Civolution Scoring Guide: Era & Final Points Explained
Game overview, rules and strategy in the complete guide hub.
Game overview, rules and strategy in the complete guide hub.
Game overview, rules and strategy in the complete guide hub.
How does scoring work in Civolution?
Civolution scores during the game and again after the fourth era. Each of the four eras has one designated scoring category. In phase 7, everybody scores their current units in that category using the multiplier displayed beneath its era tile. At game end, all nine scoring categories are scored using the final-scoring board’s values—not just the five categories that were absent from the era schedule.
After those nine categories, players score the cards and chips installed on their consoles, then any research-card point bonuses. Points already earned during play stay on the score track.
This is the base-game scoring procedure. For the action and phase sequence, see our How to Play Civolution guide.
What determines the scoring categories in each game?
During setup, shuffle the nine scoring tiles. Put four random tiles on the four era spaces in random order, icon side up. Next, place three additional tiles on their matching categories in the final scoring area, point side up. The two tiles left over go back into the box.
That means the scoring priorities and the end-game values vary between plays. A category can award points at the end of one era and still award more points during final scoring.
Every game uses one category-scoring tile per era. The printed value under the tile tells you how many success points each eligible unit is worth in that era.
When and how do you score an era?
Era scoring happens in phase 7: the Event phase, after the Feeding phase. Complete the Event phase in this order:
- Adjust weather and resolve its effect.
- Resolve the event on the face-up event card.
- Score the current era category: count your eligible units and multiply by the indicated points per unit. All civilizations score.
- Set the starting civilization: the highest scorer for that category receives or keeps the starting monolith, using the tie procedure in the rulebook.
Remove the scored era tile from the board after every player has taken those points. Then proceed to phase 8, the Income phase.
A quick era-scoring example
Suppose the displayed era tile scores Population for 2 points per tribe. You have seven tribes on the continent, so you earn 7 × 2 = 14 success points. You score the same category again at game end, using whatever final-scoring value appears there.
Civolution’s nine scoring categories: what counts?
The category system uses five progress tracks and four other measures. The calculation is always eligible units × category points per unit, but the definition of a unit changes with the category.
| Category | What to count |
|---|---|
| Technology | The number printed on your Technology progress-track disc’s space. |
| Prestige | The number printed on your Prestige track space. |
| Knowledge | The number printed on your Knowledge track space. |
| Construction | The number printed on your Construction track space. |
| Culture | The number printed on your Culture track space. |
| Evolution | Your feature markers on feature spaces of your console. |
| Prosperity | The active diamonds on the console across food, money, built settlements and storage (see below). |
| Population | Every one of your tribes on the continent, whether strong or weak. |
| Expansion | Distinct territories in which you have at least one tribe—not the total number of tribes. |
For the progress tracks, use the number where your disc currently stands, not the number of track advances you made during just that era. For Expansion, multiple tribes sharing a territory still produce only one counted territory.
How do you count Prosperity diamonds?
Prosperity is the category most likely to slow down scoring because it counts active diamonds, not the raw quantity of supplies or buildings. There are four sources:
- Food: each complete group of three food markers makes one diamond active. Incomplete groups do not count.
- Money: each complete group of two money markers activates one diamond.
- Settlements: count the diamonds now exposed in the recesses of settlements you have built on the continent.
- Storage: count the diamonds shown in the gap between two adjacent storage spaces of the same territory type, but only when both spaces contain at least one stored material. A qualifying gap may show one or two diamonds.
For example, seven food markers activate two diamonds; five money markers activate two more. Add any exposed settlement diamonds and qualifying storage-gap diamonds, then multiply the total by that category’s points per diamond.
Civolution final scoring: the exact order
After the fourth era’s phase 7 category score, complete phase 8’s income and statue scoring as normal. In this final era, skip the usual hunting-token cleanup and reset-column refill. Move the phase indicator to the final scoring area, then work through these three parts:
1. Score all nine categories again
Follow the arrows through the category spaces of the final-scoring board. Count the units in each category using the same rules as the era score. This time, multiply by the value printed below its category, or by the value on a final-scoring tile covering it.
Even a category already scored during an earlier era scores again at the end of the game. Do not reuse the old era-tile multiplier or assume that its category has been completed permanently.
2. Score the console’s stage partition (space A)
Score each installed research card, goal chip, income chip and attribute chip according to the point value indicated for the stage in which it is installed. Count the pieces in each stage rather than assuming a full column is worth a fixed amount.
Exception: cards and chips in stages 4 and 5 only earn these stage points when the corresponding stage tile has been flipped to its active side. The starting income chip also occupies the stage partition and may score if its stage is active.
3. Score research-card point bonuses (space B)
Some installed research cards display an end-game point-bonus symbol. For each such bonus, count every installed research card and income chip in its column—including the bonus card itself—and multiply by the bonus shown on that card.
For this bonus calculation, pieces in inactive higher stages still count. That is different from scoring the stage partition in step 2. The point-bonus rule refers specifically to cards and income chips in the column, not every type of chip.
Two worked scoring examples
Example 1: Expansion in an era and at game end
You have eight tribes occupying five distinct territories. The era tile rewards Expansion for a hypothetical 3 points per territory, so you gain 5 × 3 = 15 points, not 8 × 3. Later, you finish the game with tribes in seven territories. If the Expansion final-scoring value is 2 points per territory, the final Expansion score adds 7 × 2 = 14 points. These are additional points: the earlier 15 are not erased.
Example 2: Research-card column bonus
Suppose a point-bonus research card awards 2 points for every installed card and income chip in its column. If that column contains three research cards (including the bonus card) and one income chip, it gives 4 × 2 = 8 points from that bonus. This does not replace the stage-partition points already counted in step A.
These values are hypothetical examples; read the multipliers actually displayed in your own game.
How to plan around the scoring schedule
- Read the era scoring area early. If Population or Evolution is coming up, investing in relevant units before that era closes can pay off quickly.
- Re-evaluate after every category is scored. A category may be less valuable in the remaining eras, but it can still generate final-scoring points.
- Track Prosperity deliberately. Check whether a new marker completes a group or activates a printed storage diamond; an extra marker does not always change the score.
- Make the console work. Installing cards and chips earns stage points; research-card bonus symbols can add a second scoring layer.
- Check stage 4 and 5 activation before counting on them. High-up pieces may have no stage points if their tiles are inactive.
- Value module upgrades correctly. Upgrades strengthen actions and are the first tie-breaker, but they are not a blanket end-game point category.
For tactical decisions throughout the game, see our Civolution strategy guide.
Frequently asked scoring questions
Do you score a category more than once?
Yes. One category scores at the end of each era, and all nine are scored at the end of the game. If your category appeared in an era, you keep those earlier points and score it again in final scoring.
Does a weak tribe count for Population?
Yes. Population counts all your tribes currently on the continent. The separate phase 6 strong-tribe bonus only counts upright strong tribes.
Do farms, statues and boats all count for Expansion?
No. Expansion is measured by the number of territories containing at least one of your tribes. The presence of a farm or statue alone is not the scoring unit.
Do levelled-up modules add end-game points automatically?
No. The console scoring and nine categories are specific. Module upgrades improve what you can do and break tied final scores; they are not individually awarded a universal victory-point amount.
Do cards in inactive stage 4 or 5 score anything?
They do not earn stage-partition points from those inactive stages. However, qualifying research-card end-game bonuses still count installed research cards and income chips regardless of the stage activation status.
How are ties broken?
Most success points wins. If tied, the player with more completed module upgrades wins. If still tied, use the seating-order tie-breaker specified in the base rulebook.
What if the score marker passes 100?
Take a 100-point token whenever your marker completes a full lap of the score track, and keep it by your console to show the full total.
Official rules and related guides
Rules checked against Deep Print Games’ English base-game rulebook (setup p. 6, era scoring pp. 34–35, final scoring p. 36) and the publisher’s first-edition errata. The examples above are explanatory, not printed sample positions.