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Selling printable Eclipse scoring logs as downloads: the log your buyer trusts when a traitor tile is forgotten

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.

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.

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.

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.

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.

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.

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.

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.

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