Table Games Calculator

Root Faction Score Calculator

Root Faction Score Calculator

Total Root victory points from crafted items, removed buildings and tokens, faction scoring pieces, dominance eligibility, and projected rounds.

Use the warrior field as a battle log only. In Root, removed warriors normally add no victory points, while each removed enemy building or token adds 1 VP. Faction scoring uses the selected faction's typical scoring source as a planning ledger.
🧭Root Score State Presets
🎯Score Inputs
Select the faction source represented by the scoring pieces/actions input.
Enter the score before resolving the current scoring batch.
Logged for battle footprint; warrior removal is counted as 0 VP here.
Each enemy building removed adds 1 VP.
Each enemy token removed adds 1 VP.
Add the printed victory points from crafted item cards resolved now.
Examples: buildings placed, sympathy tokens, roosts, plots, trade posts, relics, or scoring actions.
Used to estimate whether the current scoring pace reaches 30 VP.
Root Score Projection
Projected total
0
victory points
Current batch VP
0
points added now
Dominance threshold
Need 10
before dominance
Round projection
0
VP after entered rounds
🧩Game Component Grid
30
Victory Point Finish
10+
Dominance Eligibility
1 VP
Per Building Removed
1 VP
Per Token Removed
0 VP
Warrior Removal Log
Card
Crafted Item VP Source
Faction
Board Track Source
Round
Projection Unit
📋Root Removal Scoring Reference
Removed component Victory points Calculator input Logistic note
Enemy warrior 0 VP Enemy warriors removed Tracked for battle footprint only.
Enemy building 1 VP each Enemy buildings removed Includes sawmills, roosts, gardens, bases, trade posts, markets, citadels, and strongholds when removed as enemy buildings.
Enemy token 1 VP each Enemy tokens removed Includes sympathy, wood, plots, mobs, relic tokens when removed and applicable as enemy tokens.
Crafted item card Printed VP Crafted item VP Enter the VP printed on the crafted card rather than the item piece count.
🏰Faction Score Source Table
Faction focus Typical score source Calculator multiplier Best input use
Marquise de Cat Buildings placed from tracks 2.5 VP average Count resolved building placements and use removal fields separately.
Eyrie Dynasties Roost placement track 3 VP average Count roosts placed during the turn's build resolution.
Woodland Alliance Sympathy token placement track 3.5 VP average Count sympathy tokens placed; enemy pieces removed by revolt belong in removal inputs.
Vagabond Aid, quest, explore, item craft VP 2 VP average Count scored actions and keep printed craft VP in the craft input.
Lizard Cult Gardens and reveal scoring 2 VP average Count scoring actions that resolved in the chosen suit.
Riverfolk Company Trade post placements 3 VP average Count placed trade posts, not warriors committed to services.
Corvid Conspiracy Plot token reveals 2 VP average Count revealed plots; destroyed plots are removal VP for opponents.
Underground Duchy Markets, citadels, crown scoring 2.5 VP average Count market/citadel placements or crown scoring events resolved this batch.
Keepers in Iron Recovered relic values 3 VP average Count recovered relics using a mid-value relic estimate unless entering exact VP as craft/removal adjustments.
Lord of the Hundreds Mobs, strongholds, oppression scoring 2 VP average Count scoring parcels resolved after placing relevant pieces.
Dominance And Finish Thresholds
Score state Threshold Calculator display Use in score log
Below dominance 0 to 9 VP Need X Shows how many VP remain before the 10 VP dominance threshold.
Dominance eligible 10 to 29 VP Eligible Marks that score has reached the minimum VP gate for dominance tracking.
Victory point finish 30 VP 30 Cap Shows the usual VP finish has been reached or passed by the projection.
Projected finish pace Current batch x rounds left Projected VP Estimates score if the same batch total repeats for the entered number of rounds.
📝Preset Ledger Reference
Preset Faction source Removal mix Projection purpose
Marquise Build Track Push Building track spaces One building and one token removed Combines building VP with a small removal log.
Eyrie Roost Placement Turn Roost placement Two buildings removed Checks whether a roost scoring turn crosses dominance.
Alliance Sympathy Spread Sympathy placement Token removal separated from sympathy placement Keeps sympathy VP apart from destroyed enemy pieces.
Vagabond Crafted Item Log Scored actions plus crafted item VP Warriors logged without VP Shows printed item VP beside scored actions.
Keepers Relic Recovery Round Recovered relic values Buildings and tokens removed separately Projects relic scoring pace with removal additions.
💡Score Log Tips
Keep removal scoring separate: Log warriors, buildings, and tokens in different lines before adding points. It prevents warrior attrition from being mistaken for VP.
Check dominance at the updated total: Resolve the batch total first, then read the dominance card threshold against the new victory point count.
Warriors: 0 VP Buildings: 1 VP each Tokens: 1 VP each Crafted items: printed VP

Suddenly you’re at the end of the turn, and forest is silent. You’ve realized that you counted warrior attrition towards your score. This result in losing three victory points.

It happens to everyone, even those who have played dozens of games. It happens to everyone. The disconnect between military dominance and actualy scoring is brutal, it’s a mental leap that Root demands from its players. You can wipe the map clean of opponents, but unless you removed their tokens or building, you’ll still have no points whatsoever.

Why Counting Points Is Hard in Root

That’s the most difficult aspect of Root to remember in the middle of combat. Typically people just eyeball the board to see what got destroyed then quickly add up all the pieces in their mind. This is where warrior removal create a trap: it appears productive, but rewards you with nothing. Therefore, any solution must separate the “ones” from the “zeros”. Above, it separates them so you don’t accidentally add empty victories to your running tally.

Warrior removal is simply logged, like it should of be. With this clarity, you avoid falling into the trap of thinking that a destroyed army = a destroyed base.

Not to mention, there’s faction scoring, it’s completely unique based off who you’re playing as. Wanting relics pulled out of ground? You’re a Keeper. Wanting to spread Sympathy Tokens around the board? That’s the Alliance. Wanting to build buildings on the Track? Hey, that’s the Marquise. Every action carry a different value weight and can’t be measured using the same rules during a Lizard Cult turn as they would for a Marquise turn.

With the calculator, you pick your faction focus, which lets you guess at how many points-per-action you should expect with your own strategy. It makes math of winning (or even being in) your own race easier than the mass mayhem of the overall game.

The best, and riskiest. Method of getting points is by demolishing enemy building. For each structure or token you destroy, you’ll add a single victory point to your score. Simple. But here’s where things gets tricky: When you’re going all-in on razing every last Eyrie roost in two turns, you may rack up a nice half-dozen points, but now you’ve got no one guarding your own borders. Use the projection feature. By entering the number of remaining rounds, you’ll be able to calculate whether you’re destroying enough stuff at a fast-enough clip to hit that thirty-point finish line.

It’s a harsh reality check for those overly eager players convinced they’re ahead when in fact they’re bleeding time.

That last bit is the dominance factor. To declare dominance, you must reach ten victory points, and hold on to them. The game tell you plainly whether you’ve done this, or you’re still playing for position. Again, it’s a little thing, but it makes a huge difference when making end-game plans. If you know you’re only five points off of being eligible, how do you spend your actions during the last round? Maybe you switch from consolidation to expansion, or vice versa.

In a fast-paced game, however, it’s nice to have some presets on hand so you can quickly check them out without spending time doing the math in your head as your opponent shuffles their card. Load one of your scenarios… Perhaps a Vagabond crafting run or a Marquise building push… And then get an idea for how those actions stack up against each other.

Root is a game of hidden progress. What’s on the board isn’t necessarily how much score you’re building up. And most of the time it’s less than how much territory you own. The difference between a comfortablely victory and a close defeat is maintaining a disciplined log of what really earns points versus what feels like it should earn points. The calculator adds for you; all you have to do is stay disciplined. It is a little thing, but it makes a difference.

At the end of the game, nothing matter more than the number. It is not the number of warriors you broke.

Root Faction Score Calculator

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