Table Games Calculator

Manhattan Project Calculator for Bomb VP

Manhattan Project Calculator

Total your current bomb score, loaded bonuses, plutonium test value, uranium and plutonium deficits, building engine strength, espionage reach, aircraft posture, damage drag, and race-to-target status.

Scoring Presets

Pick a board-state preset, then replace the bomb card values with the exact cards in your hand or tableau.

Bomb Cards and Scoring

Bomb 1

Bomb 2

Bomb 3

Bomb 4

For plutonium bombs, the calculator uses tested VP only when the global plutonium test box is set to yes. Uranium bombs use the first VP field.

Materials, Testing, and Loading
Race target changes by player count.
Tested plutonium bombs use the higher card value.
Enter the visible test counter VP, if your side tested.
Used for catch-up and instant-finish pressure.
Raw material available for reactors or enrichment.
Compare against your planned uranium bomb needs.
Compare against your planned plutonium bomb needs.
Loading bombs and repairs both compete for money.
Manual requirement from bomb cards you still plan to build.
Manual requirement from plutonium bomb cards not built yet.
🏭Buildings, Espionage, Damage, and Workers
Your personal tableau count, including damaged cards.
Exclude damaged or blocked buildings you cannot use now.
Reactors and enrichment plants that can make Pu or U.
Mine cards and reliable board access for yellowcake.
Espionage can use one opponent building per spy.
Limited by spy count and available opponent buildings.
Damaged buildings cannot be activated until repaired.
Use your table's current repair cost or planned payment.
Basic laborers in your supply after retrieval.
Needed for reactors, enrichment, and bomb design.
Needed for design, construction, and some mines.
Temporary labor that leaves when retrieved.
Bombers, Fighters, and Race Pace
Defensive screen and fighter attack stock.
Used to damage buildings and to load bombs.
Default helper assumes each load needs one bomber and money.
All defending fighters must be removed before bombing buildings.
Each damage normally consumes a bomber after fighter cover is gone.
Estimate place/retrieve cycles needed to build or load.
Include bomb VP, load bonus, and test marker if applicable.
Used to flag whether the leader may finish before you.
Current Score
0
victory points
Target Gap
0
VP to finish
Material Deficit
0
U/Pu cubes short
Race Status
Live
finish pressure
Scoring and Position Breakdown
Position Grid
0/4
Built Bombs
Loaded bombs add 5 VP each.
No
Pu Test
A test unlocks tested Pu values.
0/6
Espionage
Spy reach for opponent buildings.
0/0
Air Wing
Fighters first, bombers after.
Reference Tables
Race Targets and Finish Checks
PlayersTarget VPCalculator UseFinish Watch
2 players70 VPLonger scoring arcBig bombs and tested plutonium matter more
3 players60 VPMiddle targetA loaded high-value bomb can create sudden pressure
4 players50 VPShort raceOne loaded bomb often changes the leader
5 players45 VPFastest targetWatch every opponent with an unbuilt design
Bomb and Material Audit
ItemHow It ScoresInput to CheckCommon Miss
Uranium bombPrinted VP when builtU or untested VP fieldForgetting the load bonus
Plutonium bombUntested or tested VPBoth VP fields plus test statusUsing tested value before a Pu test
Loaded bomb+5 VP per loaded cardLoaded checkbox, bomber stock, load moneyCounting a load without a bomber
Test markerCounter VP after testManual test marker VP fieldOmitting the marker from current score
Engine and Interaction Checks
SystemMain InputsCalculator OutputPlanning Use
BuildingsBuilt, active, mines, material sitesEngine health percentShows whether damage is slowing the next burst
EspionageSpies and planned opponent buildingsSpy reach and capped usesTests if borrowed production can cover deficits
Air strikesFighters, bombers, opponent fighters, target damageDamage feasibilityChecks if aircraft can hit buildings this action
WorkersWorkers, scientists, engineers, contractorsLabor pool and specialist balanceFlags if designs or reactors lack specialists
Calculation Tips

Bomb score: Enter card VP exactly as printed. The calculator adds +5 only when the loaded box is checked, so it can separate built VP from load timing.

Plutonium route: Use the test marker field for test VP, then flip the global test selector so every built plutonium bomb uses its tested score.

Aircraft pressure: If the opponent still has fighters, your fighter count is the first limiter. Bombers only become damage after the screen is gone.

Race logic: A next-burst score that reaches the target is marked as finish-ready, but the leader field warns if another player can cross first.

The meat of the game is how you juggle building your own industry while at the same time trying to rush ahead of your competitors to get most VP points first. Do you enrich some uranium this turn? Or plutonium? When do you take a risk and build more valuable test device? Or play it safe to get smaller gains now? How do you sabotage your opponent without stalling out yourself? It’s a fine line between aggression and efficiency: every dollar spent and worker hired has to earns their keep, and it’s a tightrope act of timing and planning.

The core of all that math is your own bomb cards. Every card comes with two possible values, one for being tested and one for not being tested yet. While uranium bombs gives solid, consistent points, plutonium bombs are initialy weak but soar in value when they get a global test marker. Once you know what kind of cards you have, and how much each is worth based off the print, the above tool will do math for you.

How to Win the Game

All you need to do is check boxes to say if a bomb has been built and if it’s been loaded onto an airplane. That loaded on bonus is crucial. Adding five points to every loaded bomb can easily mean difference between getting out in front and falling behind enough to let someone else cross the finish line first. They’re easy to overlook when you’re under pressure, so keeping track of them explicitly prevents some very painful miscalculations.

Your engine runs on materials. To make those bombs, you’re going to need yellowcake, uranium cubes, and plutonium cubes. Use the calculator to compare materials your plans need with what is already in your stockpile. You might have a bunch of reactors churning along, but no mines supplying their fuel. Your factories will grind to a halt. That’s where players often fall short: they’ll build all these fancy facilities and forget about lowly mines that stock the assembly line. Without enough cubes, your fancy buildings is just sitting there. This costs you turns and lets your opponents catch up or even surpass you.

Psychological warfare is layer of espionage. Spies will let you steal other players’ buildings and produce from them as if it were your own, all while not having to pay them the full price. The espionage mechanic scales with number of spies you have, up to a maximum of 6 spies per player in a standard game. Having access to your opponent’s infrastructure allow you to fill gaps in your supply lines (when you’re short on scientists) or just take over their stuff entirely.

Their power becomes your power, but only if you know which buildings to target with spies and check if those buildings is already occupied, blockaded, or damaged. Sending out your spies blindly into useless buildings isnt productive; you’ll waste actions and give away part of your hand too soon.

Enter air power, which throws things into direct conflict. Bombers enables you to take out enemy infrastructure; fighters protect your own buildings against enemy bombers. This results in a rock-paper-scissors interaction that changes long-term strategy. When buildings are damaged, they can’t be brought back online till fixed (which requires time as well as money). Your bomber count, along with your opponent’s defenses, go into the calculator to estimate if an attack is worth launching. If not, for example, if target has more fighters than you do bombers, then it will never launch. Knowing this saves you from wasting resources on useless attacks that only help your competition.

It all comes back to worker allocation. There are three types: engineers for construction, scientists for design and research, and general workers for simple tasks like operating stuff. If you misallocate them, then you’ll grind to a halt. If you have loads of cash but no one who know how to use it, what good does that do? To see where you stand on this front, the tool keeps track of your workforce and shows you when you’re about to be able to build a reactor or when you’re simply shuffling around yellowcake. It’s got a neat view of what you want to do versus what you can get done.

It’s all about consolidating when needed and pushing when necessary. In general, being well rounded works better than specializing early on. Build up enough scoring power to crush the final few minutes and enough production that you can survive the mid-game scramble. Depending on how many players are racing, their target scores will differ (lesser players = more points). So in lower player counts, haste makes waste. More than anything, be patient.

Keep an eye on your estimated burst and your opponent’s score. If you’re in contention, burn everything. If you’re way out of the running, slow down and sabotage. You should of want to be building bombs…you want to be building them at the right time so your opponents have no chance of stopping you. That’s where the difference between the greats and everyone else shows.

Manhattan Project Calculator for Bomb VP

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