A printable Anachrony log lives or dies on the one record nobody keeps: what each player actually held when the World Capital collapsed, because Anachrony ends suddenly — the game ends at the end of the Era when the last Capital Action space becomes unavailable, or when the seventh Era is finished — and then final scoring adds up eight separate categories, and the winner is not the player ahead on buildings but the player ahead after breakthroughs, Endgame Conditions, Anomalies, and Timeline penalties are all applied. Nobody at the table argues about the game they played; they argue about whether a breakthrough set counted when its icons did not match, whether a tied Endgame Condition paid full points or was split, whether an Anomaly still on a board was charged, and whether a Warp tile never sent back to the past was penalized at all. The only evidence is the log: a line for each scoring category, or a single number on the track that was written at the end and can be defended by nobody.
Breakthroughs are the first trap the sheet is built to catch, because they score twice and the second score has a condition that is easy to get wrong. Each individual Breakthrough is worth 1 victory point, and a set of three Breakthroughs with different shapes — Circle, Triangle, Square — is worth an additional 2 victory points per set, and the icons on those three Breakthroughs do not have to match. A player who counts only sets whose icons match, or who counts a set of three identical shapes as a set, has mis-scored by exactly the margin these games are won by. The log therefore has a breakthrough line per shape, plus a set line that shows the grouping in writing, so six Breakthroughs in two Circle-Triangle-Square groups show as 6 points plus 4 set points, not as a single guessed number.
Endgame Conditions are the second trap, because they pay a flat amount and ties pay in full. Each player scores 3 victory points for each of the five Endgame Condition cards above the Main board that they meet, and when players tie on a condition, all tied players score the full 3 points — the prize is not split, and it is not awarded to one player only. A player who writes down "conditions: 6" with no note of which conditions were met, and by whom, has written down a total nobody can re-add, because a tied condition scored as a split pays points the rules do not take away, and a condition claimed by one player alone when two met it pays points the rules do not award. The log records each of the five conditions, each player's met-or-not mark, and the 3-point line beside it, so a tie shows up as two full payments, not as a shared one.
Anomalies and unremoved Warp tiles are the third trap, and they are the one that decides games, because both are penalties and both are easy to forget once the board is being packed away. Each Anomaly still on a player's board at the end of the game is worth -3 victory points, and for each Warp tile a player is unable to remove from the Timeline at the end — after the Untangle the Continuum step, where outstanding Warp tiles must be fulfilled and removed — the player scores -2 victory points. A player who sweeps penalties into a single "deductions" number, or who counts an Anomaly that was removed during play, or who simply forgets the Warp tiles still sitting on the Timeline, has overcounted by exactly the margin these games are won by. The log therefore has separate penalty lines — Anomalies at -3 each, unremoved Warp tiles at -2 each — recorded before the totals are announced, and it records the tiebreaker beside them, because if the totals still tie, most Water, then most total Resources, decides the winner, and if still undecided the players share victory.
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 37 victory points from buildings, plus 11 from a Superproject, plus 16 in banked Victory Point tokens, plus 10 from Breakthroughs (6 Breakthroughs for 6 points, in two Circle-Triangle-Square sets for 4 more), plus 9 from Endgame Conditions (3 of the 5 met, at 3 points each), plus 0 in penalties, for 37 + 11 + 16 + 10 + 9 = 83. Player B finished with 45 points from buildings, plus 10 from a Superproject, plus 21 in banked Victory Point tokens, plus 7 from Breakthroughs (5 Breakthroughs for 5 points, in one Circle-Triangle-Square set for 2 more), plus 6 from Endgame Conditions (2 of the 5 met), minus 3 for one Anomaly still on the board, minus 4 for two Warp tiles never removed from the Timeline, for 45 + 10 + 21 + 7 + 6 - 3 - 4 = 82, so A wins by 1 despite trailing B on buildings and Superprojects by 7. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B's two unremoved Warp tiles are missed entirely, B scores 86 and falsely wins a game actually lost by 1, because each unremoved Warp tile costs 2 points; if A counts only one of the two Breakthrough sets, because the second set's icons do not match, A scores 81 and falsely loses a game actually won by 1, because a set needs three different shapes and its icons do not have to match; and if B's Anomaly is forgotten, B scores 85 and falsely wins by 2, because each Anomaly left on the board costs 3 points. Every one of those errors is a single line the log either records or does not.
That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in when the Capital collapses, and a table can trust when the winner is announced. The sheet lists the buildings total, the Superproject total, banked Victory Point tokens, Breakthroughs by shape with the set grouping shown, each of the five Endgame Conditions with each player's mark, Anomalies at -3 each, unremoved Warp tiles at -2 each, and the Water and Resources totals as the tiebreaker, 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.
A buyer who has lost a game to a forgotten Warp penalty or a miscounted Breakthrough set 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 Anachrony scores, and what they are missing is the record that proves it.
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, Superprojects, Breakthroughs, Endgame Conditions, Anomalies, and Warp tiles actually in play before the game starts.
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