Table Games Calculator

In the Year of the Dragon Calculator

In the Year of the Dragon Calculator

Plan palace floors, person tiles, privileges, rice, fireworks, money, the next event, monthly scoring, and end scoring in one compact Dragon score sheet.

🎯Dragon Situation Presets

Choose a real board-state pattern, then adjust the palace, person, resource, event, and scoring inputs below.

🏯Palaces, Track, and Privileges
Use the month you are about to resolve.
Each palace scores during round scoring.
Drought requires rice for these.
After events, each loses 1 floor.
Large privileges score 2 VP per round.
👥Person Tiles and Symbols

People and round VP

Each surviving person scores 2 VP at game end.
Each scores during round scoring.

Action and event symbols

🍚Resources, Planned Action, and Next Event
Ready to calculate this month, the event, and final scoring.
Projected Total
0
VP after end scoring
Event Survival
Safe
0 people lost
Round Scoring
0
VP per remaining month
End Scoring
0
people, monks, resources
Calculation Breakdown
🧘Monk End Scoring

For each monk, multiply Buddha symbols by the floors in that monk's palace. Leave unused monk rows at zero.

🧮Component and Score Track Snapshot
12rounds / months
4 yuantribute demand
1 riceper inhabited palace
6 / 3festival VP ranks
3epidemic base loss
2 VPper surviving person
2 yuanrice/firework sale
1 per 3yuan end VP
📜Event Survival Reference
EventImmediate CheckCalculator OutputUseful Input
PeaceNo event penaltyOnly palace decay and round scoringPalaces, privileges, court ladies
Imperial TributePay 4 yuanShort yuan becomes person lossCurrent yuan, tax action, surcharge
DroughtPay 1 rice per inhabited palaceUnfed palaces release peopleRice, inhabited palaces, harvest action
Mongol InvasionScore helmetsFewest helmet flag adds 1 person lossWarrior helmets, military comparison
Dragon FestivalMost scores 6, second scores 3Adds festival VP and spends half fireworksFireworks rank, fireworks tiles
EpidemicRelease 3 people minus healer mortarsShows protected or lost peopleHealer mortars, living people
🗂Scoring Formula Table
Score AreaWhen It ScoresFormula UsedCommon Mistake
PalacesEvery round scoring phase1 VP per palaceCounting floors instead of palaces
Court ladiesEvery round scoring phase1 VP per court ladyForgetting lost people stop scoring
PrivilegesEvery round scoring phaseSmall 1 VP, large 2 VPMissing the recurring points
ResearchAction phase1 plus scholar booksAdding books again at game end
PeopleGame end2 VP per living personScoring people lost to events
MonksGame endBuddhas x floors in that palaceUsing total floors for every monk
Rice and fireworksGame end sale2 yuan each, then 1 VP per 3 yuanScoring tiles directly as VP
💡Dragon Planning Tips
Event timing: Run the next event before trusting a final score projection; one lost person can remove both end VP and future production.
Palace decay: Empty palaces lose one floor after events, so leave a person behind if a monk score depends on that palace staying tall.
Privileges: Large privileges are expensive, but every remaining month adds 2 VP, and they cannot be killed by events.
Resources: Rice and fireworks become yuan at the end, so surplus tiles matter even when no more drought or festival events remain.

In this game, the dragon represent power, but it’s also an endless clock. Each turn is a month in your reign over an empire where politics shift, disasters strike, and taxes are due. The board gets wild fast, creating a frantic pace. Once you’re actualy playing, it can be hard to keep up with where you stand.

In reality, taking a step back to check your position is far more important different than rushing to make your next move. Your palaces is your engine. Your engine are your source of points every round, but it’s also the magnet for trouble. Each event will cause one empty palace to lose a floor. That sounds like no big deal when you’re starting out, but those floors is used to score monk later on.

How to Play This Game Well

Maybe you need points now; maybe you should of rush to build up some quick points. But if you leave them hollowed out, you’ll pay the penalty. The calculator (above) takes the math off your hands. Put in your vacancy rate and your number of floors, and it’ll do the math for you. This way, when you’re trying to feed everyone during a drought, you don’t have to do math in your head.

The tiles with a picture of your person is not just vulnerable, they’re also your workers! At the end of the game, each living person score you two points. That means survival are more important than getting things done now. If you have an epidemic, and lose three people, you suffer the loss right then and there, but you’ll also be less productive for the rest of the months. It is a double whammy that adds up fast.

A lot of players gets caught up chasing resources and neglect the fact that their people produce them in the first place. Simple things may be worth more than meets the eye. Fireworks are great to spend at festivals. Rice is a good thing to have around to keep people in your palace, which help retain inhabitants even when they would flee from drought. You can always sell your fireworks on the final turn if you don’t want to use them for anything.

Each two yuan is a point of victory. It’s usually better to hold onto extra tiles because you never know what you’ll need in a disaster (like a tribute demand, or a Mongol invasion). The reference table on the page lays out how each event impacts your score, but understanding the timing is just as important than knowing the rules.

But it’s not only about understanding the rules… When they hit matters too. Early in the game, you may be fine with a drought because you have lots of rice, but late in the game, if you run out, you’ll be forced to release individuals from the scoring palaces, losing those points quickly. Your goal should be to match your risk level to your resource buffer. If a festival is on the horizon, hoard fireworks. If an epidemic are looming, stockpile healers.

Multiple monk buildings scores further because it doesn’t just add but multiplies. If there are four floors in your building and you have four buddhas, you get 4 x 4 = 16 for the palace. Having lots of monks in high towers will give you more points than having few monks spread around the palace. Build dense and specialize, don’t build broadly.

Most games will have an event that reduces the size of your tower, which can be a major penalty since floors is required for monk scoring later. In general, don’t build too quickly if it leaves your structures hollow, because empty palaces loses floors and create penalties. Year of the Dragon deals with dealing with decay. If you don’t guard things they will fall apart. Resources are devoured, people perish, palaces collapse.

How do you combat that? Build engines that churn out points in spite of it. How do you slow its progression? You cannot control the events or the cards you draw, but you can control how you prepare for them. Random chance becomes manageable risk when you check your situation on a regular basis. A well-prepared emperor doesn’t burn; the dragon may breathe fire.

In the Year of the Dragon Calculator

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