Table Games Calculator

Caylus Favor Track Calculator

Caylus Favor Track Calculator

Choose a castle window, current marker columns, and immediate tactical need to rank the four royal favor lines for your next Caylus favor phase.

Caylus favors are timing sensitive: early columns are locked, same-phase favors must use different lines, and construction favors can replace occupied or missing construction buildings. This tool turns those constraints into a favor order you can actually use at the table.
Caylus Favor Presets
🏰 Favor Situation
Use the cap that is legal when the favor is resolved.
Same-phase multi-favor awards must split across different lines.
Caylus caps one phase at four usable lines.
The ranking changes with whether you need points, cash, cubes, or construction.
The calculator assumes the standard Caylus royal favor table: prestige 1-5, deniers 3-7, resource columns from food to gold, and construction columns from no effect to architect.
Recommended Royal Favor Plan
Best first line
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Plan value
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weighted favor points
Column access
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Same-phase use
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🧩 Caylus Planning Grid
4
Royal favor lines
5
Marker columns per line
3
Castle scoring sections
4
Max same-phase lines
📜 Royal Favor Track Effects
Favor line Column 1 Column 2 Column 3 Column 4 Column 5
Prestige points 1 VP 2 VP 3 VP 4 VP 5 VP
Deniers 3 deniers 4 deniers 5 deniers 6 deniers 7 deniers
Resource cubes 1 food 1 wood or stone 1 cloth Exchange 1 cube for 2 non-gold cubes 1 gold
Construction No effect Carpenter: wood building, 1 wood less Mason: stone building, 1 stone less Lawyer: residence for 1 cloth Architect: prestige building
🛡 Castle Scoring Favor Awards
Castle section No houses Small presence Strong presence Majority pressure
Dungeon -2 VP 1 house: no favor 2+ houses: 1 favor Cap still columns 1-2 during scoring
Walls -3 VP 2 houses: 1 favor 3-4 houses: 2 favors 5+ houses: 3 favors
Towers -4 VP 2-3 houses: 1 favor 4-5 houses: 2 favors 6+ houses: 3 favors
Favor Source Timing
Source Typical favors Timing note Calculator warning
Jousting Field 1 favor Requires cloth and denier before the Joust activates Great for pushing column 2 before Dungeon scoring
Most castle batches 1 favor Awarded after castle construction order is resolved Often pairs with resource or construction tempo
Castle scoring 0-3 favors Based on houses in Dungeon, Walls, or Towers Multiple favors must split across different lines
Prestige buildings 1-2 favors Church, Statue, and Monument can award favors Do not chain same-phase construction line use
Tactical Priority Reference
Need Favor line to prefer Column goal Why it matters
Immediate points Prestige points Any legal column It converts cleanly and never depends on board availability.
Worker pressure Deniers Column 2+ Cash protects later placements and provost control.
Missing cube Resource cubes Column 2-5 Targeted cubes finish castle batches and unlock gold.
City development Construction Column 3-5 Building favors bypass occupied or absent construction spaces.
💡 Favor Planning Tips
Stage-gate before you count. During Dungeon scoring, do not assume a new marker can jump into the later columns. Use the legal cap at the moment the favor resolves, then plan the next section from that new board state.
Write a split order for big awards. When Walls, Towers, or Monument gives multiple favors in one phase, pre-rank all four lines. The best single line might be illegal for the second favor, so your second and third choices matter.

Another thing that really bugs me is standing in the Jousting Field with my cloth in hand waiting to purchase a favor because I realize my marker is stuck at column one since Dungeon hasn’t scored yet.

No, the game doesn’t care what you intend to use the gold for or how many points you’ll get. All Caylus cares about is state of the board. And the favor track isn’t just a reward system. It’s a timing puzzle. Sometimes you’re able to take a favor when you need it. Other times, not so much. You have to learn when.

The Favor Track Timing Puzzle

Once you put down your starting markers and know what you need tactically at any given moment, the calculator above does the math for you, so you don’t always need to refer back to castle section rules.

And while most people think of the four favor lines as their own little minigame, chasing prestige points because hey, they’re pretty; or amassing deniers because cash is where it’s comfy, those lines actualy interact with the castle scoring phases in ways that are easy to miss until it is too late. Those lines also intersect with the castle scoring phases in subtle ways that can be difficult to understand until it is too late.

That cap on columns is the key constraint. You are locked into columns one and two when its Dungeon time. Want to get a gold cube? You need to be on column five by then. Nope! You have to wait until Tower or Wall scores, which means losing another turn. Lose a turn in Caylus? You usually lose the game.

This understanding of the time gate alters placement of your workers. Since you know for certain you’ll be scoring those Walls, you might focus on places that could open up next column of the favor track. This is better than rushing to take highest-dollar building.

It’s all laid out nicely in the reference table on the page, which details that as castle sections are scored the cap grows from two columns to four and eventually to five. It is a simple mechanic, but it makes you plan ahead multiple turns. Do I really need the favor I desire, or is it even legal yet?

Another issue is one of cash flow. A lot of players blow off the denier track and don’t get to it until they’re broke. At that point, they can no longer climb up the columns because they already spent all the favors that would of helped them do so on something else.

Those first few columns provides you with three or four deniers. Doesn’t seem like much, but early in the game, it could be the difference between placing a worker on a resource-rich spot versus having someone else do so. The error here is assuming you’ll always be able to produce cash down the road. You won’t. If you don’t have buildings producing resources and marketplace is empty, tough luck.

Then there are the wild cards: The construction favors. If your worker’s spot is filled (or doesn’t exist), these let you place a house anyway, which also circumvents the typical traffic jam in the first and last positions on the board. The catch? These only become available once you’re farther down the track. To get benefits of having an architect or lawyer, you have to reach either column three or four on the construction line.

This isn’t something you can rush. There’s a tradeoff here, between getting a house now versus gaining benefits later. Speed vs. Power.

So all this comes down to being flexible with the favor track. Good players don’t lock into one thing and stick with it throughout the game. They change depending on what other people try to do and what the board provide them. Maybe somebody is focusing on the prestige track and locking out some of those markers so I’ll go resources instead. Or maybe the castle scoring opens up higher columns and lets me get some points, then I’m pushing hard at that. It’s a back and forth of opportunity versus restrictions. Play the phase that you’re in, not the phase you want to be in.

Ultimately, the whole point isn’t to have markers on the track. It’s to have markers on the track that benefit you or hurt your opponent as much as possible within the rules. And that is the difference between playing and winning. You can’t disrespect the gates because they will shut on you.

Caylus Favor Track Calculator

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