
Underwater Cities Score Calculator
Cities, buildings, metropolises, tunnels, upgrade sets, cards, and the last resource conversion — all eight end-game categories, totaled for you. Free, for 1 to 4 players.
Score Calculator
| Category | ||
|---|---|---|
| Connected Cities | ||
| Connected City Buildings | ||
| Metropoliscount × 3 pts | ||
| Tunnels | ||
| Upgraded Structures Setscount × 4 pts | ||
| Special Cardscount × 2 pts | ||
| End-Scoring Cards | ||
| Leftover Resources | ||
| Total | 0 | 0 |
It's a tie at the top — check your rulebook's tiebreaker!
This calculator totals the eight end-game categories — add them to wherever your marker already sits on the score track — and forgets everything when you leave. Saved games, player stats, and win rates live in the free Meeply app →
How Underwater Cities Scoring Works
Underwater Cities pays you twice. Points earned during the game are already on the score track, and then the end-game tally adds eight more categories on top — most of them thresholds and set bonuses that only reward you for finishing what you started. Here's each category, and where the points hide.
1Connected Cities
Your first four connected cities pay nothing on this row — the reward only starts at five. Five cities connected to your network scores 4 points, six scores 8, and seven or more scores 12. Count only the cities actually joined to your network, then enter the points for the tier you reached. Each step is worth another 4 points, so a single missing connection at the end of the game can quietly cost you a whole tier.
2Connected City Buildings
Every connected city also scores on its own, based on how many different types of building sit next to it — farms, desalination plants, and laboratories. A connected city with no buildings beside it is still worth 2 points, one type of building makes it 3, two types 4, and all three types 6. Score each connected city separately and add them together. Notice that the last step is worth double the earlier ones: a city sitting on two building types is the best place on the board to spend a late action.
3Metropolis
Each metropolis connected to your network is worth a flat 3 points. Count them and the calculator multiplies by 3 for you. This is the simplest row on the sheet — no thresholds, no conditions, just a fixed rate per piece — which is exactly why it's the one people skip over when they're busy resolving everything else.
4Tunnels
Tunnels only pay once you've built a lot of them: eight tunnels scores 5 points, nine scores 7, and ten or more scores 9. Seven tunnels or fewer scores nothing at all here. Count every tunnel you built across the whole game — not just the ones joining your scoring cities — and enter the points for your tier. It's worth checking in the last round whether you're one tunnel short of the next step, because that tunnel is worth 2 points on its own.
5Upgraded Structures Sets
A set is one of each: an upgraded farm, an upgraded desalination plant, an upgraded laboratory, and an upgraded symbiotic city. Every complete set of four different upgraded structures is worth 4 points — enter how many complete sets you finished and the calculator handles the multiplication. Partial sets score nothing on this row, so three upgrades of one kind with none of another are worth exactly zero here.
6Special Cards
Every Special card you played and paid for during the game is worth 2 points at the end. Count the Special cards sitting in your play area — the ones you actually paid the cost for — and enter that number. Cards still in your hand when the game ends don't count, so this row quietly rewards committing to cards rather than hoarding them.
7End-Scoring Cards
Some cards carry the end-scoring symbol, meaning they pay out once at the very end based on the condition printed on them — typically 3 or 6 points depending on the card. Resolve each one against your finished board, one card at a time, and add the results here. This is where most recounts come from, because these conditions point at things you've stopped paying attention to by the final round.
8Leftover Resources
Everything left in your supply gets one last conversion. First sell all your biomatter at 2 credits each. Then buy points at a rate of 1 point for every 4 credits, science, or steelplast you spend — and those four can be any combination of the three, which matters more than it sounds. Anything that can't be converted is simply left over and scores nothing. Do the arithmetic before you write a number down: four odd resources of different kinds still make a point together, while three of a single kind make none.
Underwater Cities has expansions — New Discoveries and Rivals — that add new cards, boards, and modules to the base game, so check any unfamiliar card for its own end-scoring symbol before you total up; the eight categories above are the base game's skeleton.
Looking for an Underwater Cities Score Sheet?
If you came here hunting for an Underwater Cities score sheet to print, the calculator above does the same job with the math built in — one row per end-game category, one column per player, and the per-piece rates multiplied for you so nobody has to work out what six Special cards are worth. It forgets everything when you leave, though. For a score sheet that remembers — every game, every player, every win — Underwater Cities is one of 300+ games in the free Meeply app.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps the whole story — every Underwater Cities game, every player's win rate, every "the upgrade sets won me that one" settled with receipts.
Free to try. Underwater Cities is one of 300+ games with rules-aware scoresheets built in.

