Table Games Calculator

Tapestry Score Calculator

Tapestry Score Calculator

Total a Tapestry score from current VP, final income icons, capital city rows and columns, landmarks, technology cards, map territories, tapestry cards, resources, and civilization bonuses.

Scoring Presets

Choose a board-state preset, then edit every field and city square to match the player board before final scoring is recorded.

🏁Scoreboard and Final Income
Use the position on the score track before adding this calculator's final pass.
Income 5 is the final scoring pass for most score sheets.
Add visible fixed VP from the income mat that is not tied to a multiplier.
Leave at normal unless a card or solo audit needs a different pass.
🏙Capital City Grid

Click squares to mark filled buildings or impassable terrain. Impassable squares count as complete for districts, rows, and columns.

0Filled
0Blocked
0Rows + Cols
0Districts
Each visible icon scores completed rows plus completed columns.
Tracker for tier landmarks, tech landmarks, and landmark cards.
Manual VP from landmark cards, city abilities, or city-linked effects.
Income Track Multipliers
Cards in your technology area, regardless of row.
Each icon scores 1 VP per technology card.
Manual VP printed on upgraded cards or gained from tech effects.
Use territories you control at scoring time, including shared-control effects if applicable.
Each icon scores 1 VP per territory controlled.
Manual VP from conquest, exploration, space, or territory-card effects.
Use the count relevant to your visible card-scoring icon or civilization ability.
Each icon scores 1 VP per counted tapestry card.
Manual VP from when-played, this-era, trap, and end-game card text.
📜Cards, Resources, and Civilization
Tracker only; add any VP from the card text in tech bonus VP.
Square-row techs often produce end-game resources, buildings, or VP.
This adjusts notes only; exact VP stays in the manual fields.
Leftover resources score only if a card or civilization says so.
Add all four resources for optional conversion checks.
Use after all final income resources are gained.
Culture is counted the same as other resources here.
Base game leftovers normally need a card or civilization to score.
Manual VP from resource text, income choices, achievements, or expansion modules.
Use for civilization-specific scoring, official adjustments, or solo automa notes.
Final Score
0
total VP
Final Income
0
icon VP
Manual Bonuses
0
card / civ VP
City Lines
0
rows + columns
Score Breakdown
🧮Scoring Component Grid
9 x 9
Capital City
Rows, columns, and 3 x 3 districts are counted from the clickable grid.
4
Income Tracks
Houses, markets, farms, and armories expose resources and VP icons.
3 rows
Tech Cards
Cross, circle, and square rows help audit upgrade timing and bonuses.
5 turns
Income Cycle
The fifth income turn ends that player's game and locks their total.
4 types
Resources
Coins, workers, food, and culture are tracked for card and civ effects.
Manual
Civilization VP
Use one field for asymmetric civ bonuses and balance adjustments.
Map
Territories
Controlled territories multiply by visible map-scoring icons.
Cards
Tapestry Effects
When-played, this-era, trap, and end-game text go in manual VP.
📊Reference Tables
Income Icon Reference
Scoring AreaCalculator InputFormula UsedCommon Audit Note
Capital cityCompleted rows + completed columns, visible city icons(Rows + columns) x city iconsImpassable spaces count as filled for completion.
Technology cardsTech cards owned, visible tech-card iconsTech cards x tech iconsSeparate upgrade VP is entered manually.
TerritoriesTerritories controlled, visible territory iconsTerritories x territory iconsUse control after all final card effects are resolved.
Tapestry cardsCards counted, visible card-scoring iconsCards x card iconsSome civilizations count hand size or played cards differently.
Flat VP iconsExposed fixed VP totalManual flat VP x income multiplierUse this for visible non-multiplier VP on the income mat.
Capital City Grid Checks
City FeatureSizeScore TreatmentCalculator Handling
Full row9 spacesScores through exposed city iconsAuto-counted from filled or blocked squares.
Full column9 spacesScores through exposed city iconsAuto-counted from filled or blocked squares.
District3 x 3 spacesUsually grants a resource when completedAuto-counted for audit, not added as VP unless entered.
LandmarkVaries by pieceFills multiple city spacesMark occupied cells as filled; track landmark count separately.
Preset Intent Table
PresetBest ForLikely Score SourceManual Field To Check
Capital City EngineHouse-heavy income boardsCompleted rows and columnsLandmark or city bonus VP
Technology Card EngineMarket-heavy income boardsTech card multiplier iconsTech upgrade bonus VP
Territory Control MapMilitary and exploration boardsControlled territory iconsMap and territory bonus VP
Tapestry Card ComboCard-scoring civilizationsCard count and card textTapestry card bonus VP
Resource Conversion EndResource scoring cardsRemaining resource conversionConversion rule and resource bonus VP
Scoring Tips

City first: Count the 9 x 9 grid before final income so the row and column multiplier uses the correct completed lines.

Cards next: Resolve final tapestry text, technology upgrades, and civilization income abilities before entering manual card VP.

Use visible icons: The calculator multiplies by the scoring icons currently exposed on your income mat, not by buildings still on the mat.

Resources are conditional: Remaining resources do not become VP here unless a card, civilization, or module gives you a conversion rule.

Step into fifth income turn in Tapestry, and suddenly it’s quiet in there. Cards get set down. Players breathe out. It’s time to do the real work. This game isn’t quite as simple as adding up a grocery list; it’s more like auditing books at a complicated business. For five eras, multiple systems was running simultaneously, and now you’ve got to try to make them all add up.

Once you’re in your final state, the math happen inside the calculator (above). It’ll save you the mental exhaustion of tracking your multiplier so you can just enjoy end of the game, but knowing what those numbers mean will affect your gameplay. For example, most people get very wrapped up in filling out rows and columns in the grid of the capital city area. There’s something tactile and satisfying about doing so. However, that satisfaction depend entirely on whether you’ve revealed the right icons for scoring! That satisfaction is completely dependent on having icons exposed on your income mat. Even if you’ve built a huge engine of houses, but you forgot to expose the right icon, every row and column you’ve made goes away.

How to Count Your Score in Tapestry

To solve for this, the tool splits the task of filling out the grid apart from counting icons. Mark the full or impassable squares to see exactly how many rows and columns you have created. Then you record how many city icons you’ve actualy exposed. The difference here is that it encourages you to audit both where you put buildings AND how you’re going to use them on your income mat.

The other source of tension comes from technology cards. While having depth in certain rows can earns you more points, it’s usually the width that earns you big points at the end of the day. That’s where the number of tech cards times the number of visible tech icons matters (the calculator shows these numbers). There’s also an area for manual bonuses gained through card text or upgrades. This is where so many players lose (or win) their game. They fail to remember to count victory points given by upgraded technologies. They also forget the points from civilization abilities that kick in once certain milestones is reached. Leave those out, and suddenly you’ll notice that your score seems shockingly lower then the one your opponent has earned.

The same applies to the other ways of scoring, by controlling territories and through tapestry cards. Hold/Control something? Count it. Then look at what icons are shown in the income area of map/card and add those. This is laid out nicely on the page with a handy table to refer back to. This lets you check quickly that you aren’t double counting your base points, which are factored into other multipliers. Make sure you know exactly which icon goes where on the engines! If you have a lot of territorys, make sure their icons is showing on the map. Want to focus on tapestry cards instead? Just use those as your multiplier. Get these mixed up and you’ll find yourself over-scoring and not reflecting the true board state.

The asymmetries don’t end there, however. There are also civilization bonuses. Certain civs gets points for particular achievements and resources that aren’t easily classified by the usual income categories. This left-over category is represented in the calculator with a manual field for any special tweaks, plus excess resources that may be allowed to turn into victory points in your civilization. Raw resources typically don’t transform at all; most civilizations forbid it. So you’re left with those excess coins and food, which most civilizations don’t use. Unless your civ has some special rule about it, then that additional column matter. Unless your civ has some special rule about it, then that additional column matters. It’s where the odd victories accumulate (the stuff of high-level play).

Tapestry is about precision. Every line completed counts. Every icon matters. Every manual bonus earns its place. In the rush of final tally, the calculator won’t let you lose a point. What could of been a heated endgame becomes a clear, agreed upon outcome. You can step back, admire the complex engine you’ve crafted over the course of five eras, and start building it again with even more purpose next time. Quiet descends on the table once more, waiting for the next game.

Tapestry Score Calculator

Leave a Comment