A printable Kanban EV log lives or dies on the one record nobody keeps: what each player actually held when the final scoring started, because Kanban EV ends suddenly — one marker on the third space and the other on the second triggers the end, the day is finished including a possible Meeting or End-of-Week Scoring, and then six separate final-scoring steps are applied in order — and the winner is not the player ahead on the production-points track but the player ahead after final goals, banked shifts, leftover tokens, garage cars, tested designs, and training positions are all added. Nobody at the table argues about the game they played; they argue about whether a design counted without its car, whether a final goal was scored without spending a Seat, whether a banked shift was forgotten, and whether a training tie went to the wrong player. The only evidence is the log: a line for each step, or a single number on the track that was written at the end and can be defended by nobody.
Final goals are the first trap the sheet is built to catch, because they cost something and they are not exclusive. Before scoring, every face-up Seat in Administration moves to the Seat space on the player board, and then each achievement a player wishes to score on the Final Goals tile costs exactly one Seat — and the goals are non-exclusive, so every player may score each goal, but nobody scores a goal without spending the Seat for it. A player who writes down "final goals: 9" with no note of which achievements were claimed and how many Seats were spent has written down a total nobody can re-add, because a third goal claimed with no Seat left in hand is not a goal scored but a goal stolen. The log records, per goal, the achievement, the Seat spent, and the points, so a goal with no Seat beside it shows up as a line that does not balance.
Banked shifts and leftover tokens are the second trap, because they are worth a point each and they are the easiest lines to skip. Each Shift still banked in the Shift Bank scores one production point, and each Seat, Book, or Parts Voucher still on the player board scores one point — and those two lines are counted after the final-goal Seats are spent, so a Seat spent on a goal is not also counted as a leftover, and a Seat left unspent is not wasted but worth a point on its own. A player who sweeps leftovers into a single "extras" number, or who forgets the Shift Bank entirely because the track looked final, has undercounted by exactly the margin these games are won by. The log therefore has a banked-shift line and three separate leftover lines — Seats, Books, Vouchers — each counted after the goal spending, so a spent Seat is never double-counted and a banked shift is never forgotten.
Garage cars and tested designs are the third trap, and they are the one that decides games, because a design only counts when its car is in the garage. Each car in a player's garages scores points equal to the value depicted on the wall between the Test Track and Innovation, and each Tested Design scores points equal to its Car Part's value — but a Tested Design is an Upgraded Design for a car the player actually has in the garage, and one car is enough to test all upgraded designs of the same model, while an upgraded design with no matching car in the garage scores nothing at all, however impressive the design row looks. A player who writes down "designs: 15" with no note of which models have a car beside them has written down a total nobody can audit. The log records, per car, its wall value, and per upgraded design, its part value and whether a matching car sits in the garage, so an untested design shows up as a line with no car beside it and a value of zero.
Training positions are the fourth trap, because they pay by relative place and ties have a rule that is easy to get backwards. Each department's training track scores first place 5 points, second place 3 points, third place 1 point, and a player who made no progress on a track scores zero — and ties go to the disc on top of the stack, the one that got there later, not to the player who arrived first. A player who writes down "training: 11" with no note of their place on each of the five tracks has written down a total nobody can repeat, because a tie counted as a shared first place pays points the rules do not award. The log records the place on each of the five tracks separately, with the tie rule printed beside it, and it records the tiebreakers beside that — most cars, then most tested designs, then most banked shifts, then most certifications — in case the totals still tie.
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 52 production points on the track, plus 6 for final goals (2 achievements scored at 3 points each, 2 Seats spent, and both of A's Seats gone, so no third goal could be claimed), plus 4 for banked shifts (4 shifts in the Shift Bank), plus 5 for leftover tokens (4 Books and 1 Parts Voucher, no Seats left to count), plus 8 for garage cars (2 cars worth 3 and 5 on the wall), plus 9 for tested designs (2 designs with part values 4 and 5, both models with a matching car in the garage), plus 9 for training (first in Design for 5, second in Logistics for 3, third in Assembly for 1, no progress in Testing or Administration for 0), for 52 + 6 + 4 + 5 + 8 + 9 + 9 = 93. Player B finished with 57 points on the track, plus 3 for final goals (1 achievement at 3 points, 1 Seat spent), plus 2 for banked shifts (2 shifts), plus 3 for leftover tokens (1 unspent Seat, 1 Book, and 1 Parts Voucher), plus 10 for garage cars (2 cars worth 5 and 5), plus 4 for tested designs (1 design with part value 4 whose model has a matching car; a second upgraded design with part value 6 has no matching car in the garage and scores 0), plus 11 for training (second in Design for 3, first in Logistics for 5, second in Assembly for 3, no progress in Testing or Administration for 0), for 57 + 3 + 2 + 3 + 10 + 4 + 11 = 90, so A wins by 3 despite trailing B on the track by 5. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B counts the untested design's 6 points anyway, B scores 96 and falsely flips the result, because a design without its car is worth zero, not six; if A claims a third final goal with no Seat left to spend, A scores 96 and falsely widens the margin, because a goal without its Seat is not scored; and if A forgets the 4 banked shifts entirely, A scores 89 and loses a game actually won by 3. 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 end is triggered, and a table can trust when the winner is announced. The sheet lists the track total, each final goal with its Seat spent, banked shifts, leftover Seats, Books, and Vouchers counted after goal spending, each garage car with its wall value, each upgraded design with its part value and its matching car, and the place on each of the five training tracks with the later-disc tie rule beside it, 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 design counted without its car or a goal claimed without its Seat 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 Kanban EV 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 final goals tile, cars, designs, and training tracks actually in play before the game starts.
Top comments (0)