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Selling printable Gaia Project scoring logs as downloads: the log your buyer trusts when QICs are counted as points

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.

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.

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.

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.

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.

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.

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.

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.

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