
Paladins of the West Kingdom Score Calculator
All ten end-game areas, for up to 4 players — King's Orders, the three attribute tracks, every threshold bonus, your converts, and unpaid debts counted as the negatives they are.
Score Calculator
| Category | ||
|---|---|---|
| Completed King's Orders | ||
| Attribute Tracks | ||
| Develops | ||
| Debtscan be negative | ||
| Silver / Provisions | ||
| Commissions | ||
| Fortifies | ||
| Garrisons | ||
| Absolves | ||
| Converts | ||
| Total | 0 | 0 |
It's a tie — most King's Order points wins, then least Suspicion.
This calculator totals all ten end-game areas and forgets when you leave. Saved games, player stats, and win rates live in the free Meeply app →
How Paladins of the West Kingdom Scoring Works
Paladins scores once, immediately after round 7 — there is no score track ticking along the way, which is exactly why the final count catches people out. Ten areas add together, one of them subtracts, and five of them pay nothing at all until you cross a threshold. If you came from Architects of the West Kingdom, the shape is familiar — build, borrow, keep an eye on how you're seen — but this tally is longer and far more all-or-nothing. Here is each area, in the order the rulebook lists them.
1Completed King's Orders
Three King's Order cards come out over the first three rounds, and every player who meets a card's condition by game end scores it — they are not exclusive, so two players can both claim the same order. The first is worth 4 VP, the second 6, and the third 8, printed on the flags below the card spaces on the main board. Check all three against your final board before you write anything down; an order you never chased is often already half-done. Keep this number separately even if you total in your head, because it is the first tiebreaker.
2Attribute Tracks
Faith, Strength, and Influence each have a track on your player board, and each scores the VP printed where its marker finished. This is usually the single biggest number on the sheet: the rulebook's own scoring example takes 16 for Strength, 13 for Influence, and 6 for Faith — 35 of that player's 66 points. Read all three markers, not just the one you pushed. Attributes work twice over, since they also gate which Outsiders you can attack or convert and how far along the map you can commission and garrison, so a track you climbed purely for access still pays here.
3Develops
Developing moves a Workshop from your player board onto one of your six action spaces, making that action cheaper to take from then on. It only scores if you completed 6 or more Develop actions by game end — hit that and you take the bonus VP your board shows for the Workshops you lifted; fall short and the row is a flat zero. There are only 12 Workshop spaces in all (two per action), so Develops is a row you either commit to early or leave blank without regret.
4Debts
Debts are the one area that can subtract. Every debt still showing its "Unpaid" side costs you 3 VP, while each one you flipped to "Paid" is worth 1 VP — so a player who borrowed four times and repaid two lands on −4 here. Debts arrive from recruiting Townsfolk without paying the silver, and from Inquisitions, which hand one to whoever is carrying the most Suspicion. Work out the net and enter it as a negative number if your unpaid debts outweigh your paid ones; this row accepts negatives.
5Silver / Provisions
Everything left in your personal supply at the end — silver and provisions together — is worth 1 VP for every complete set of 3. They pool, so 4 silver and 2 provisions is six items and 2 points, with nothing left over. It is a small row on purpose: hoarding resources to farm it is almost always worse than spending them on an action, but leftovers happen, so count them rather than sweeping them back into the box.
6Commissions
Commissioning places your Monks out on the main board, gated by Faith, and you can do it at most 7 times all game. Reach 5 or more and you score the bonus VP your player board shows for that many; stop at 4 and the row scores nothing at all. The bonus climbs the further you go — the rulebook's example takes 5 VP for six Monks — so if you are sitting on four commissions with a round left, the fifth is usually worth the workers it costs.
7Fortifies
Fortify pays two ways. First the threshold: 5 or more walls built scores the bonus VP printed on your board — 3 VP for six walls in the rulebook's example. Second, individual Wall cards carry their own printed VP, and those score no matter how many walls you built; the same example adds 3 more points from the values printed on its first two walls. Take the threshold bonus, then read your actual wall cards and add anything printed on them into the same row.
8Garrisons
Garrisoning places Outposts onto the main board, gated by Strength — regions further to the right demand more of it. Like Commissions it caps at 7, and like Commissions it pays only from 5 upward: reach 5 or more Outposts and score the bonus your player board shows for that many. The board spaces themselves reward you the moment you take them, so nothing else from garrisoning belongs in this row.
9Absolves
Absolving moves a Jar from the bottom of your player board up into the reward display, taking that space's reward, gaining you 1 Faith and letting you shed a Suspicion card. Five or more Absolves scores the bonus VP printed on your board; four or fewer scores nothing. It is the quiet row — most of what Absolve does for you shows up elsewhere, as Faith on the track above and as Suspicion that never turned into debt.
10Converts
Each Outsider you converted sits below your player board and scores the end-game bonus shown along the bottom of its card. Those bonuses vary a lot, and many of them look back at the rest of your board: the rulebook's example scores a flat 3 VP for a converted Adventurer, while its Assassin scores 1 VP for every Saracen that player attacked. Resolve them one card at a time — a single Convert that references your attacks or Townsfolk can be worth several times what it looks like at a glance.
Looking for a Paladins of the West Kingdom Score Sheet?
If you came here hunting for a Paladins score sheet to print, the calculator above does the same job with the math built in — one row per end-game area, one column per player, the unpaid-debt negatives handled, and the tiebreaker spelled out. It forgets everything when you leave, though. For a score sheet that remembers — every game, every player, every win — Paladins of the West Kingdom is one of 300+ games in the free Meeply app.
What About City of Crowns?
The City of Crowns expansion adds new Paladins, cards, and modules on top of the base game; the ten areas above are the base-game tally, so score any expansion material alongside them.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps the whole story — every Paladins game, every player's win rate, every "the attribute tracks won me that one" settled with receipts.
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