Anachrony Score Calculator
Score Path bonuses, exosuit pressure, buildings, superprojects, timeline cleanup, evacuation, morale, anomalies, and remaining reserves.
| Score Area | Typical Input | Calculator Formula | Endgame Note |
|---|---|---|---|
| Buildings | Printed VP on constructed cards | Manual sum entered directly | Factories, labs, power plants, mines, life support |
| Superprojects | Printed VP on completed superprojects | Manual sum entered directly | Often the largest single-card point source |
| Evacuation | Evacuation condition card VP | Full VP if completed, half if attempted | Use zero when no evacuation occurred |
| Timeline | Cleanup VP and unresolved warp | Timeline VP - 2 x warp debt | Returned tiles reduce penalties |
| Anomalies | Unresolved anomaly tiles | -3 VP for each anomaly | Count final board anomalies only |
| Path | Scoring Identity | Best Inputs to Watch | Bonus Estimate |
|---|---|---|---|
| Harmony | Morale and sustainable engine | Morale, workers, exosuits | Rewards clean, high morale play |
| Dominance | Buildings and power projection | Building count, anomalies, suits | Rewards dense infrastructure |
| Progress | Superprojects and technology | Superproject count, printed VP | Rewards completed flagship cards |
| Salvation | Timeline repair and evacuation | Returned warp, evacuation, cleanup | Rewards a controlled timeline |
| Penalty / Bonus | Value Used | When It Applies | Calculator Field |
|---|---|---|---|
| Unresolved Anomaly | -3 VP each | After final cleanup | Anomaly Tiles Remaining |
| Unreturned Warp | -2 VP each | Requested but not repaid | Warp Requested - Returned |
| Morale Track | -3 to +6 VP | Final morale marker | Morale Track Position |
| Evacuation | Card VP | Completed condition | Evacuation Card VP |
| Preset | Path Style | Key Risk | Expected Use |
|---|---|---|---|
| Harmony Clean Evacuation | High morale | Few anomalies | Teaching final score flow |
| Progress Superproject Run | Card VP spike | Warp debt | Big engine comparison |
| Salvation Timeline Repair | Returned tiles | Low buildings | Timeline control check |
| No Evacuation Crisis | Penalty audit | Anomalies | Endgame recovery estimate |
Anachrony scoring require you to calculate several different values in order to find the final score that you will recieve for the game. Anachrony scoring involve looking at the buildings, superprojects, path cards, and a timeline to determine your final score. You can use the calculator to determine your final score for the game, as it calculates your printed victory points, your evacuation score, and your unresolved warp for you.
Furthermore, the calculator is useful for removing the guesswork that you must employ when calculating each of these values for yourself. In order to use the calculator effective, you must understand what each input on the calculator represents. For instance, the printed building and superproject points are two of the inputs that you can find on the game components themselves, and those printed points rarely change during the game.
How to Use the Anachrony Score Calculator
However, other inputs include values like your morale (which change based off how well you motivated your workers), your evacuation score (which depends upon whether you have a condition card that is complete or partially), and your unresolved warp debt (which the player calculates based upon the number of tile that you requested from the future but which remain on your board). Each of these values must be entered into the calculator so that you dont accidentally count any victory points twice, or so that you do not forget about potential penalties for having a messy timeline. The value of your unresolved anomalies is also an input into the calculator.
Like warp debt, the cost of your anomalies is calculated based upon the number of anomalies that you have, but each unresolved anomaly are worth three points. Furthermore, the player calculates this value after the timeline has been cleaned up, as the anomaly and timeline values are calculated separate. Similarly, path choice is another input into the calculator; different factions provides slightly different bonuses to your score when they are chosen.
For instance, the Harmony path provides bonuses for high morale and the use of exosuit, while the Dominance path provides bonuses for the number of buildings that you have constructed and the number of anomalies that you have created on your board. The other paths provides bonuses for the number of superprojects that you have completed or the number of worker that you have left on the board at the end of the game. Each of these values is estimated by the calculator based upon the faction that you chose and the engine intensity of your board.
Each of the reference tables on the page contain information regarding each of these inputs. Each of these tables indicate which inputs is used in each of the formulas that are to be calculated at the end of the game. Furthermore, each of the tables help to indicate which penalties you will accrue at the end of the game for each of these separate values.
For instance, the reference tables will allow you to decide whether it is more beneficial for you to complete one more superproject during the game rather than having a relatively clean timeline and a number of remaining worker. However, it is important to remember that the resources and workers that is left over at the end of the game do not provide victory points for the game; they are only used to compare the strength of players in the case of a tie. Many gamers makes mistakes with these calculations.
For instance, some players may add points for an evacuation that was not completed during the game. Other players may forget to calculate their warp debt prior to calculating their anomaly penalties. Some players may focus entirely upon their printed victory points.
However, focusing solely upon these points may cause those players to overlook the points that can be earned from their low morale track; any number of buildings may be erased by a low morale track. Such mistake can all be avoided with the use of the calculator. Finally, one of the main use of the calculator is to allow players to compare two different ends to the game.
For example, one end state may contain many buildings, but also have a high warp debt and low morale. The other end state may contain few buildings, but have a relatively clean timeline and have strong reserve of workers of the appropriate types. However, calculating these two different end states with the calculator will show which end state will win the game.
It is difficult to envision these two different outcomes with the calculation taking place in one’s head. Furthermore, Anachrony rewards gamers for leaving their options open in the game, so the calculator can help to players to more easy win the game.
