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Dominion Intrigue Calculator for Final Scores

Dominion Intrigue Calculator

Total an Intrigue endgame with Estates, Duchies, Provinces, Colonies, Curses, Duke pairing math, Nobles, Harem, deck size, Action payload, and optional VP token or landmark points.

1Named Intrigue score presets
Choose the closest score shape, then replace the counts with one player's final deck. Duke scores from Duchies, while Nobles and Harem each add fixed 2 VP.
2Intrigue scoring inputs
Estates
Curses
Estates score +1 each. Curses score -1 each.
Duchies
Dukes
Each Duchy is 3 VP. Each Duke is worth your Duchy count.
Provinces
Colonies
Use Colonies only if the table included a Colony ending.
Nobles
Harem
Both Intrigue hybrid cards score 2 VP per copy.
Include every owned card: Victory, Treasure, Action, Reaction, Duration, and Curse.
Count Action and Action hybrid cards to read whether the deck is engine-heavy.
VP tokens
Landmark
Optional field for Empires landmarks, tokens, or table-agreed bonus points.
The target creates the final gap card and score read.
Final VP
0
points counted
Duke Block
0
Duchies plus Dukes
Intrigue Hybrids
0
Nobles plus Harem
Target Gap
0
to benchmark
Enter card counts to see the Intrigue score read.
3Intrigue component spec grid
0Basic Victory VP
0Duke VP scored
0Curse penalty
0VP per card
0%Action payload share
0Token and landmark VP
36Endgame target
DukeScore shape
4Dominion Intrigue scoring tables
Core card score reference
Card or sourceScore formulaExpansion contextCalculator field
EstateEstates x 1 VPBase Victory pile or starting cardEstate and Curse cards
DuchyDuchies x 3 VPBase pile that also feeds DukeDuchies and Duke cards
ProvinceProvinces x 6 VPCommon game-ending Victory pileProvince and Colony cards
ColonyColonies x 10 VPOptional Prosperity-style endingProvince and Colony cards
CurseCurses x -1 VPPenalty card from attacks and kingdom effectsEstate and Curse cards
Intrigue card math reference
Intrigue cardScore ruleCommon audit cueWhy it matters
DukeEach Duke scores 1 VP per Duchy you ownCount Duchies first, then multiply by DukesTurns a Duchy pile into a second score engine.
Nobles2 VP per copyCounts as both Action and Victory for ownershipAdds fixed VP while supporting Action payload.
Harem2 VP per copyCounts as both Treasure and Victory for ownershipRaises money density without leaving scoring behind.
VP tokensDirect pointsAdd only tokens actually held at game endOptional for mixed sets or landmark tables.
Endgame target reads
Target settingBenchmarkBest useScore interpretation
Province finish benchmark36 VPStandard four-player Province endingsSix Provinces worth of pressure is the baseline.
Strong Province finish42 VPHigh scoring Province games with DuchiesChecks whether Duke or hybrids beat a big green stack.
Colony finish benchmark60 VPTables with Colonies and higher ceilingsProvince totals can look low beside Colony points.
Landmark or token finish45 VPEmpires-style points mixed into Intrigue kingdomsManual tokens can become the decisive swing.
Two-player compressed target30 VPTwo-player split piles and tighter Duchy racesUseful when the Province pile is smaller.
Deck and action payload signals
Score shapeMain signalPayload cueAudit note
Duke Duchy deckDuke block beats plain Province countAction share can be moderateEach extra Duchy also adds 3 fixed VP.
Nobles engineHybrid VP plus many Action cardsHigh Action payload shareNobles can be counted in Action payload.
Harem money deckTreasure density with fixed VPLower Action payload can still score wellHarem is not an Action payload card.
Curse recoveryPenalty row drags total downPayload may clean up but not score itselfSubtract Curses before comparing targets.
5Scoring tips
Duke audit: The Duke formula uses the final Duchy count, so change Duchies first and every Duke updates from that count.
Hybrid audit: Nobles and Harem are scored as Victory cards, but only Nobles should be included in Action payload unless another card type says otherwise.

In Dominion, winning or losing are determined by the scoring phase. You’ve bought cards, shuffled your deck, and you’re down to one last calculation: What’s each card worth? It is not just about basic cards; you might even draw a Duke at the end of the game. That might be more valuable then a Province card.

In the Intrigue expansion, they changes the scoring mechanism from raw addition to a network of interdependencies. It’s not enough to simply collect points; it’s building an engine that generates points depending on which other cards you possess. This makes manual calculations hard (you’ll get them wrong) and unnecessary. It gets trickier because Harems add hidden value and Curses subtracts value.

How the Calculator Helps You Score Points

So you can think about strategy, let’s leave the math to a calculator (above). It will count Colonies, Provinces, Duchies, and Estates for you. It will even handle these complex connections in this expansion.

The relationship between Duchies and Dukes is the most significant part here. A Duke does not have a fixed point value. Their value increase based off how many Duchies you own. Enter four Dukes and five Duchies into the calculator, and it’ll know that every one of those Dukes are worth five points. That means twenty points from dukes only, plus another fifteen from the Duchies. Nine cards net you thirty-five points. Rather then the normal thirty points for a decade of Duchies.

The density of your deck matters. How much VP per card? It lets you know if your deck is bloated or efficient. Some victory cards (Harem and Nobles) are hybrids: They score but also do something else for you. For example, Nobles gives you 2 VP per card but add more actions to your engine. Harems increase the number of treasures in play at the cost of that same VP.

The tool breaks out those cards separately when you log them as input. That way, it lets you know whether you’re winning by using an old-school victory strategy, or because you built a hybrid engine. Sometimes the math will show that purchasing Nobles is more worthwhile than pursuing Provinces even though your deck seems shorter.

Each curse will lower your overall score by 1 point. In a Duke-heavy strategy, curses can slip through your mind easy. The tool helps you be mindful about all the negatives. Three curses will add up and become active deductions that might swing the game if it’s a tight matchup. That penalty is right there in the breakdown and makes the price clear. You know not dealing with Curse attacks should of been a tax on your final score.

There’s also the layer of “what’s my endgame target selection?” What’s that? Well you choose a target such as the standard Province finish or a higher Colony threshold, or maybe even higher if you’re playing with an extra colony. Then you compare what you’ve got now to what a winning position is. Then you compare what you’ve got now to what a winning position is.

You might be deciding midway through the game whether to pick up one more Duchy to get the Duke multiplier effect, or keep room open for a card with points on it directly. The embedded reference tables on the page display those tradeoffs nicely so you can compare various victory combinations against popular standards. It’s not a judgment on how you play; It just shows what kind of deck you built.

A high action payload percentage show you’re building an engine; low action + high victory density means you’re building a score-and-cash strategy. Both are legit strategies. The tool removes the guesswork regarding how many points the Duke was worth and replaces it with the question, “Why did I have all those cards?

Mastering Intrigue isn’t about memorizing rules; it’s about understanding the leverage each card provides. There’s only learning leverage; what does this card do for me? How much does it count when I gain it? What card is used as a lever, and which is the one lifted by the lever? Which cards are both levers and weights?

And once you know those relations, how they work together, then points stop feeling like something to add up, and instead become something to diagnose. Your final deck tells the story of your turns, and the calculator checks that story is true, to the very last point.

Dominion Intrigue Calculator for Final Scores

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