Table Games Calculator

Keythedral Score Calculator for Final Totals

Keythedral Score Calculator

Total building tiles and unused cubes, then review the worker engine that created them: cottages, houses, fences, law card pressure, turn-order bids, and end-game timing.

1 Score Presets

2 Game State

Two-player games use the published variant.
Used for pacing and risk notes.
Estimate if you are scoring mid-game.
Shows margin, not an official tiebreak.

3 Cathedral Building Tiles

2-point tiles
4-point tiles
6-point tiles
8-point tiles
10-point tiles
12-point tiles

4 Unused Cubes

Stone
Lake
Wood
Farm
Vine
Ironwork
Glass
Gold

5 Cottage, House, Fence, and Law Control

Cottage number pressure

No. 1Cottage
No. 2Cottage
No. 3House
No. 4Cottage
No. 5Cottage

Control inputs

Final scoring: tiles plus unused cubes

Final Score

0

Against target

Tile Points

0

Cathedral share

Cube Points

0

Unused resources

Engine Read

0

Worker pressure

Score Breakdown

6 Keythedral Reference Cards

5

Cottages

Each player starts with five numbered cottages. A house can send a second worker when that number activates.

3

Fences

Fences shape access to adjacent fields. Removed fences are gone for the rest of the game.

20

Law Cards

Law cards can alter work order, harvests, tile costs, houses, fences, trades, or start order.

1-12

Tile Values

Building tiles score their printed numbers. The last acquired building tile ends the game immediately.

7 Scoring Tables

Item End-score value Calculator field Practical read
Building tiles Printed tile number 2, 4, 6, 8, 10, 12 counts Main score source
Resource cubes 1 point each Stone, lake, wood, farm, vine Useful leftover padding
Ironwork cubes 2 points each White craft cubes Moderate end value
Stained glass cubes 3 points each Purple craft cubes Strong leftover value
Gold cubes 4 points each Yellow craft cubes Best unused cube value

8 Worker Placement and Law Timing

Lever What to count Scoring effect Watch point
Cottage control Workers that reached fields More cubes for tiles Blocked fields cost tempo
House upgrades Houses built by round More placements per activation Late houses repay less
Fences Built and removed fences Indirect access control Unsafe Fence can erase one
Turn order bids Cubes paid or received Cube cost vs first choice Paid cubes could score
Law cards Played, held, and prevented actions Can swing tile timing Buying a law ends actions

9 Tips

Use the cube score as a sanity check. If your leftover cube score is high but tile points are low, you probably over-saved resources or missed the timing window on a high-value building tile.
Track blocked workers honestly. A house is strongest when the second worker actually reaches a field; if fences and crowded adjacency stop it, the upgrade was less valuable than it looked.
Count bid costs before celebrating first player. Start-player control can be worth a lot, but spent cubes would also score at the end if they stayed behind your screen.
Law cards are tempo tools. A price change, design change, good harvest, or work order law may be worth more than its direct cube cost when it secures a tile row.

At some point Keythedral goes from the art of creation to the mathematics of it all. Before this shift, you’ve spent time moving your workers around, bidding for who goes next, building fences, and more. Your cathedral might appear wonderful, a sure win. Looks can be deceiving. In this game, many folks think they has won because their building looks symmetrical, but they do not consider raw points. That’s where the calculator kicks in and tells us what the real score is.

Everything is accounted for. Every single building tile get counted as well as those unused resource cubes that sit idling. Believe me; those idle cubes count for a lot. On paper it’s simple. The points you get from your tiles depend on what number they say on them. An eight-point tile gets you eight points. A twelve-point tile gets you twelve, that makes up the bulk of your points. But leftover resource points are actualy cash in the bank at the end of the game too. One cube of farm, one cube of stone and one cube of wood equal one point. Two points for ironwork. Three points for glass. Four points for gold cubes.

How to Count Points in Keythedral

It’s counter-intuitive to save things, but it pays off big time when you don’t have enough points for something, or when there aren’t any more actions left. If your build engine starts slowing down, the craft cubes fills the gap. See the reference table below. Do you erect monuments? Do you stockpile resources? Do that based off how efficiently you place your workers.

Initially, each turn lets you place up to five workers at one of those cottages (one per turn). If you decide to upgrade to a house, this give you two workers in that row. That’s twice as many actions! And it speeds things up if done at the right time. Each house costs actions and resources, so be careful not to spend too soon; you might waste important turns before you get good tiles. Conversely, don’t delay too much; otherwise, you won’t have enough time to reap the benefits of that house. This is where the tool comes into play by helping you track blocked workers, an essential stat. Both workers must be able to access a field for a house to actualy contribute something. An opponent or fence could obstruct your path. In such cases, the second worker becomes dead weight.

This system is thrown off kilter with law cards. Those are 20 cards that cover things like fence destruction, harvest bonuses, and price changes. Many hurt everybody; some will help you. The swing estimate for them is subjective, which requires you to guesstimate their impact on the calculator. Do I need to spend my cubes because there was a bad harvest law? Did a work order change let me get a key row? These qualitative factors factor into economic pressure.

Fences make it more complicated by shutting down access (and requiring poor action). If a fence goes away it shuts down an opponent’s engine or opens up your field for you. All this factor into the net effect, which adds to the worker pressure score. Another scoring element that is frequently ignored is turn order bidding. It seems like throwing away cubes for going first is paying a tax. But it also lets you get key placements, get law cards, etc. Any cubes you spend in this way don’t contribute to your final score. They’re gone, never to be seen again. And the app keeps track of them (so you know exactly how much each bid is costing).

So how do I use it? You can enter numbers into the calculator and see what happens, sure, but that’s not really the point. It’s more of a diagnosis tool. Did you score highly in the tile column while scoring poorly in the cube column? Then you were playing aggressively, burning through resources. That’s fine provided you scored better then others. Did you have good cube scores but middling tiles? Then you probably weren’t making best use of time windows with your buildings, or perhaps you were hoarding resources. Either way, you’re seeing a reflection of your decision making process. The presets show various play styles: a balanced builder versus a player who focused entirely on craft cubes or fence control.

Balance between buildings and cubes. Once you’ve got the last tile for buildings, the game is over and doesn’t let anyone drag things out on the last few turns. It also gives you a natural timer so you have to know when you’re at the top of your engine and when it’s running down. That’s where the calculator comes into play as it lets you see if your fence and house builds were more cosmetic upgrades or if they paid off with worker reach, a way to see just how good your peak was.

In Keythedral, managing limited space, resources, and actions is key. How well you manage them is reflected in your score. Your cathedral may be a masterpiece, but the calculator strips away that pride to reveal the arithmetic truth. A sense of pride goes out the window when it comes to points. The arithmetic truth is what matters here, and that’s worth more than visual symmetry. Plug in your numbers. Where are you? Next time, try to connect high scores and looks. The cubes don’t lie.

Keythedral Score Calculator for Final Totals

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