Game End and Scoring
Final turns, final Mass and prestige totals.
End trigger
Filling the last available space in either the chronicle or graveyard triggers the end. The triggering player gets no further turn; everyone else gets one final action clockwise. If cubes run out during these last turns, do not refill them: remaining players may take any action without paying the Well’s three-cube cost.
If the end triggers during a market day, finish the whole market day first. If its triggering player also caused the game end, only the other players have a final action. If someone else caused the end, every player receives a final action clockwise.
Then hold one final Mass.
[Port] Filling the last sea-burial space is another end trigger, and land-travel scoring is omitted (Port). [Marriage] There is no wedding after the final Mass (Marriage).
Base scoring
Add these to prestige earned during play:
| Source | Points |
|---|---|
| Distinct visited towns: 1 / 2 / 3 / 4 / 5 / 6 | 1 / 3 / 6 / 10 / 14 / 18 |
| Each church villager at stage 1 / 2 / 3 / 4 | 2 / 3 / 4 / 6 |
| Each councillor at stage 1 / 2 / 3 / 4 | 0 / 2 / 4 / 6 |
| Own villagers in chronicle: 0–2 / 3 / 4 / 5+ | 0 / 4 / 7 / 12 |
| Served customers | Printed tile points |
| Unspent coins on farm | One point each |
Highest prestige wins. Break ties by most grain on the farm, then most living villagers.
[Inn] Score character cards as instructed (Inn). [Goals] Reveal fulfilled Life Goals even at game end; unfulfilled ones have no penalty (Goals). [Promos] Apply the compatible promo customer or chest effects (Promos).