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    <title>DEV Community: FileFreight</title>
    <description>The latest articles on DEV Community by FileFreight (@filefreight).</description>
    <link>https://dev.to/filefreight</link>
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      <title>DEV Community: FileFreight</title>
      <link>https://dev.to/filefreight</link>
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    <item>
      <title>Selling printable Maracaibo scoring logs as downloads: the log your buyer trusts when a noble-rank multiplier is miscounted</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 20:15:04 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-maracaibo-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-noble-rank-376o</link>
      <guid>https://dev.to/filefreight/selling-printable-maracaibo-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-noble-rank-376o</guid>
      <description>&lt;p&gt;A printable Maracaibo log lives or dies on the one record nobody keeps: what each player actually held when the ship reached space 22, because Maracaibo ends suddenly — the player who ends a turn on space 22 scores 5 victory points and final scoring begins at once — and the final total is not the score track alone but the track plus five separate endgame additions, each scored by its own rule and each easy to score wrong. Nobody at the table argues about the game they played; they argue about whether cards still in hand were counted, whether a tied nation paid both players or neither, whether the doubloon income track paid points or doubloons one last time, and whether a noble rank was multiplied by empty spaces alone or by empty spaces plus the majority bonus. The only evidence is the log: a line for each endgame category, or a single number on the track that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;The final buy and the income tracks are the first trap the sheet is built to catch, because both are decided in a fixed order and both are easy to blur after the fact. Starting with the player who triggered final scoring, each player in turn either buys one project card from hand or planning area and places it in their display, or invests in a prestige building, or scores 2 victory points instead — and only then does each player score victory points from the victory point income track, plus additional victory points from the doubloon income track position, taking no more doubloons. A player who writes down "final scoring: bought a card" with no note of whether the card went into the display or stayed in planning, or "income: 9" with no split between the two tracks, has written down numbers nobody can re-add. The log records the buy-or-2-points choice first, then the two income-track figures separately, so the order of scoring is visible and the doubloon track is never mistaken for one last payout.&lt;/p&gt;

&lt;p&gt;Display cards and influence majorities are the second trap, because both turn on a distinction that is invisible once the cards are swept up. Only project cards in a player's display score at the end, together with prestige building investments — cards still in hand or in the planning area are worth nothing, however strong they looked all game. And for each nation, the player with the most influence scores 3 victory points, with all tied players scoring 3 each, and no points at all for a nation where every influence marker is still on the 0 space. A player who remembers "I had a big hand and led two nations" has remembered nothing a sceptical opponent can check, because the hand scores zero and a tie pays everyone tied. The log therefore has one row for each display card and prestige investment with its points, a separate struck-through row for hand and planning cards worth zero, and one row per nation with the influence totals and the tie noted, so that neither total is a number anyone has to remember.&lt;/p&gt;

&lt;p&gt;The noble-rank multiplier is the third trap, and it is the one that decides games, because it multiplies a small rank by a multiplier that is itself two numbers added together. For each nation, a player multiplies their noble rank — the value of the last red band reached on that nation's influence track — by the nation's multiplier, and the multiplier is the number of empty spaces beside that nation's influence track, spaces from which all nation markers were removed, plus a majority bonus: the nation with the most nation markers on the board, in cities, villages, and on legacy tiles, gains 2, the second-most gains 1, and ties take the higher value, so two nations tied for first both gain 2 and the third gains nothing, and if all three tie for first they all gain 2. A player who writes down "Spain rank 3, multiplier 2" with no note of how many empty spaces and what majority bonus produced that 2 has written down a total nobody can audit. The log records, per nation, the empty spaces, the marker count, the majority bonus, and the rank, so the multiplication is a calculation anyone can repeat rather than a total anyone has to trust.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 58 victory points on the track, plus 2 for taking the 2-point option instead of a final buy, plus 9 from the income tracks (6 from the victory point track and 3 from the doubloon track), plus 26 for display cards and prestige investments, plus 6 for influence majorities (3 for leading Spain outright and 3 for tying France), plus 16 for noble ranks (France rank 2 times multiplier 3, from 2 empty spaces plus a majority bonus of 1; England rank 1 times multiplier 4, from 4 empty spaces plus no bonus; Spain rank 3 times multiplier 2, from 0 empty spaces plus a majority bonus of 2), for 58 + 2 + 9 + 26 + 6 + 16 = 117. Player B finished with 64 points on the track, plus 0 for a final buy whose value sits inside the display total, plus 7 from the income tracks (5 from the victory point track and 2 from the doubloon track), plus 18 for display cards, plus 6 for influence majorities (3 for leading England outright and 3 for tying France), plus 16 for noble ranks (France rank 2 times 3, England rank 2 times 4, Spain rank 1 times 2), for 64 + 0 + 7 + 18 + 6 + 16 = 111, so A wins by 6 despite trailing B on the track by 6. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if A multiplies ranks by empty spaces alone and forgets the majority bonus, A scores 8 instead of 16 for noble ranks and falls to 109, losing a game actually won by 6; if B counts three cards still in hand worth 9 points, B scores 120 and falsely flips the result, because hand cards are worth nothing; and if A scores the doubloon income track as doubloons instead of its 3 victory points, A scores 114 and invents a false margin. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the ship reaches space 22, and a table can trust when the winner is announced. The sheet lists the final buy-or-2-points choice, the two income-track figures separately, each display card with its points beside a struck-through row for hand and planning cards, each nation's influence total with ties noted, and per nation the empty spaces, marker count, majority bonus, and rank, so that the final total is the sum of lines anyone can re-add, and the game-end trigger is recorded alongside it in case anyone disputes when scoring stopped.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a noble-rank multiplier counted without its majority bonus or a hand counted as a display will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Maracaibo scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the cards, tracks, and nations actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Hansa Teutonica scoring logs as downloads: the log your buyer trusts when a bonus-marker band is miscounted</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 19:09:59 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-hansa-teutonica-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-2nbd</link>
      <guid>https://dev.to/filefreight/selling-printable-hansa-teutonica-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-2nbd</guid>
      <description>&lt;p&gt;A printable Hansa Teutonica log lives or dies on the one record nobody keeps: what each player actually held when the game ended, because Hansa Teutonica ends suddenly — when a player reaches 20 prestige points, when no replacement bonus marker can be drawn, or when the tenth city is completed — and the final total is not the score track alone but the track plus five separate endgame additions, each scored by its own rule and each easy to score wrong. Nobody at the table argues about the game they played; they argue about whether a bonus-marker band was counted flat, whether a maxed Town Key earned points twice, whether a tied city belonged to the player with the most offices or the player with the rightmost office, and whether the network counted was the largest connected network or every office on the board. The only evidence is the log: a line for each endgame category, or a single number on the track that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;Bonus markers and maxed skills are the first trap the sheet is built to catch, because neither scores the way a tired player assumes. Each skill developed to its maximum earns 4 prestige points at the end, except the Town Key skill, which is scored separately and never earns that 4. Bonus markers score in bands, not one point each: 1 marker is 1 point, 2 to 3 markers are 3 points, 4 to 5 are 6, 6 to 7 are 10, 8 to 9 are 15, and 10 or more are 21. A player who writes down "bonus markers: 7" with no band, or "skills maxed: 3" with no note of which skill is the Town Key, has written down numbers nobody can re-add. The log records each skill's level with the Town Key flagged as excluded, and the exact marker count beside its band, so both totals are calculations anyone can repeat rather than totals anyone has to trust.&lt;/p&gt;

&lt;p&gt;City control and the network multiplier are the second trap, because both turn on a detail that is invisible once the pieces are swept up. A player scores 2 prestige points for each city they control, and control goes to the player with the most offices in that city — but on a tie, the player occupying the higher-valued city space, the one further to the right, controls the city. And the Town Key score is not offices times anything the player likes: it is the Town Key skill level multiplied by the number of offices in the player's largest connected network of offices, not by every office on the board. A player who remembers "I controlled four cities and had nine offices" has remembered nothing a sceptical opponent can check, because the tied cities and the disconnected offices change both numbers. The log therefore has one row for each city with the office counts and the rightmost-office tie-break noted, and one row for the largest network with the offices that belong to it listed, so that neither total is a number anyone has to remember.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 14 prestige points earned during the game, plus 8 for two skills developed to the maximum (the Town Key excluded), plus 6 for 5 bonus markers in the 4-to-5 band, plus 0 for merchants in Coellen, plus 6 for controlling 3 cities at 2 points each, plus 18 for a largest network of 6 offices times a Town Key level of 3, for 14 + 8 + 6 + 0 + 6 + 18 = 52. Player B finished with 16 points earned during the game, plus 4 for one skill developed to the maximum, plus 10 for 7 bonus markers in the 6-to-7 band, plus 0 for merchants in Coellen, plus 8 for controlling 4 cities at 2 points each, plus 8 for a largest network of 4 offices times a Town Key level of 2, for 16 + 4 + 10 + 0 + 8 + 8 = 46, so A wins by 6 despite trailing B on points earned during the game and on cities controlled. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if A forgets the Town Key multiplier and counts the 6-office network flat, A scores 40 and loses a game actually won by 6; if B counts every office on the board instead of the largest network, 9 offices times a Town Key of 2 gives 18 instead of 8, and B scores 56, falsely flipping the result; and if A adds 4 points for a maxed Town Key on top of its multiplier, A scores 56 and invents a false margin. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the final city completes, and a table can trust when the winner is announced. The sheet lists each skill level with the Town Key flagged, each bonus marker beside its band, each city's office counts with the rightmost-office tie-break, and the largest network with its offices listed, so that the final total is the sum of lines anyone can re-add, and the game-end trigger is recorded alongside it in case anyone disputes when scoring stopped.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a bonus-marker band counted flat or a network counted at full board size will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Hansa Teutonica scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the skills, markers, and cities actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Dune Imperium scoring logs as downloads: the log your buyer trusts when a stolen alliance is forgotten</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 18:07:09 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-dune-imperium-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-stolen-3b87</link>
      <guid>https://dev.to/filefreight/selling-printable-dune-imperium-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-stolen-3b87</guid>
      <description>&lt;p&gt;A printable Dune Imperium log lives or dies on the one record nobody keeps: what each player actually held when the final round ended, because Dune Imperium has a running score track but no running breakdown, and the final total is the sum of conflict rewards, influence points, card points, and endgame intrigue points, each earned by its own rule and each lost by its own rule. Nobody at the table argues about the game they played; they argue about whether an alliance was still theirs at the end, whether a faction at one influence really earned a point, whether a card's point was counted once or twice, and whether anyone played their endgame intrigue cards at all. The only evidence is the log: a line for each faction's influence and alliance, each conflict reward, each point-bearing card, and each endgame intrigue card, or a single number on the track that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;Influence is the first trap the sheet is built to catch, because it pays at thresholds and it can be taken away. Each of the four factions — the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen — pays 1 victory point when a player reaches 2 influence, and that point is lost if the player drops back below 2. Reaching 4 influence earns the faction's alliance token and 1 more victory point, but only while the player holds the token: if another player passes them on that track, the token and its point move to the passer. A player who writes down "influence: a good number" with no per-faction influence level and no note of who holds each alliance has written down nothing a sceptical opponent can check. The log records each faction's influence level, whether the 2-influence point is held, and who holds the alliance, so the influence total is a calculation anyone can repeat rather than a total anyone has to trust.&lt;/p&gt;

&lt;p&gt;Conflict rewards, point-bearing cards, and endgame intrigue cards are the second trap, because they arrive at different times and are easy to count twice or not at all. Conflict rewards are scored when each round's conflict resolves, and later conflicts can be worth more than early ones, so a player who only remembers the last battle has forgotten most of the total. A card such as The Spice Must Flow is worth 1 victory point when acquired, and counting it again at the end invents a point out of nothing. And endgame intrigue cards are played and resolved only after the final round, before the winner is declared, so a player who announces the winner before playing them has announced the wrong winner. The log therefore has one row for each conflict reward, each point-bearing card, and each endgame intrigue card, with the round or timing shown, so that none of them is a number anyone has to remember.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 4 conflict points, influence of 4 with the Emperor holding the alliance for 2, 2 with the Spacing Guild for 1, 2 with the Bene Gesserit for 1, and 1 with the Fremen for 0, giving 4, plus 1 for The Spice Must Flow, plus 1 for an endgame intrigue card, for 4 + 4 + 1 + 1 = 10. Player B finished with 4 conflict points, influence of 2 with the Emperor for 1 after losing that alliance to A, 4 with the Spacing Guild holding the alliance for 2, 2 with the Bene Gesserit for 1, and 1 with the Fremen for 0, giving 4, plus 1 for The Spice Must Flow, for 4 + 4 + 1 = 9, so A wins by 1 despite tying B on conflict points and on influence points. B holds more spice than A at the end, so any tie between them goes to B on the first tie-breaker, which is spice, then Solari, then water, then garrisoned troops. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B forgets that A stole the Emperor alliance and adds its point back, B scores 10, ties A, and then wins the tie on spice, falsely flipping the result; if A counts the Fremen at 1 influence as a point, below the 2-influence threshold, A scores 11 and invents a false margin; and if A forgets to play the endgame intrigue card before the winner is declared, A scores 9, ties B, and loses that tie on spice, handing a won game to the tie-breaker. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the final round ends, and a table can trust when the winner is announced. The sheet lists each faction's influence level and alliance holder, each conflict reward, each point-bearing card, and each endgame intrigue card, so that the final total is the sum of lines anyone can re-add, and the tie-breaker resources are recorded alongside it in case the totals tie.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a forgotten stolen alliance or an endgame intrigue card played too late will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Dune Imperium scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the factions, cards, and intrigue cards actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Eclipse scoring logs as downloads: the log your buyer trusts when a traitor tile is forgotten</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 17:03:49 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-eclipse-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-traitor-tile-4j22</link>
      <guid>https://dev.to/filefreight/selling-printable-eclipse-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-traitor-tile-4j22</guid>
      <description>&lt;p&gt;A printable Eclipse log lives or dies on the one record nobody keeps: what each player actually had when round eight ended, because Eclipse has no running score to fall back on, and the final total is the sum of seven different sources, each scored by its own rule. Nobody at the table argues about the game they played; they argue about whether a reputation tile was a three or a four, whether a technology track really reached seven tiles, whether a discovery tile was kept for its points or spent on its bonus, and whether anyone remembered the traitor tile at all. The only evidence is the log: a line for each controlled sector, each reputation tile, each ambassador tile, each monolith, each discovery tile kept for points, each technology track, and the traitor tile, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;Controlled sectors and reputation tiles are the first trap the sheet is built to catch, because both pay a range, not a fixed amount, and a range is exactly what gets misremembered. Each sector with an influence disc pays 1 to 4 points depending on the sector, and each reputation tile earned in combat pays 1 to 4 points depending on the tile, so a player who writes down "sectors: a good number" or "reputation: a good number" with no per-item values has written down nothing a sceptical opponent can check. The log records each sector and its value and each reputation tile and its value, in that order, so both totals are calculations anyone can repeat rather than totals anyone has to trust.&lt;/p&gt;

&lt;p&gt;Technology tracks are the second trap, because they pay per threshold reached, not per tile owned. On each of the three tracks, 4 tiles pay 1 point, 5 tiles pay 2, 6 tiles pay 3, and 7 tiles pay 5, which means a seven-tile track is worth 5, not 7, and a three-tile track is worth nothing at all, not 1. A player who writes down "tech: some points" with no per-track tile count has written down nothing checkable, because the thresholds passed on each track are exactly what the total depends on. The log records each track's tile count and the points its threshold earns, so the technology total is the sum of three small lines, not one remembered number.&lt;/p&gt;

&lt;p&gt;Discovery tiles, monoliths, ambassadors, and the traitor tile are the third trap, and the one that flips games, because three of them are easy to overcount and the fourth is easy to forget entirely. A discovery tile counts 2 points only if it was kept victory-point side up; a tile spent on its bonus side counts nothing, however useful the bonus was. A monolith counts 3 points only on a sector the player still controls at game end. An ambassador tile counts 1 point each, in games with four or more players. And the traitor tile subtracts 2 points, a penalty that is handed out during the game and then quietly forgotten by the time the totals are announced. The log therefore has one row for each of these, with the discovery side, the monolith's sector, and the traitor penalty all shown, so that none of them is a number anyone has to remember.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with controlled sectors worth 4, 3, 3, 2, and 1 for 13, reputation tiles worth 4, 2, and 1 for 7, one ambassador tile for 1, one monolith on a controlled sector for 3, two discovery tiles kept victory-point side up for 4, and technology tracks of 7 tiles for 5, 4 tiles for 1, and 3 tiles for 0, giving 6, for 13 + 7 + 1 + 3 + 4 + 6 = 34. Player B finished with controlled sectors worth 4, 4, 3, 2, and 1 for 14, reputation tiles worth 4, 3, and 2 for 9, one ambassador tile for 1, one monolith for 3, one discovery tile kept victory-point side up for 2, and technology tracks of 6 tiles for 3, 5 tiles for 2, and 4 tiles for 1, giving 6, less 2 for the traitor tile, for 14 + 9 + 1 + 3 + 2 + 6 - 2 = 33, so A wins by 1 despite trailing B on sectors and reputation combined. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B forgets the traitor tile, B scores 35 and falsely flips the result by 1; if A counts the discovery tile spent on its bonus side as well as the two kept for points, A scores 36 on tiles the game values at zero for points and invents a false margin; and if A counts only the highest technology track instead of every track's threshold, A scores 5 for technology instead of 6 and ties B at 33, handing a won game to the storage-resources tie-breaker. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as round eight ends, and a table can trust when the winner is announced. The sheet lists each controlled sector and its value, each reputation tile and its value, each ambassador tile, each monolith and its sector, each discovery tile and which side it was kept on, each technology track's tile count and threshold points, and the traitor penalty, so that the final total is the sum of lines anyone can re-add.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a forgotten traitor tile or a technology track counted tile by tile instead of threshold by threshold will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Eclipse scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the sectors, tiles, and tracks actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Gaia Project scoring logs as downloads: the log your buyer trusts when QICs are counted as points</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 16:03:55 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-gaia-project-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-qics-are-io1</link>
      <guid>https://dev.to/filefreight/selling-printable-gaia-project-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-qics-are-io1</guid>
      <description>&lt;p&gt;A printable Gaia Project log lives or dies on the one record nobody keeps: what each player actually had when round six ended, because the final total in Gaia Project is not the number on the score track, it is that track plus the two final scoring tiles plus research plus leftover resources, and every one of those four parts is scored by a different rule. Nobody at the table argues about the points already moved on the track during the game; they argue about whether a research track really reached level five, whether a final scoring tile really paid second place, and whether a pile of leftover cubes really counted for anything at all. The score track has no memory of any of it. The only evidence is the log: a line for the track total, a line for each final scoring tile, a line for each research track, and a line for the leftover resources, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;The final scoring tiles are the first trap the sheet is built to catch, because they pay by rank, not by amount, and a rank is exactly what gets misremembered. The highest-ranked player on a tile's track takes 18 points, second takes 12, third takes 6, and fourth takes nothing, and when players tie they split the points for the tied ranks evenly rather than each taking the higher rank's points. A player who writes down "final tiles: a good number" with no rank recorded has written down nothing a sceptical opponent can check, because which tile paid which rank, and whether two players shared second, are all folded into one unverifiable figure. The log records each tile, each player's rank on it, and the points that rank pays, in that order, so the tile total is a calculation anyone can repeat.&lt;/p&gt;

&lt;p&gt;Research scoring is the second trap, because it pays per threshold passed, not per level reached. For each of the six research tracks, a player gains 4 points for each of levels 3, 4, and 5 they have reached or passed, up to 12 points per track, which means a level-five track is worth 12, not 4, and a level-four track is worth 8, not 4. A player who writes down "research: some points" with no per-track breakdown has written down nothing checkable, because the thresholds passed on each track are exactly what the total depends on. The log records each track's level and the points its passed thresholds earn, so the research total is the sum of six small lines, not one remembered number.&lt;/p&gt;

&lt;p&gt;Leftover resources are the third trap, and the one that flips games, because only three of them count and they count combined. At the end of the game a player gains 1 point for every 3 credits, knowledge, or ore they still hold, in any combination, with remainders of one or two simply wasted, and quantum intelligence cubes do not count at all, nor does power. A player who pools every leftover token into one pile and divides by three has inflated their total on cubes the game values at zero, and a player who rounds a remainder up has invented a point the game never awarded. The log therefore has one row per resource that counts, the combined total, and the division with its remainder shown, so that the resource points are a calculation anyone can re-add.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 86 points on the score track, ranked first on one final scoring tile for 18 and third on the other for 6, reached level 5 on Navigation for 12 and level 4 on Terraforming for 8, and held 8 credits, 4 knowledge, and 3 ore, giving 15 resources for 5 points, for 86 + 24 + 20 + 5 = 135. Player B finished with 90 points on the score track, ranked second on both final scoring tiles for 12 and 12, reached level 4 on Economy for 8 and level 4 on Science for 8, and held 6 credits, 3 knowledge, and 2 ore, giving 11 resources for 3 points with 2 wasted, for 90 + 24 + 16 + 3 = 133, so A leads by 2 despite trailing B on the track by 4. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B adds 7 leftover QICs to the resource pool, B reaches 18 resources for 6 points and falsely flips the result by 1 on cubes the game scores at zero; if A counts only the highest research level reached instead of every threshold passed, A scores 8 for research instead of 20 and throws away a 12-point lead the tracks actually earned; and if B rounds the 11 leftover resources up instead of down, B invents a fourth resource point on a remainder the game discards. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as round six ends, and a table can trust when the winner is announced. The sheet lists the track total, each final tile rank and its points, each research track level and its threshold points, and the leftover credits, knowledge, and ore with the division and remainder shown, so that the final total is the sum of lines anyone can re-add.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to QICs counted as points or research thresholds counted once instead of three times will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Gaia Project scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the tracks and tiles actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Le Havre wealth-and-loan logs as downloads: the log your buyer trusts when an unpaid loan is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 15:05:43 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-le-havre-wealth-and-loan-logs-as-downloads-the-log-your-buyer-trusts-when-an-322e</link>
      <guid>https://dev.to/filefreight/selling-printable-le-havre-wealth-and-loan-logs-as-downloads-the-log-your-buyer-trusts-when-an-322e</guid>
      <description>&lt;p&gt;A printable Le Havre log lives or dies on the one record nobody keeps: what each player actually owned when the final actions ended, because wealth at the end of Le Havre is not a pile of goods, it is buildings plus ships plus cash minus 7 francs for every loan still unpaid, and leftover goods count for nothing unless a final action converted them into francs. Nobody at the table argues about the francs in the coin pile; they argue about whether a loan was really repaid, whether a plus-symbol building bonus was really counted once, and whether a stack of unconverted steel was really worth anything at all. The wealth total is a sum with no memory. The only evidence is the log: a line for every building value, every ship value, the cash, and every outstanding loan, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;The loan rule is the first trap the sheet is built to catch, because a loan in Le Havre is not a strategy, it is a rescue. A player may only take out a loan when they cannot pay the interest on existing loans or cannot feed their workers, never voluntarily to fund a building or a ship, and every loan still unpaid at the end costs 7 francs off the total, no matter how the money was spent. A player who writes down a wealth total with no loan column has written down a number that hides the deduction, and a player who repays a loan during the final stage and forgets to strike it has penalised themselves for a debt that no longer exists. The sheet therefore has one row per loan with its status, repaid or outstanding, checked at the final action, so that the 7-franc deduction is applied exactly once per loan still open, and never to a loan already closed.&lt;/p&gt;

&lt;p&gt;Plus-symbol buildings are the second trap, because their extra value depends on the other buildings the player owns, and that dependency is exactly what gets double-counted. A building with a plus symbol, the Bank being the classic example, adds value according to what else its owner holds, which means the bonus cannot be read off the card alone and cannot be added once per building it references. A player who writes down "buildings: a big number" with no per-building breakdown has written down nothing a sceptical opponent can check, because the base values, the plus bonus, and any buildings sold during the final stage are all folded into one unverifiable figure. The log records each building and ship by its printed value, the plus bonus as its own single line, and any final-stage sale, in that order, so the property total is a calculation anyone can repeat.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A owned buildings worth 84 francs and ships worth 26, held 31 francs in cash, and had 1 loan still unpaid, giving 84 + 26 + 31 - 7 = 134. Player B owned buildings worth 71 francs and ships worth 33, held 38 francs in cash, and had 2 loans still unpaid, giving 71 + 33 + 38 - 14 = 128, so A leads by 6. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B counts a stack of leftover goods that were never converted through a final action as if they were francs, B inflates the total on goods the game values at zero at the end; if B forgets the 7-franc deduction on both outstanding loans, B falsely reaches 142 and flips the result on debts that were never repaid; and if A counts the plus-symbol bonus once for every building it references instead of once as its own line, A inflates the margin on a bonus the game awards a single time. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a wealth log a seller can print, a buyer can fill in as the final actions resolve, and a table can trust when the winner is announced. The sheet lists every building and ship value, the plus bonus as its own line, the cash, and every loan with its repaid-or-outstanding status, so that the final total is the sum of lines anyone can re-add.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a loan that was forgotten or a bonus that was counted twice will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Le Havre scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the buildings and ships actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Caylus castle-batch logs as downloads: the log your buyer trusts when a no-food batch is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 14:04:49 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-caylus-castle-batch-logs-as-downloads-the-log-your-buyer-trusts-when-a-no-food-3nec</link>
      <guid>https://dev.to/filefreight/selling-printable-caylus-castle-batch-logs-as-downloads-the-log-your-buyer-trusts-when-a-no-food-3nec</guid>
      <description>&lt;p&gt;A printable Caylus log lives or dies on the one record nobody keeps: which batches each player built into each section of the castle, because a batch is three different resource cubes, one of which must be food, and each batch pays prestige at once, 5 points for the Dungeon, 4 for the Walls, and 3 for the Towers, while the scoring of each section then hands out royal favors by batch count and punishes anyone who built nothing, 2 prestige lost at the Dungeon, 3 at the Walls, and 4 at the Towers. Nobody at the table argues about the cubes they spent in the first turn; they argue about whether a batch really contained food, whether a player really built into the section being scored, and whether the gold left at the end was really worth three points a cube. The prestige track is a total with no memory. The only evidence is the log: a section-by-section record of every batch, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;The batch rule is the first trap the sheet is built to catch, because three cubes are not a batch unless they are three different cubes and one of them is food. A player who spends wood, wood, and food has not built a batch, a player who spends wood, stone, and cloth with no food has not built a batch, and a player who claims the 5 Dungeon points for either has claimed points the game never awarded. The sheet therefore has one row per batch with its three cubes written out, food circled, and the section named, so that no batch can be counted without its ingredients showing. The section matters as much as the cubes, because the same batch is worth 5 in the Dungeon, 4 in the Walls, and 3 in the Towers, and the argument is always about which section the batch went into, not whether three cubes were spent.&lt;/p&gt;

&lt;p&gt;Section scoring is the second trap, because the favors and the penalties are decided by batch counts, not by totals. At the Dungeon scoring, a player with two or more batches earns one royal favor and a player with no batch loses 2 prestige; at the Walls scoring, two batches earn one favor, three or four earn two, and five or more earn three, while a player with no batch loses 3; at the Towers scoring, two or three batches earn one favor, four or five earn two, and six or more earn three, while a player with no batch loses 4. A player who writes down "castle: 29 points" with no section breakdown has written down nothing a sceptical opponent can check, because the favor count cannot be reconstructed from the total and the penalty cannot be checked without knowing who built nothing where. The log records batches per section, the favor earned per section, and any penalty, in that order, so the castle score is a calculation anyone can repeat.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A built 3 Dungeon batches at 5 points each, 2 Walls batches at 4 each, and 2 Towers batches at 3 each, giving 15 + 8 + 6 = 29 castle points, plus endgame leftovers of 2 gold cubes at 3 points each, 9 other cubes at 1 point per 3 cubes, and 8 deniers at 1 point per 4 deniers, giving 6 + 3 + 2 = 11, for a castle-and-leftovers tally of 40. Player B built 2 Dungeon batches, 3 Walls batches, and 1 Towers batch, giving 10 + 12 + 3 = 25 castle points, plus leftovers of 3 gold cubes at 3 each, 6 other cubes at 1 per 3, and 8 deniers at 1 per 4, giving 9 + 2 + 2 = 13, for a tally of 38, so A leads by 2. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B counts one extra Dungeon batch made of wood, stone, and cloth with no food, B falsely adds 5 and reaches 43, flipping the result on a batch that was never legal; if A counts all 9 leftover other cubes at 1 point each instead of 1 point per 3, A falsely reaches 46 and inflates the margin; and if B counts all 8 leftover deniers at 1 point each instead of 1 point per 4, B falsely reaches 44 and flips the result on loose change. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as each batch is placed, and a table can trust when the Towers are scored. The sheet lists every batch with its three cubes and its section, the favor and penalty per section, and the leftover conversion at the end, so that the final total is the sum of lines anyone can re-add.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a batch that never contained food will pay for a sheet that makes the missing food visible before the scores are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Caylus scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the castle sections actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Keyflower winter-scoring logs as downloads: the log your buyer trusts when an allocated keyple is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 13:03:12 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-keyflower-winter-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-an-53hh</link>
      <guid>https://dev.to/filefreight/selling-printable-keyflower-winter-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-an-53hh</guid>
      <description>&lt;p&gt;A printable Keyflower log lives or dies on the one record nobody keeps: which resources, skills, and workers were allocated to which winter scoring tile at the end of the game, because Keyflower is played over four seasons and the winter tiles are the scoring tiles, each one paying victory points for a specific combination, while gold counters are worth one point each only if they were not allocated to another scoring tile, and only the resources sitting on the barn, blacksmith, stone yard, and timber yard score anything at game end on their own. Nobody at the table argues about the tiles they won in spring; they argue about whether a red keyple was really counted toward the winter tile and also toward the boat, whether the iron sitting on an ordinary tile was really worth anything, and whether the purple start player marker was really declared as the one thing the scoring tile needed. The score track is a total with no memory. The only evidence is the log: a tile-by-tile record of every allocation, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;Allocation is the first trap the sheet is built to catch, because each item can only be scored once, and that one rule decides more games than any winter tile does. A red keyple allocated to a winter tile that pays one point per red keyple cannot also be counted toward a boat, a gold counter allocated to a scoring tile is no longer worth its one point as gold, and a resource that is not on the barn, blacksmith, stone yard, or timber yard scores nothing unless it is allocated to a scoring tile that wants it. The sheet therefore has one row per scoring tile with its own allocation column, and a separate gold column that only counts the gold left unallocated, so that no keyple, resource, or gold counter ever appears in two rows. The purple start player marker gets its own line too, because it can be declared as any one resource, skill, or worker, and the argument is always about which one it was declared as, not whether it counted.&lt;/p&gt;

&lt;p&gt;Boats are the second trap, because each player receives one boat at the end of winter and each boat scores differently, and the sheet has to record which boat each player actually holds. The Keyflower boat pays one point for each of its owner's transport capacity, doubled if the owner also holds the summer boat 2b, while the Sea Bastion pays one point for each tile connected by roads as part of a loop that returns to the starting point without travelling the same route twice. A player who writes down "boat: 5 points" with no boat name and no loop count has written down nothing a sceptical opponent can check, because the Keyflower number comes from transport capacity and the Sea Bastion number comes from counting loop tiles, and neither can be reconstructed from the total alone. The log records the boat name, the capacity or the loop tiles, and the resulting points, in that order, so the boat score is a calculation anyone can repeat.&lt;/p&gt;

&lt;p&gt;The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A holds a winter tile paying one point per red keyple and owns six red keyples, for 6 points, plus 8 unallocated gold counters at one point each, plus the Keyflower boat with a transport capacity of 5, plus a Sea Bastion-style road loop of 3 tiles at one point each, giving 6 + 8 + 5 + 3 = 22 points. Player B holds a winter tile paying one point per blue keyple and owns nine blue keyples, for 9 points, plus 4 unallocated gold counters, plus a road loop of 7 tiles, giving 9 + 4 + 7 = 20 points, so A wins by 2. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B counts 3 gold counters that were already allocated to the blue winter tile a second time as unallocated gold, B falsely reaches 23 and flips the result; if A counts 4 iron sitting on an ordinary tile that is not the barn, blacksmith, stone yard, or timber yard as points, A falsely reaches 26 and inflates the margin; and if A claims the Keyflower boat doubling without owning the summer boat 2b, A falsely reaches 27 on a bonus that was never earned. Every one of those errors is a single line the log either records or does not.&lt;/p&gt;

&lt;p&gt;That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in during the winter auction, and a table can trust when the last tile is placed. The sheet lists every winter tile with its allocation column, every boat with its capacity or loop count, the unallocated gold column, and the purple marker declaration line, so that the final total is the sum of lines anyone can re-add.&lt;/p&gt;

&lt;p&gt;A buyer who has lost a game to a double-counted keyple will pay for a sheet that makes the double count visible before the scores are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Keyflower scores, and what they are missing is the record that proves it.&lt;/p&gt;

&lt;p&gt;This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the winter tiles actually in play before the game starts.&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Alhambra wall-and-majority logs as downloads: the log your buyer trusts when a tied colour is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 12:03:46 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-alhambra-wall-and-majority-logs-as-downloads-the-log-your-buyer-trusts-when-a-55ij</link>
      <guid>https://dev.to/filefreight/selling-printable-alhambra-wall-and-majority-logs-as-downloads-the-log-your-buyer-trusts-when-a-55ij</guid>
      <description>&lt;p&gt;A printable Alhambra log lives or dies on the one record nobody keeps: how many buildings of each colour each player actually had in their Alhambra at each scoring round, because the game scores three times, the points grow every round, and the final round pays first, second, and third place for each of six building kinds plus one point per segment of each player's longest exterior wall. Nobody at the table argues about the money cards they drew; they argue about whether two players were really tied for the most arcades, whether the tiles sitting on a reserve board were really in the Alhambra, and whether a wall that runs back-to-back inside the city was really an exterior wall. The score track is a total with no memory. The only evidence is the log: a round-by-round record of each colour count, each wall length, and each tie split, or a single number that was written at the end and can be defended by nobody.&lt;/p&gt;

&lt;p&gt;Majorities are the first trap the sheet is built to catch, because the points for each building kind are fixed by the scoring table and the only question is who held which rank when the scoring card was drawn. In the final scoring round, first, second, and third place pay sixteen, eight, and one for pavilions, seventeen, nine, and two for seraglios, eighteen, ten, and three for arcades, nineteen, eleven, and four for chambers, twenty, twelve, and five for gardens, and twenty-one, thirteen, and six for towers, while the first scoring round pays only first place and the second round pays first and second. A tie sums the points for the tied positions and splits them, always rounding down, so two players tied for first in arcades in the final round share eighteen plus ten, fourteen each, not eighteen each and not ten each. And building tiles sitting on a reserve board are not counted at all, because the reserve is storage, not the city, and a player who counts reserve tiles toward a majority has invented a lead out of tiles that were never placed.&lt;/p&gt;

&lt;p&gt;Walls are the second trap, because only one wall per player scores and only its exterior length counts. Each side of a tile carrying a wall segment on the outside of the Alhambra counts for one point, the longest joined exterior wall is the one that scores, and walls that sit back-to-back inside the city score nothing, no matter how long they run. A player who measures every wall segment on every tile, inside and out, and adds them together has counted a wall the rules never pay for, and a player who measures only the wall they remember building has usually forgotten the segment that joined it last. The log tracks the longest exterior wall as its own column, separate from the colour counts, because a wall folded into a running total can never be re-measured once the tiles are back in the bag.&lt;/p&gt;

&lt;p&gt;Here is the worked final tally the sheet is built to settle. Player A holds four pavilions, two seraglios, three arcades, five chambers, one garden, and two towers, with a longest exterior wall of nine segments. Player B holds three pavilions, four seraglios, three arcades, two chambers, four gardens, and two towers, with a longest exterior wall of eleven segments. Pavilions pay A sixteen for first and B eight for second; seraglios pay B seventeen for first and A nine for second; arcades are tied at three each, so A and B share eighteen plus ten, fourteen each; chambers pay A nineteen for first and B eleven for second; gardens pay B twenty for first and A twelve for second; towers are tied at two each, so A and B share twenty-one plus thirteen, seventeen each. A totals eighty-seven from buildings plus nine for the wall, ninety-six in all, from sixteen plus nine plus fourteen plus nineteen plus twelve plus seventeen plus nine. B totals eighty-seven from buildings plus eleven for the wall, ninety-eight in all, from eight plus seventeen plus fourteen plus eleven plus twenty plus seventeen plus eleven, and B wins by two even though both players hold eighty-seven building points, because B's longer wall breaks the tie the majorities left.&lt;/p&gt;

&lt;p&gt;Give A sole first place in arcades instead of the tied split and A falsely gains four points to one hundred, flipping the winner, which is exactly what happens when a tie is scored as a win because nobody wrote both counts down. Count three back-to-back internal wall segments inside B's city as exterior wall and B falsely gains three points to one hundred and one, stretching a two-point win into a five-point rout on wall the rules never pay for. Count two towers sitting on A's reserve board as placed and A falsely takes sole first in towers at twenty-one instead of the tied seventeen, gaining four points to one hundred, flipping the winner again on tiles that were never in the city. Every one of those lines has decided a real game, and every one of them is on the sheet.&lt;/p&gt;

&lt;p&gt;That is why the sheet sells as a download rather than as a blank score pad. A blank pad records a final total nobody can audit; a worked wall-and-majority log records the decisions the table actually argued about, with each colour count per scoring round, each tie split, each longest wall, and the reserve explicitly excluded, on the same sheet, so the winner falls out of the log instead of out of a twenty-minute recount. Print it, update one line per colour as buildings land and walls join, and the next time someone says their Alhambra total adds up, the answer is on the paper, not in anyone's memory.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This is an unofficial fan-made log sheet, not affiliated with or endorsed by Queen Games. Alhambra is a board game designed by Dirk Henn.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Railroad Ink network-score logs as downloads: the log your buyer trusts when an overpass is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 11:08:07 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-railroad-ink-network-score-logs-as-downloads-the-log-your-buyer-trusts-when-an-2afm</link>
      <guid>https://dev.to/filefreight/selling-printable-railroad-ink-network-score-logs-as-downloads-the-log-your-buyer-trusts-when-an-2afm</guid>
      <description>&lt;p&gt;A printable Railroad Ink log lives or dies on the one record nobody keeps: which exits belong to which network, because the game is played over seven rounds of drawing routes, and the points for exits are not per exit but per network, on a table that jumps in fours. Two connected exits are worth four points, three are worth eight, four are worth twelve, five sixteen, six twenty, seven twenty-four, eight twenty-eight, nine thirty-two, ten thirty-six, eleven forty, and twelve forty-five, and every exit in a network must be joined by road, by rail, or by a station that links the two. Add to that one point per space of your longest highway, one point per space of your longest railway, one point per drawn central space out of the nine in the middle of the board, and minus one point per error, and a board that looks settled can flip on a single network split or a single unconnected route end. Nobody at the table argues about the dice they rolled; they argue about which exits were really in the same network, which route was really the longest, and which ends were really errors.&lt;/p&gt;

&lt;p&gt;Networks are the first trap the sheet is built to catch, because exits score together or not at all, and two small networks are worth less than one big one holding the same exits. A network of five exits scores sixteen and a separate network of three scores eight, twenty-four between them, while all eight exits in a single network score twenty-eight, four points more for the same eight exits, and that gap is the whole game in miniature. Stations are the only thing that joins a highway to a railway, so a road that dead-ends into a rail line without a station is two networks, not one, and overpasses are the opposite trap: they let a highway cross a railway without connecting anything, so two routes that cross on the board can still be two networks. The log records each network as its own line with its own exit count, because a player who adds up total exits and looks up one table value has invented points out of a split board.&lt;/p&gt;

&lt;p&gt;Longest routes and central spaces are the quiet traps, because both are counted per space and both are easy to inflate by one or two. Your longest highway is the longest unbroken streak of adjacent connected highway spaces, stations do not interrupt it, and a single space may be counted twice only when different routes use it, while railway spaces do not count toward it at all, and the same rule mirrored gives your longest railway. The nine central spaces in the middle of the board are worth one point each, but only the ones you actually drew on, and an error is each end of a route that connects to neither another route nor the outer edge of the board, exits included, at minus one point each. The log tracks longest highway, longest railway, drawn central spaces, and errors as four separate columns, because a player who folds them into one running total can no longer show where any single point came from.&lt;/p&gt;

&lt;p&gt;Here is the worked final tally the sheet is built to settle. Player A has one network of seven exits, worth twenty-four, a longest highway of nine spaces, a longest railway of six spaces, seven drawn central spaces, and two errors, giving forty-four in total, from twenty-four plus nine plus six plus seven minus two. Player B has two networks, five exits worth sixteen and three exits worth eight, twenty-four between them, a longest highway of eleven spaces, a longest railway of four spaces, eight drawn central spaces, and five errors, giving forty-two in total, from twenty-four plus eleven plus four plus eight minus five, and A wins by two even though B's longest highway is longer, because B's split networks and five errors cost more than the extra highway spaces gained.&lt;/p&gt;

&lt;p&gt;Count B's two networks as one network of eight exits and B falsely gains four points to forty-six, flipping the winner, which is exactly what happens when an overpass crossing is mistaken for a connection. Miss B's five errors entirely and B falsely gains five points to forty-seven, flipping the winner again, which is why the log marks every route end before any total is added. Count A's six railway spaces inside A's longest highway, on the theory that stations join everything, and A falsely gains six points to fifty, stretching a two-point win into a six-point rout on spaces the rules never count as highway. Every one of those lines has decided a real game, and every one of them is on the sheet.&lt;/p&gt;

&lt;p&gt;That is why the sheet sells as a download rather than as a blank score pad. A blank pad records a final total nobody can audit; a worked network-score log records the decisions the table actually argued about, with each network's exit count, each longest route, the drawn central spaces, and the errors on the same sheet, so the winner falls out of the log instead of out of a twenty-minute recount. Print it, update one line per network as routes grow, stations land, and overpasses cross, and the next time someone says their Railroad Ink total adds up, the answer is on the paper, not in anyone's memory.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This is an unofficial fan-made log sheet, not affiliated with or endorsed by Horrible Guild. Railroad Ink is a board game designed by Hjalmar Hach and Lorenzo Silva.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
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    <item>
      <title>Selling printable Cartographers season-score logs as downloads: the log your buyer trusts when a monster penalty is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 10:07:21 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-cartographers-season-score-logs-as-downloads-the-log-your-buyer-trusts-when-a-2ph2</link>
      <guid>https://dev.to/filefreight/selling-printable-cartographers-season-score-logs-as-downloads-the-log-your-buyer-trusts-when-a-2ph2</guid>
      <description>&lt;p&gt;A printable Cartographers log lives or dies on the one record nobody keeps: the season-by-season score, because the winner is not decided by a single final total, and every season scores a different pair of edicts. Spring scores edicts A and B, summer scores B and C, autumn scores C and D, and winter scores D and A again, so each scoring card is used exactly twice and each season's total is built from different goals. Add to that one star per filled coin symbol and minus one star per empty space next to a monster, and a game that looks settled on the map can flip on a single miscounted coin or a single monster-adjacent gap. Nobody at the table argues about the terrain they drew; they argue about which edicts were scored when, which coins counted in which seasons, and which empty spaces really sat next to a monster.&lt;/p&gt;

&lt;p&gt;Coins are the quiet trap the sheet is built to catch, because a coin scores in every season after it is earned, not just once. Surround a mountain space by filling all four spaces orthogonally adjacent to it and you fill in one coin symbol, and small explore shapes sometimes grant a coin outright, and every filled coin is worth one star at every season scoring from then on. A coin earned before spring scoring is worth four stars across the game, a coin earned in summer is worth three, and a coin earned in winter is worth exactly one, because winter is the last scoring. The log records when each coin was earned and carries it forward season by season, because a player who counts a winter coin in all four seasons has invented three stars, and a player who forgets a spring coin in autumn has thrown one away.&lt;/p&gt;

&lt;p&gt;Monsters are the other trap, because the penalty is counted per empty space, not per monster, and adjacency is orthogonal only. When an ambush card is revealed, maps pass in the direction of the arrow and an opponent draws the monster shape on your map, exactly where it hurts most, and at each season scoring you lose one star for each empty space adjacent to a monster space, up, down, left, or right. An empty space next to two monster spaces still costs only one star, a space diagonal to a monster costs nothing, and filling an empty space removes its penalty entirely, which is why the log tracks monster-adjacent empties per season rather than once at the end. Ruins add a third thing to track: when a ruins card is revealed, the next shape must cover an unfilled ruins space if possible, and a player with no ruins left can only draw a single square, so the log notes ruins used and ruins remaining alongside every season.&lt;/p&gt;

&lt;p&gt;Here is the worked four-season tally the sheet is built to settle. Player A scores spring edicts twelve, one coin, minus two for monsters, for eleven; summer edicts fourteen, two coins, minus one, for fifteen; autumn edicts thirteen, two coins, minus two, for thirteen; winter edicts twelve, three coins, minus one, for fourteen, giving fifty-three in total, from fifty-one edict stars plus eight coin stars minus six monster stars. Player B scores spring edicts fourteen, no coins, minus one, for thirteen; summer edicts thirteen, one coin, minus two, for twelve; autumn edicts fifteen, one coin, minus one, for fifteen; winter edicts thirteen, two coins, minus three, for twelve, giving fifty-two in total, from fifty-five edict stars plus four coin stars minus seven monster stars, and A wins by one even though B scored more edict stars, because A's coins arrived earlier and A's monsters cost less.&lt;/p&gt;

&lt;p&gt;Fill one of A's winter monster-adjacent empty spaces and A's winter penalty drops from minus one to zero, A rises to fifty-four, and the win stretches to two. Count B's second coin, earned in winter, in all four seasons instead of winter only, and B falsely gains three stars to fifty-five, flipping the winner, which is exactly why the sheet dates every coin. Count a space diagonal to a monster as adjacent and A falsely drops to fifty-two, tying B on a penalty the rules never impose, which is why adjacency on the sheet is marked orthogonally, with diagonals drawn as a different symbol. Every one of those lines has decided a real game, and every one of them is on the sheet.&lt;/p&gt;

&lt;p&gt;That is why the sheet sells as a download rather than as a blank score pad. A blank pad records a final total nobody can audit; a worked season-score log records the decisions the table actually argued about, with each season's edict pair, the coins carried forward, and the monster-adjacent empties on the same sheet, so the winner falls out of the log instead of out of a twenty-minute recount. Print it, update one line per season as edicts rotate, coins accumulate, and monsters land, and the next time someone says their Cartographers total adds up, the answer is on the paper, not in anyone's memory.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This is an unofficial fan-made log sheet, not affiliated with or endorsed by Thunderworks Games. Cartographers is a board game designed by Jordy Adan.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
    </item>
    <item>
      <title>Selling printable Mage Knight fame-and-scoring logs as downloads: the log your buyer trusts when a title is argued over</title>
      <dc:creator>FileFreight</dc:creator>
      <pubDate>Mon, 02 Nov 2026 09:06:23 +0000</pubDate>
      <link>https://dev.to/filefreight/selling-printable-mage-knight-fame-and-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-4ka6</link>
      <guid>https://dev.to/filefreight/selling-printable-mage-knight-fame-and-scoring-logs-as-downloads-the-log-your-buyer-trusts-when-a-4ka6</guid>
      <description>&lt;p&gt;A printable Mage Knight log lives or dies on the one record nobody keeps: which player actually earned each endgame title, because the winner is not decided by the fame on the track alone, and every title is worth three extra fame, or one fame if tied. Final scoring runs through six categories on the Achievement Scoring card: Greatest Knowledge, Greatest Loot, Greatest Leader, Greatest Conqueror, Greatest Adventurer, and the Greatest Beating, which is a penalty, not a prize. Each category has its own count, its own winner, and its own tie rule, and a game that looks settled on the fame track can flip on a single miscounted artifact or shield token. Nobody at the table argues about the fame they earned in combat; they argue about who held the most crystals, whose units counted at full level, and who really lost the most to wounds.&lt;/p&gt;

&lt;p&gt;Fame itself is the other reason a plain score pad fails, because fame is both experience and victory points, and crossing a row on the fame track changes what your hero can do. Every player starts at zero fame on level one, reaches level two at three fame, and reaches level three at eight fame, on the way to a maximum of level ten, and level-ups are resolved at the end of the turn, before new cards are drawn, never mid-turn. A skill level-up grants a skill token and an advanced action card, while a command level-up grants a new command token and a higher armor or hand limit, so missing a level-up is not a bookkeeping slip, it is a lost card, a lost skill, or a lost unit slot. The log records fame gained per turn, the level reached, and which kind of level-up was taken, because a hero who should have leveled up two turns ago cannot be reconstructed from the final board.&lt;/p&gt;

&lt;p&gt;Reputation is the quiet trap the sheet is built to catch, because it moves in both directions and it changes what your influence is worth. Defeating orc marauders earns plus one reputation, plundering a village costs minus one reputation, and the reputation track runs from a bright end to a red end, with the red X space refusing all interaction with locals until reputation improves. Influence spent at a village is modified by the reputation number on your space, positive adding and negative subtracting, and that modifier counts only once per turn no matter how many things you buy. A player who plundered twice and then recruited at a village without applying the penalty has spent influence they did not have, and the log tracks reputation per turn, with the reason for each move, so a disputed recruitment is a line to check, not a memory to trust.&lt;/p&gt;

&lt;p&gt;Here is the worked final tally the sheet is built to settle. Player A starts from a base of forty fame, then scores seven for Knowledge, two spells worth four plus three advanced actions worth three, seven for Loot, two artifacts worth four plus six crystals worth three, three for Leader, a healthy level-two unit worth two plus a wounded level-three unit worth one, four for Conqueror, two shield tokens on keeps, mage towers, or monasteries worth two each, two for Adventurer, one shield token on an adventure site worth two, and minus two for the Beating, one wound card in the deck worth minus two, for twenty-one from categories. A also takes two titles worth three each, Greatest Knowledge and Greatest Conqueror, for six more, giving sixty-seven in total. Player B starts from a base of forty-two fame, then scores five for Knowledge, one spell worth two plus three advanced actions worth three, five for Loot, one artifact worth two plus six crystals worth three, five for Leader, a healthy level-three unit plus a healthy level-two unit, two for Conqueror, one shield token worth two, four for Adventurer, two shield tokens worth two each, and minus four for the Beating, two wound cards worth minus two each, for seventeen from categories. B also takes two titles worth three each, Greatest Leader and Greatest Adventurer, for six more, giving sixty-five in total, and A wins by two.&lt;/p&gt;

&lt;p&gt;Give B one fewer wound card and B's penalty drops from minus four to minus two, B rises to sixty-seven, and the game ties, with no official tiebreak in the rules to settle it, which is exactly why wound cards are counted at the table and not after it. Let A lose the Greatest Conqueror title, because one shield token was on an adventure site rather than a keep, and A drops three to sixty-four, and B wins by one. Count A's wounded level-three unit at its full level of three instead of halved to one, and A falsely claims sixty-nine, which is why wounded units are recorded with their wound state on the same line as their level. Every one of those lines has decided a real game, and every one of them is on the sheet.&lt;/p&gt;

&lt;p&gt;That is why the sheet sells as a download rather than as a blank score pad. A blank pad records a final total nobody can audit; a worked fame-and-scoring log records the decisions the table actually argued about, with fame and level-ups per turn, reputation moves and their reasons, and all six scoring categories with their title winners on the same sheet, so the winner falls out of the log instead of out of a twenty-minute recount. Print it, update one line per turn as fame climbs, levels change, and reputation moves, and the next time someone says their Mage Knight total adds up, the answer is on the paper, not in anyone's memory.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This is an unofficial fan-made log sheet, not affiliated with or endorsed by WizKids. Mage Knight is a board game designed by Vlaada Chvátil.&lt;/em&gt;&lt;/p&gt;

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      <category>digitalproducts</category>
      <category>selfpublishing</category>
      <category>etsy</category>
      <category>party</category>
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