Table Games Calculator

Quadropolis Score Calculator

Quadropolis Score Calculator

Total a Quadropolis city from building types, districts, tower stacks, shop customers, parks, factories, harbor rows and columns, expert offices, monuments, energy, inhabitants, and end-game token penalties.

1City Presets

Load a sample Mayor or Expert city, then adjust the buildings, resource tokens, rows, columns, and district details to match your player mat.

2Mode and Resource Pool
Mayor uses 4 districts; Expert unlocks offices and the fifth row or column.
Displayed in the result breakdown.
Planning keeps the same scoring math but flags resource gaps.
Towers, shops, and offices usually need energy.
Customers and activated civic buildings consume inhabitants.
Add tile VP, public goal awards, or manual corrections here.
Parks may absorb excess energy before this penalty applies.
Warn mode preserves your entered activated building counts.
Use for private notes, tie audit, or known table variants.
3Buildings by Type

Enter activated or scoring buildings. If you use the grid reader, it will fill the common count, district, park, harbor, and factory fields while leaving exact stack heights and shop customer counts editable.

Stack and customer scoring inputs
Building group Low count Second count Third count Fourth count Expert count Scoring note
Tower blocks Score by height; each stack uses 1 energy.
Shops Score by customers; each shop uses 1 energy plus its inhabitants.
Parks Parks score adjacent tower blocks and absorb extra energy.
Office towers Expert-only aid: height value plus 2 VP per adjacent office link.
Used for inhabitant activation.
Classic max 4, Expert max 5.
Each active factory uses 1 inhabitant.
Each adjacency scores 2 VP.
Each adjacency scores 3 VP.
Active harbors use inhabitants.
Count the strongest continuous row or row total.
Count the strongest continuous column or column total.
Expert mode monument evaluator.
5 VP each in this score aid.
Average mixed civic adjacency.
Penalty adjacency, -5 VP each.
4City Grid, Districts, Rows, and Columns

Optional grid reader: choose each built tile, then click read grid. Mayor mode reads the 4 by 4 city; Expert mode reads all 25 spaces.

Grid Summary

0Buildings
0Service Districts
0Best Harbor Row
0Best Harbor Column

Grid is ready for Mayor / Classic city scoring.

Loaded Mayor Starter Balance. Adjust inputs, read the grid if useful, then calculate.
Total Score
0
victory points
Building Score
0
before resources
Resource Balance
0
unused token penalty
Best Engine
-
top category
Score Breakdown
Category score table
Category Score Resource use Notes
5Reference Cards
1/3/6/10
Tower stacks
Use 15 VP for a fifth expert floor when your table allows it.
1/2/4/7
Shop crowds
A shop scores by the number of inhabitants assigned to it.
2/5/9/14
Public service
Score districts that contain at least one public service tile.
3/7/12
Harbor lines
Score the best row and best column chain for your audit.
2 / 3
Factory adjacency
Factories score 2 per adjacent shop and 3 per adjacent harbor.
2-11
Parks
Parks score by adjacent tower blocks and soak up extra energy.
Expert
Office towers
This aid values office height and office-to-office adjacency links.
-1 each
Leftover tokens
Unused inhabitants and unabsorbed energy reduce the final score.
6Reference Tables
Building scoring quick table
Building Main input Score pattern Resource check
Tower blockStack height1, 3, 6, 10 by floors1 energy per stack
ShopCustomers1, 2, 4, 7 by inhabitants1 energy plus customers
Public serviceDistrict spread2, 5, 9, 14, 201 inhabitant per tile
ParkAdjacent towers0, 2, 4, 7, 11Absorbs excess energy
FactoryShop and harbor adjacency2 per shop, 3 per harbor1 inhabitant per factory
HarborBest row and column0, 3, 7, 12, 181 inhabitant per harbor
Office towerExpert height and linksHeight plus adjacency links1 energy per office stack
MonumentAdjacent building mixParks positive, industry negativeExpert scoring aid
District and row or column audit table
Mode City spaces District target Row and column note
Mayor / Classic4 by 44 service districtsHarbor row and column each cap at 4.
Expert5 by 55 service districtsHarbor row and column may reach 5.
Grid readerOptionalAuto-filled servicesCounts every visible harbor by row and column.
Manual scoringAny table stateEdit every fieldUse when stack height or tile text needs a correction.

Resource tip: Calculate energy and inhabitants before final score. Quadropolis points can look strong until unassigned tokens and missing activations are checked.

Grid tip: Use the grid reader for districts, parks, factory adjacency, and harbor rows or columns, then manually tune stack heights and exact shop customers.

And that’s it, the final round in Quadropolis is all about scoring. After three phases of tile stacking, energy management, and haggling over who gets to live where, you’re finally down to the final round and staring at a combination of harbors, parks, and towers. It is easy to feel overwhelmed by the sheer volume of victory points scattered across your city map.

Before doing anything with them, understand what is being counted. And this is where folks go wrong. People gets excited about the largest tower. They don’t consider how the pieces fits together. Each part of your city take up space or eats resources; including towers.

Scoring Tips for the Final Round

Those are easy point-getters, one per level. But they cost energy, and you need energy to keep stacking them. Shops use both energy and citizen, but reward you by giving you more potential points with each customer you acquire. The balance here (the game’s engine) is one of input/output: how much do I have? How many inputs can I manage with my outputs? In other words, no, you don’t get to construct whatever has the most points. You only get to construct what you can afford. Putting four story shop on every square will leave you without population, so then those shops becomes dead weight.

Because parks do not score on their own merit, they force a different kind of logic. They don’t score for themselves; they reflect the values of their surroundings. If there’s nothing else around them, then a park in a corner is worth less than a park beside four towers. It means you have to make adjacency a primary strategy rather than something that occurs after-the-fact. You want to get value out of your tower investments via parks without having to spend additional energy on the lawn. It’s a little thing, but it’s got meaning.

The same can be said for factories. Placed adjacent to industrial or commercial zones, factories will score higher. With correct placement, factories converts the surrounding clutter into points.

When evaluating harbors, don’t limit yourself to immediate neighbors; you need to consider the big picture. Examine full columns/rows for uninterrupted stretches of water accessibility. Individual harbor tiles only contributes value if they extend an existing chain. Your score is based off the maximum length of any such line, either vertical or horizontal, meaning isolated placement tends to generate lower scores than tight clusters. It rewards concentration over diversity. You’re wagering that one powerful axis can be more impactful then multiple mediocre ones.

Office towers add another wrinkle in expert mode. They are connected, and being near them is rewarded with a network effect that trumps traditional tower stacking. You get a lot of points per monument, but it is risky. It gets a bonus for being near civic buildings. However, it punishes you for having any other neighbors, such as water or industry. If it’s next to a factory, its score might be penalized despite any bonuses from adjacent parks. This requires precise positioning. One wrong move next to an industry and everything cancel out.

The calculator above does this work for you, sparing your brainpower when you’re down to the endgame.

The last filter is resource management. Typically you will receive some sort of penalty for every inhabitant and/or unspent energy token in existence. In other words, it’s not just about maximizing gains but also about minimizing waste, efficiency. If there are excess energy tokens, parks can absorbs them like a pressure valve, but only if they are placed in the right spot. Each building type interacts with your resources in different ways, which is explained in the reference table found on the page. Ideally, your city is going to be tight; no loose ends affecting your final score.

And finally, like any good game about building cities, you must balance short- and long-term gain. Each turn you’re weighing taking a tower now for some quick points versus leaving room for a park down the line which will multiply those points later. And the response you decide, whether it’s to go for the tower, to build a park, or anything else, hinges upon what resources you’ve got on hand at the moment as well as how your grid has shaped up. There’s no one right way to win; just the best response to the city you’ve created.

When the game comes to a close, it’s time to audit the system you’ve crafted piece by piece. A misplaced token or missed adjacency can swing the results of a tight race, so it should of paid to double-check the moddern numbers.

Quadropolis Score Calculator

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