Table Games Calculator

The Red Cathedral Resource Calculator

The Red Cathedral Resource Calculator

Estimate whether your current rondel, workshop, ruble, and influence position can fund a tower section or ornament push before another player blocks the dice sector.

This calculator treats resources as planning units: basic goods cover construction demand, rubles can buy missing tempo, gems help ornaments, and workshop bonuses reduce the delivery gap.

Presets
Calculator
Red construction cubes ready to assign or deliver.
Brown wood pieces ready before this plan.
Gray stone pieces in hand or expected from dice.
Gold for high-cost construction and prestige planning.
Gems are weighted heavily when ornaments are the goal.
The selected rondel sector adds the main expected pickup.
Use the strongest workshop tile that applies this turn.
Cards
Ornament
Influence
Rubles
Actions
Grouped to keep the calculator compact while still tracking every Red Cathedral lever.
Finish Read
---
tower section status
Resource Gap
---
missing weighted units
Delivery Tempo
---
actions versus load
Net Value
---
VP pressure estimate
Resource Spec Grid
1.0
Brick
baseline tower material
1.1
Wood
slightly flexible build good
1.3
Stone
heavier section pressure
1.8
Gold
premium construction unit
2.1
Gem
ornament-heavy value
3
Rubles
buys about one tempo unit
2
Actions
typical delivery push
4
Cards
busy tower race planning
Reference Tables
Dice sectorMain pickupPlanning valueBest when
Brick+2 brick2.0 unitslow sections
Wood+2 wood2.2 unitsmixed cards
Stone+2 stone2.6 unitsheavy finish
Gold+1 gold1.8 unitspremium cards
Gem+1 gem2.1 unitsornaments
Rubles+5 rubles1.7 unitsbuy gap
Workshop bonusEffectTempoCalculator use
Basic-1 basic need+1.0discount
Coin+3 rubles+1.0buy power
Gem+1 gem value+2.1ornament
Delivery+1 capacity+1 actionload fix
Wildswap material+1.5gap cover
Tower planCard loadResource targetRead
Small section1 card4 unitssingle action
Middle section2 cards7 unitsneeds setup
Upper section3 cards10 unitscombo turn
Race finish4+ cards13+ unitsplan buffer
Result bandGapTempo readTable action
Ready0 or lessdeliver nowclaim section
Close1 to 2one pickuptake sector
Stretch3 to 5combo neededuse workshop
Short6+too muchdelay finish
Resource Tips
Spend rubles as tempo, not as victory points. Three rubles can often cover one missing planning unit, so a coin bonus is strongest when it changes a delivery action from partial to complete.
Separate construction from ornament pressure. A tower section can look ready on bricks and stone while still losing value because the gem or gold ornament plan is underfunded.

That’s not to say “Just use your tower card,” though; it’s more of a “Use your tower card now” card. The idea is to get your stuff into a section so that no one else go and blocks off that dice sector with their own goods.

There is always some tension between having plenty of goodies and knowing how to spend them. Maybe you have a pile of bricks but need both wood and stone for that top part, those red cubes will be nothing more than decor items at this point. The calculator takes all that random stuff you’ve got lying around and lets you know: Yes/No, do I think I’ll have room to finish off a section this turn? Know what you’re working with.

Plan Your Moves

Some raw materials is heavier than others in terms of build pressure. Wood, stone, bricks: They don’t all weigh the same. You’ll notice that stone isn’t as common on dice face. This makes it more difficult to locate, which sets the tempo of your builds. Even scarcer is gold, meaning it’s sometimes wise to hold onto a single gold piece for a premium card versus using it right away on a small upgrade. On the other end of the scale are gems, which also act as direct ingredients for ornaments; those cards that score you straight-up victory points without the need for delivery.

Enter the contents of your hand keeping this in mind: Is it possible you have a lot of money but little stone? Then your limiting factor isn’t money; it’s stone. But the actual strategy lies in the dice sector input. Because that is what stands out immediately, and it is what you should of know. The reference table on this page shows which sectors contribute each planning unit. For example, the gem sector isn’t going to be anything like the two units of progress from a brick sector. But it will be something else: ornament potential.

Sectors that fill your gaps are what you’re after if you’re trying for a delivery finish. Sectors that get the gem face is what you’re after if you’re chasing points. The calculator weighs those pickups. This lets you see if a single turn will close the gap between what you’ve got and what the tower wants. These modifiers shift the math dramaticly and make those workshop bonuses much more valuable since they shrink the gap you must bridge.

While it may seem insignificant on piece of paper to get a +1 bonus on delivery efficiency, it really does mean saving a full action which otherwise goes towards shifting cubes around the rondle. If you’re short by a single unit (or even a few) of some resource, then rubles becomes a safety valve. Three rubles tend to equate to buying one turn’s worth of progress, so this comes into play here. Spending coins is prudent when you need to pay a small amount to cover a rounding error. But spending them on building out an entire project is typically wasting them. You don’t want to rely on your cash reserves to do the bulk of your heavy lifting. Make your gold do the work.

The final check is delivery actions. You can’t build something unless you have actions remaining on your turn even if you have all the resources required for that section. A lot of people trip up in this area by saving up so many resource that they’re bursting at the seams only to find out they took the dice face instead of delivering goods and now they don’t have any more action. Does the output match your current action count? If the tempo reads say you’re short, you have two choices. You can accept that this section will have to wait until next round, or you can take a sector that awards additional capacity.

Red Cathedral is realy about planning how to align your inventory with the game state rather than just accumulating stuff. Don’t hoard anything except what’s put into an ornament; consider all furnitures temporary until they’re locked there. It’s not about having more of anything, but having the correct things when opportunity arises. If you learn the mechanics behind those inputs then the fear of missing out on a tower section dissapears. You will be able to anticipate your opponent’s move just by looking at the board before he picks up the dice.

The Red Cathedral Resource Calculator

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