 VP | Wonders and refined goods decide more often |
| Deck Focus | Scoring Signal | Common Lift | Watch Point |
|---|---|---|---|
| Ireland | Whiskey, relic goods, and compact settlements | Goods plus economy | Do not double count relic VP and goods VP |
| France | Wine, bread, chateaux, and estate chains | Settlements plus buildings | Separate food value from printed victory points |
| Short Game | Lean building VP and fewer late wonders | Clergy tempo | Benchmark should be lower than long game totals |
| Long Game | More refined goods and high-value late buildings | Wonder finish | Penalty cleanup matters before final scoring |
| Final Audit Step | Question to Ask | Risk Avoided | Best Field |
|---|---|---|---|
| Settlement pass | Did every settlement score only legal adjacent terrain? | Inflated adjacency | Settlements |
| Goods pass | Are final VP goods separated from food-only goods? | Goods double count | Goods |
| Clergy pass | Did all clergy score from their final positions? | Missed monastery points | Clergy |
| Penalty pass | Are empty plots and failed conditions entered as positive deductions? | Overstated final total | Penalties |
| Mode | Best Use | Main Formula | Result to Watch |
|---|---|---|---|
| Balanced Abbey | Normal final scoring when no single area dominates | All positive buckets minus penalties | Settlement share near 20% to 30% |
| Goods Engine | Tables with refined goods, relics, whiskey, or wine stacks | Goods VP plus economy compared to buildings | Goods share above 20% |
| Settlement Chain | Games decided by estate placement and adjacency timing | Settlements plus chain bonus minus empty plot penalties | Target gap after penalties |
| Wonder Finish | Late-game pushes with large condition buildings | Wonders plus buildings as share of final total | Wonder share above 12% |
To calculate the final score for Ora et Labora, players must add up many different types of points that is earned from the settlements, buildings, goods, relics, economic value, clergy bonuses, landscape value, and wonder points that is earned throughout the game. Each of these values contribute to a final total score for the player, but using a scoring tool can help players to separate these different categories of points, giving them an understanding of how they earned there total score for the game. The scoring tool use specific fields for each of the different categories for a player score.
For instance, each of the settlements row have their own field for determining the total points that a player can earn from the settlement, as do the building cards. Each of the goods and relics have its own field separately from the field for food or production points, as goods and relics are each a different category that is usually earned lately in the game. Fields for economic value and clergy bonuses are separate from each other, as these categories relates to the engine of the game that each player is to be constructed, and those values are usually only visible on the game board at the end of the game.
Finally, landscape value and wonder points are separately categorize, as well, due to the fact that these values are awarded for long-term planning skills of the players, and because such points are again different than points for building production values. The different types of game settings may have different values for which the points is most important for winning the game. For instance, in the Ireland game variants, the goods earned by players will contribute to a large percentage of the total score for each player, since the whiskey and relic tokens can provide substantial points for each player.
In the game variants for France, the number of settlement or building chains that each player create will be the determining factor for score for each player, as the food and bread that is produced is more efficient than other type of goods. Each of the game variants can be chosen at the beginning of the game with the calculator, which will adjust the benchmark for scores accordingly. Furthermore, the game will provide four specific number at the end of the game that indicate the total score for the player, the percentage of total positive points that are from the settlements, an economy index score that incorporates both economic value and clergy points, and the score for that player in comparison to a chosen target score.
Each of these scores can tell a player whether the players position was built through many different areas of the game, or if the position was built through creating one strong engine of the game. The field for penalties for players must be created as a separate field from the positive points that a player scores. This is due to the fact that some players can easily overlook penalties, and that these types of penalty may indicate a change in the final score for that player.
For instance, if a player does not fully utilize their plots or wonders during the game, they will score few points for the game as a result. The calculator will automatically subtract this score, preventing the player from entering a total score that is too highly. The reference tables for the game will show typical points values for different number of players for the game, as well as the length of the game.
These tables can help the player to understand their score. Many error in scoring can be the result of double-counting. For instance, if a player adds the goods points for goods that do not contain the food requirement, or if the settlement adjacency points are counted twice (due to placement of the terrain square for two different estates), then the player may score more points than they should of.
Though the Ora et Labora scoring calculator does not prevent such mistake, it does make such errors easier to spot by using separate field for each of the game categories. Preset categories can be loaded in the scoring calculator that will determine the type of game position that each player achieve during gameplay. For instance, if a player loaded the preset for early settlement sprint, the score will reflect that the player earned a high number of points from their settlements, but relatively few wonder points.
If a player loaded the preset for goods vault position, then the score will indicate that the number of goods and economic value points for that player are higher than their building score. Finally, if a player loaded a preset for wonder finish push, the late building score for that player will earn a high portion of that players total score. Each of these presets will allow the player to get an idea of whether their total score is a strong total or average total for the size of the game table.
Though the scoring calculator will determine the outcome of the game for each player, it will not calculate the path that each player took to that outcome. For instance, the score for each player will not reflect the placement of the clergy during the game, or it will not reflect which player take which actions during their turn sequence. It is possible for two players to have the same total score for the game, but their paths to earning those total can differ.
However, at the end of the game, all of the decision that each player made and all of the placements for each type of resource will collapse into one total score for each player, which the scoring method can reflect as accurate.
