Table Games Calculator

Merv Score Calculator for Final VP Totals

Merv Score Calculator

Total a Merv score sheet across city presence, palace favour spending, mosque progress, library scrolls, trade goods, walls, contracts, influence, and caravanserai end-game sets.

Scoring Presets

Pick a board state, then adjust every category to match the player before resolving year-end or final scoring.

Score Sheet Baseline
Used only in the result breakdown and print view.
Final mode adds caravan sets after the scoring phase.
Enter the score before this scoring phase or final add-ons.
Use for contract, influence, favour, mosque, or library VP not yet moved on the track.
Each scoring courtier spends one favour.
Auto mode helps when favour is short and courtier values differ.
City Walls, Buildings, And Mosque

City Presence

Buildings score 1 VP each during scoring.
Each matching building scores 3 VP if you have the tile.
Leave at no if no mosque scoring tile was taken.
Only scores bonus after finishing the mosque track.

Walls And Influence

For component checking and influence review.
Gates protect middle-row or middle-column slots.
Wall influence estimate: 1 influence per own building.
Wall influence estimate: 2 influence per rival building.

Mosque Track

Hall of faith scores this amount per scoring courtier.
Completion adds 4 VP per mosque-symbol building during scoring.
Use only if printed VP was not already on the track.
Use only for influence VP not already recorded.

Library And Breakthroughs

Hall of knowledge scores 1 VP per scroll.
For the eight-point breakthrough if not recorded.
Reference only; useful for auditing how the score was built.
Use only if favour VP was not already recorded.
Palace, Wares, Trade Routes, And Caravanserai

Palace Courtiers

Scores scrolls for each courtier paid with favour.
Scores caravan cards for each paid courtier.
Scores common and rare goods, including committed goods.
Scores mosque spaces advanced for each paid courtier.

Trade Routes And Wares

Count goods in front of you and on fulfilled contracts.
Hall of trade scores all goods at 1 VP each.
Reference for route access and camel route audit.
Reference for rare goods and outer-city favour.
Use only for fulfilled contract points not already on the track.
Tiebreak and route-planning note, not VP by itself.

Caravanserai Cards

Pairs deploy soldiers during play.
Pairs gain favour during play.
Pairs gain white cubes during play.
Pairs place white upgrades during play.
Projected Total
0
victory points
Scoring Phase
0
palace and city VP
Caravan End Score
0
set collection VP
Best Palace Hall
-
highest paid courtier
Score Breakdown
Board Area Grid
Walls
City defense
Wall segments and gates protect buildings and generate influence from nearby buildings.
Mosque
Track scoring
Spaces feed hall of faith; completion adds the mosque-building scoring bonus.
Library
Scroll engine
Scrolls count for breakthroughs and palace knowledge even when committed to contracts.
Routes
Wares and posts
Inner and outer posts unlock common goods, rare goods, camels, and favour.
Reference Tables
Palace Hall Scoring
HallCalculator inputScoring rateUseful audit
KnowledgeScrolls owned or committed1 VP per scroll per paid courtierCommitted scrolls still count for palace scoring.
SpiceTotal caravan cards1 VP per card per paid courtierSeparate from end-game caravan set points.
TradeCommon goods plus rare goods1 VP per good per paid courtierGoods committed to contracts still count.
FaithMosque spaces advanced1 VP per space per paid courtierPairs well with a deep mosque track run.
Caravanserai End-Game Sets
Set sizeCards in setVP per setCalculator method
One spice1 card1 VPLeftover singles are counted after larger sets.
Two spices2 different cards3 VPCards are grouped to maximize final VP.
Three spices3 different cards6 VPCounts ginger, juniper, cinnamon, and pepper.
Four spices4 different cards10 VPEach full spice set is the strongest end score.
City, Wall, Mosque, And Trade Audit
AreaWhat to countScoring or impactCommon miss
BuildingsBuildings left after invasion1 VP each during scoringDestroyed buildings do not score presence.
Scoring tileBuildings with chosen action symbol3 VP per matching buildingOnly if the mosque tile was claimed.
Mosque finishMosque-symbol buildings4 VP each if final space reachedThis is separate from hall of faith.
WallsOwn and rival buildings near new wallsInfluence gain during wall actionInfluence VP is usually already recorded.
Trade goodsCommon and rare waresPalace trade hall valueGoods on contracts still count.
ContractsFulfilled contract cardsImmediate VP and boonsAdd only if not already on score track.
Scoring Tips

Palace order: When favour is short, compare each hall value before spending. A single high-value knowledge, spice, trade, or faith courtier can beat scoring several low-value halls.

End scoring: Caravan cards score both through the palace during scoring phases and again as spice sets at game end, so keep those two lines separate.

It’s at this point that Merv gets into a particular flavor of quiet panic. For three years, the game’s been an unfolding sprawl of resource management, spatial reasoning, and opportunistic maneuvering. And then boom: all of that compress into arithmetic. There are buildings sitting around the board, scroll cards hiding in the library, caravan cards stashed in your tableau, and influence points that you might or might not has written down properly on score track. Use the calculator up top to crunch numbers, but knowing which bits adds up where, from all these different sources of victory points, is difference between winning by luck and winning with strategy.

I think it mostly comes down to realizing there isn’t just one set of rules, but four different scoring engines running side-by-side. Currency changes from goods to favor, which is where many players trip up initialy. Favor are spent to awaken each courtier in the halls of trade, spice, faith, and knowledge. Those halls scores one of four types of assets: the Hall of Trade values your rare and common wares, the Hall of Spice favors your spices, the Hall of Faith rewards your holy artifacts, and the Hall of Knowledge awards your library scrolls.

How to Score Points in Merv

Seems simple enough, except when you recognize that any goods locked into contracts continue to be counted towards your trade score, regardless of being unavailable for play. Most people miss that point. They look at their empty hand and think they’ve got no value, ignoring fact that game keeps track of what you’ve traded away. To help with that, the tool lets you enter your current stock in addition to immediate points already on the track so nothing falls between the cracks.

The city is different than before. The city stays in one place and focuses on defense. If any building survive on your turn, you get one point for each building plus extra points for having finished mosque track or holding scoring tile. Finishing a mosque gives you four points for each building with a mosque symbol. That’s a powerful bonus that alone could of win a tight game.

And here is where things becomes interesting: there is a conflict between defense and expansion. To build means both more structure and more vulnerability when an opponent invades in a phase where he may raid your city. You protect yourself from raids by building walls (which generate influence and also guard a number of slots). But you do so at the price of using up actions that could otherwise go towards expanding further.

Should I build now? Or should I wait and put the wall up first? Do I feel safer behind a wall? Or am I just procrastinating?

The set collecting aspect of Caravan cards resolve late in the game. There are pepper, cinnamon, ginger, and juniper cards that makes sets. Each card by itself doesn’t amount to much; however, if you have four different spices, you get a huge point bonus for having variety of types rather than many of the same kind. That creates an incentive to hold onto some variety over depth in some rounds.

To avoid players doubling up on these cards, the calculator keeps them separate from spice scoring within each palace so they aren’t counted twice. While you may be scoring your cards throughout the year via the Hall of Spice, their real value often comes when the game ends and they group up.

In short: Merv requires that players manage several paths of progress while keeping an eye on end state. That’s a lot to juggle. That is why we’ve built in the calculator, which audits these complicated interactions by breaking everything down by phase and adding up bonus points at the end.

Where did your victory come from? What engine helped you get there? Did you over-invest in one area more than another? Whether you are looking back on a past playthrough or planning for year two, knowing how much each part. Caravans, trade, cities, and palaces, contributed will turn guesswork into strategy.

The numbers don’t lie, but they won’t tell you their own story if you don’t interpret them carefuly. Each decision you make to build, protect, trade and influence the ancient city adds to its final score.

Merv Score Calculator for Final VP Totals

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