Table Games Calculator

Isle of Skye Score Calculator

Isle of Skye Score Calculator

Total the active A-D scoring tiles, final scrolls, castle-road whisky income, livestock, territory patterns, and leftover coin VP.

Game Presets

🗓 Round and A-D Scoring Tiles

Choose the four scoring tiles assigned to slots A-D, then select the current round. For 2-4 players the standard six-round slot pattern is built in. For 5 players, use the active-slot override to match the board side at your table.

🗺 Clan Territory Inputs

Include your castle tile if you count it for road-connected tile scoring.
Count each animal once, even if multiple farms touch it.
Each building can be used in only one set.

📜 Final Scroll Inputs

Enter how many scroll tiles of each type are in open areas and completed areas. Completed-area scrolls score double. Identical scrolls both score.

Score Breakdown

Current Round
0
VP from active slots
Final Scrolls
0
VP before coins
Coin VP
0
1 VP per 5 gold
Projected Total
0
Score + round + final

🧮 Isle of Skye Reference Grid

16
Scoring Tiles
4
A-D Slots
6
Rounds 2-4P
5
Rounds 5P
7
Scroll Types
5+
Castle Income
1/5
Coin VP
2x
Closed Scroll

📋 Scoring Tile Reference

Scoring Tile Calculator Input Formula Rule Note
2x2 landscape squaresCompleted 2x2 squares2 VP eachTiles may count in multiple squares.
Completed areasCompleted areas1 VP eachRoads do not divide areas.
SheepSheep icons1 VP eachCount all sheep in your clan territory.
Large completed areasCompleted areas of 3+ tiles3 VP eachArea must be completed and at least 3 tiles.
Mountain brochsMountain areas with 1/2/3+ brochs1/3/6 VPEach mountain area scores by its broch count.
Building setsBroch-farm-lighthouse sets5 VP eachEach building can serve one set only.
Whisky majorityWhisky majority VP0/2/5 VPRequires at least one whisky tile.
Ship majorityShip majority VP0/2/5 VPRequires at least one ship.
Farm livestockAnimals on or adjacent to farms1 VP eachEach sheep/cattle scores once at most.
Gold majorityGold majority VP0/2/5 VPUse the current gold comparison.
Road cattleCattle connected by roads2 VP eachRoad must run through the cattle tile.
Ship + lighthouse waterWater areas with both3 VP eachOne score per qualifying water area.
Road-connected tilesTiles connected to castle by road1 VP eachRoad must run through each counted tile.
Vertical linesVertical lines of 3+ tiles3 VP eachVertical is relative to the castle tile.
Largest completed waterTiles in largest completed water area2 VP eachOnly the largest completed water area.
Completed mountainsCompleted mountain areas2 VP eachMountain texture is decorative only.

📜 Final Scoring Reference

Final Item Base Rate Completed Area Calculator Behavior
Sheep scroll1 VP per 2 sheepDouble scroll valueUses floor(sheep / 2).
Whisky scroll1 VP per 2 whisky tilesDouble scroll valueUses floor(whisky tiles / 2).
Ship scroll1 VP per 2 shipsDouble scroll valueUses floor(ships / 2).
Cattle scroll1 VP per cattleDouble scroll valueUses all cattle icons.
Broch scroll1 VP per brochDouble scroll valueUses all brochs.
Farm scroll1 VP per farmDouble scroll valueUses all farms.
Lighthouse scroll1 VP per lighthouseDouble scroll valueUses all lighthouses.
Coins1 VP per 5 goldNo doublingUses floor(gold / 5).

💡 Scoring Tips

Round check: In 2-4 player games, A scores rounds 1, 3, 5; B scores 2, 4, 6; C scores 3, 5, 6; D scores 4, 5, 6.
Road check: Whisky income and road-tile scoring need road connection back to the castle, but roads do not need to continue when placing tiles.
Scroll check: Score every scroll tile at the end. A scroll in a completed area doubles that scroll, not every matching icon.
Majority check: For whisky, ships, and gold scoring tiles, select 5 VP for most or tied most, 2 VP for second, and 0 VP otherwise.

You don’t realize it… but the game is almost done. It’s close. Are you winning? Is your opponent?

In Isle of Skye, points is hidden in plain sight and scored in layers, including immediate round scoring. By the time you think you’re up 3 points going into round six, your opponent has racked up a pile of majority wins and scrolls that might be different than the difference maker. Players are frequentely on edge when it comes to counting gold coins, roads, and sheep at the end of game. It’s complicated, but it’s layered scoring.

How to Count Your Points Correctly

Each of the four active slots on board scores immediately. Every couple of turns those slot rotate out and in to change the scoring. At the end of the game there’s the scoring for your scrolls, the tiles that sit in your clan territory. Those show their value at the end, when everything are tallied up.

You input how many of what scrolls you have, and the calculator does math so you don’t have to drag out a set of dice or write anything down while other people wait around. It breaks the scoring categories down into clear totals that separate useful information from distracting noise.

One mistake new players make is forgetting which spaces on their scrolls are complete vs. Open. Points will not doubles in any incomplete space (meaning there’s an edge of the space that isn’t filled). Because a small number of scroll can make up a large point deficit, this is important to remember.

Before inputting scores into your board, review what state it’s in. Are there cattle icons connecting from your castle? Did they form a solid line of road leading back? Then yes, they double according to the majority tile rule. If the road cuts out at least once for a single space, then no, you won’t get points for that link.

These formulas aren’t something you’ll need to memorize while playing, as they’re all listed in reference table. Gold coins are another thing that confuses people. These aren’t worth victory points until after scrolls is scored. Also, only one in five coins will count towards final score. Having 6 gold is equivalent to having 1 gold.

Excess gold take up space on the board and restricts other moves. But if you’re far back on the score track, you can use catch-up coins to rebound. This tool takes these ups and downs into account when you enter your current amount of gold and your position compared to other players.

Knowing what scoring tiles is likely to activate at the end of the game helps with strategic planning. The rotation for slots A; D is fairly consistent. Pay attention to slot markers and you can plan four moves out.

It’s easy to view building roads as an afterthought to setting down landscapes. But connecting those roads enables both majority bonuses and whisky income. These bonuses accrue over time and goes unnoticed by players who don’t count their tiles. Sacrifice a point here or there to add a road segment so that you get three whisky tiles scoring in round five rather than none.

Isle of Skye is tense because it builds multiple ways to win based off each move. Every decision carries an opportunity cost. No single action ensure victory. The calculator saves you the brainpower to block out opponents or plan your next combo. There’s no need to crunch numbers on the spot.

It displays how you’re doing at any point, this lets you decide when to risk everything or play it safe until end. You should of used it earlier. When you know exactly where you stand, you don’t have to guess anymore. You can execute. It makes that last round’s stress a calculated gamble instead of a blind leap.

Isle of Skye Score Calculator

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