
Carcassonne Score Calculator & Farm Scoring Guide
Enter your score track, then add up unfinished roads, cities, cloisters, and fields — the end-game math happens for you. Free, for up to 5 players.
Score Calculator
It's a tie — the rulebook calls that a shared victory!
This calculator adds your end-game points and forgets when you leave. In-game scoring, saved games, and player stats live in the free Meeply app →
Nice game! This page won't remember it.
Refresh and tonight's scores are gone. Meeply keeps every game, every player, every win rate — and walks you through Carcassonne's field scoring so final scoring never stalls the table.
Keep your games — get Meeply freeHow Carcassonne Scoring Works
Carcassonne scores as you play — completed features pay out immediately, and final scoring cleans up everything left unfinished plus the fields. Here's each piece.
1During-Play Points
Carcassonne pays out the moment a feature is completed, so most of your score is already on the track before the final tile is drawn. Completed roads score 1 point per tile. Completed cities score 2 points per tile and 2 points per pennant — so a finished city built from two tiles is worth 4 points total, not 2 (a rule a surprising number of tables misplay). Completed cloisters score 9 points: the cloister tile itself plus all 8 surrounding tiles. Read each player's marker position off the score track and enter it here.
2Incomplete Roads
Any road still open when the last tile is placed scores 1 point for every tile it runs across, for whoever holds the majority of thieves on it. Count the tiles in each of your unfinished roads and total them up. There is no pennant on a road, so tiles are the whole story.
3Incomplete Cities
Unfinished cities drop to half rate at the end: 1 point per tile and 1 point per pennant (instead of 2 and 2 while completed). A pennant in an open city still counts — it is worth 1 point, not zero. Total the tiles and pennants across all cities where you hold the knight majority.
4Incomplete Cloisters
An unfinished cloister scores 1 point for the cloister tile plus 1 point for each of the tiles already placed around it. A cloister with all 8 neighbours would have completed for 9 during play, so at the end you are counting only the tiles that actually got placed — anywhere from 1 (just the cloister) up to 8.
5Fields
Fields are the hidden end-game swing. Each field (a stretch of grass bounded by roads, cities, and the board edge) is scored for whoever has the most farmers lying in it: 3 points for every completed city that field touches. Only completed cities count, and only the majority holder scores. See the worked farm example below — this is the single most misunderstood rule in the game.
Farm Scoring, Step by Step
Fields are the most-asked question in Carcassonne, and the most-argued at the table. Here's the whole rule, slowly.
Farmers lie down and stay. When you place a meeple on grass, it becomes a farmer, tips onto its side, and does not come back for the rest of the game. Unlike a knight or a thief, you never recover a farmer, so committing one is a real decision — it is a meeple you have spent for good.
A field is grass bounded by roads, cities, and the board edge. To see where one field ends and the next begins, trace the grass until you hit a road, a city wall, or the edge of the map. Everything connected before those borders is a single field — and a field can sprawl across many tiles and wrap around cities in ways that are easy to misjudge.
The majority of farmers in a field scores it. Whoever has the most farmers lying in a given field scores that field; other players in it score nothing. If players tie for the most farmers, every tied player scores the field in full — points are never divided.
Each completed city the field touches is worth 3 points. Count only cities that were actually finished. An unfinished city touching the field is worth nothing to farmers, no matter how large it grew. The majority farmer scores 3 points per adjacent completed city.
Worked example
One field borders four cities. Three of them were completed during the game; the fourth is still open at game end. You have 2 farmers in that field and I have 1, so you hold the majority and score it. You count only the three completed cities — the open one is worth nothing — for 3 × 3 = 9 points. I score zero from this field despite my farmer being in it. If we had each placed 2 farmers there, we would both score the full 9.
The Big Expansions
Inns & Cathedrals raises the stakes on features. An inn tile on a road doubles that road to 2 points per tile if it is completed — but scores it zero if the road is left unfinished at game end. A cathedral does the same to a city, bumping it to 3 points per tile when finished and to zero if it is not. It also adds the big meeple, which counts as two followers for majority purposes.
Traders & Builders adds trade goods (wine, grain, cloth): whenever you complete a city, you collect its goods tokens, and at game end the player with the most of each type scores a 10-point bonus. It also introduces the builder, which grants an extra turn, and the pig, which boosts your farmer scoring in a field to 4 points per completed city.
The River is a small starting-tile set that replaces the single start tile with a winding river to spread the map out. It changes setup, not scoring, so your end-game math is unchanged.
The Abbot mini-expansion gives each player a second special meeple that can be placed on a cloister (scoring like a monk) or, uniquely, in a garden. You may also withdraw the abbot on your turn to score its cloister early — a flexibility ordinary monks never get.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply scores Carcassonne as you play — roads, cities, cloisters, and the fields nobody agrees on — and keeps every game, every player, every "I always win the farms" debate settled with receipts.
Free to try. Carcassonne is one of 300+ games with rules-aware scoresheets built in.

