
Architects of the West Kingdom Score Calculator
Add up your buildings, the Cathedral, and what's left in your supply — then subtract the debts, the prison, and a low Virtue Track. Free, for up to 5 players, with the end-game rules explained.
Score Calculator
| Category | ||
|---|---|---|
| Constructed BuildingsPrinted VP, plus any end-game bonus on the card | ||
| Cathedral0–20 VP for your level of contribution | ||
| Virtue Track−12 to +12 VP by final track position | ||
| Unpaid Debts−2 VP per unpaid Debt card | ||
| Gold1 VP per Gold left in your supply | ||
| Marble1 VP per Marble left in your supply | ||
| Silver1 VP per complete set of 10 Silver | ||
| Workers in Prison−1 VP per 2 Workers still in prison | ||
| Total | 0 | 0 |
It's a tie at the top — check your rulebook's tiebreaker!
This calculator totals your eight end-game rows and forgets when you leave. Saved games, player stats, and win rates live in the free Meeply app →
How Architects of the West Kingdom Scoring Works
Architects scores once, at the end of the game, and the count is shorter than the table looks. Five rows add up what you built and what you kept; three rows take some of it back. Unpaid debts and workers left in prison subtract outright, and a low finish on the Virtue Track can subtract more than either. Here's every row on the sheet, in the order the calculator uses them.
1Constructed Buildings
Every building you constructed sits in front of you with its point value printed on the card. Add those printed numbers first, then go back through the same cards looking for end-game bonuses — several buildings score again based on something about your final position rather than a flat number. That second pass is where most of the missed points in this game live, so read every card you built before you commit to a number here.
2Cathedral
Working on the Cathedral advances your marker along its construction track, and at the end of the game your final position on that track is worth somewhere between 0 and 20 points. It's the biggest single number on the sheet, and it doesn't care what it cost you to get there — only where your marker finished. Read the value beside your marker and enter it.
3Virtue Track
The Virtue Track is the row that can hurt. Your marker climbs when you do the town's honest work and slides when you take the shortcuts — the Black Market, borrowed money, other players' workers in your prison. At game end your final position converts to points on a scale running from −12 at the very bottom to +12 at the very top, which is a 24-point spread on a single marker. If you finished low on the track, enter your points as a negative number.
4Unpaid Debts
Debt cards hand you money now and take points later. Any Debt card still sitting unpaid in front of you when the game ends costs you 2 points, and there's no cap on how deep that goes — four outstanding debts is a flat −8. Debts you cleared during the game are gone and cost you nothing here. Count only the cards you never paid off, double the number, and enter it as a negative.
5Gold
Gold still in your supply at the end of the game is worth 1 point each. That makes leftover gold the friendliest resource to be caught holding — if the last round leaves you with nothing worth building, the gold in front of you still converts straight into points. Count it and enter the number.
6Marble
Marble works exactly like gold at the end: every marble still in your supply is worth 1 point. Marble is usually more valuable spent than banked, since it's what the most expensive construction wants, but anything you couldn't place still counts for something. Count what's left and enter it.
7Silver
Silver is the game's money, and it converts at a far worse rate than the resources: you need a complete set of 10 silver for a single point. Partial sets are worth nothing, so 19 silver is 1 point rather than 2. Divide your final silver by ten, drop the remainder, and enter that — this row is almost always a small number, which is exactly why people forget to fill it in.
8Workers in Prison
Workers your rivals captured over the course of the game sit in prison, and any still locked up at the end cost you 1 point for every 2 workers. A single worker on its own is free, so five workers in prison is −2 rather than −2.5. Getting them out is usually worth doing for the turns they'd give you back rather than for the points, but if they're stuck there at the end, halve the count, round down, and enter the result as a negative.
Looking for an Architects of the West Kingdom Score Sheet?
If you came here hunting for an Architects of the West Kingdom score sheet to print, the calculator above does the same job with the math built in — one row per scoring category, one column per player, and the three rows that subtract handled without anyone having to remember which way the minus sign goes. It forgets everything when you leave, though. For a score sheet that remembers — every game, every player, every win — Architects of the West Kingdom is one of 300+ games in the free Meeply app.
Playing With Age of Artisans
Age of Artisans is the game's major expansion: it adds new buildings and more to do with your workers, layering onto the eight rows above rather than replacing them.
If Architects has become the light option at your table, its bigger sibling is Paladins of the West Kingdom — same designers, same setting, a considerably longer end-game count.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps the whole story — every Architects game, every player's win rate, every "the Virtue Track cost me that one" settled with receipts.
Free to try. Architects of the West Kingdom is one of 300+ games with rules-aware scoresheets built in.

