A printable Stone Age log lives or dies on the one record nobody keeps: what the dice actually rolled, what each roll divided down to, and whether the tribe got fed that round, because a Stone Age game is won on huts and civilization cards, but it is lost at the feeding phase when a bad hunt leaves workers hungry. Each round runs three phases: place workers, resolve actions, then feed the tribe. For every worker on a gathering spot you roll one die, add the dice, and divide by the resource number, rounding down: food divides by 2, wood by 3, clay by 4, stone by 5, and gold by 6. Tools add pips to the roll, which is the only mitigation a bad night of dice gets. Nobody at the table argues about whether a hut was bought; they argue about whether that hunt really produced enough food.
The feeding phase is where the argument starts, because the bill comes due every single round. Each worker needs one food, minus one food for each step on your agriculture track, and the farm food arrives before you count what you still owe. If you are short, you may pay one resource per missing food instead, trading wood or clay for dinner, and if you still cannot cover the tribe, you lose 10 victory points. A tribe that grows by taking the hut action gets stronger and hungrier at the same time, which is exactly how a player ends a round feeding seven mouths on a hunt meant for five. The log has to show the farm level, the food on hand, and the shortfall on the same line, or the starvation penalty becomes a negotiation.
The worked hunting line is the part buyers actually check before they trust the sheet. Take a player with three workers hunting who rolls 5, 4, and 2, for a total of 11. Eleven divided by 2, rounded down, is 5 food. That player has a tribe of seven and an agriculture track of 2, so the tribe needs 7 minus 2, which is 5 food, and the hunt covers it exactly: 5 food in, 5 food owed, nobody starves, no resources traded away. The line reads: rolled 11, divided by 2, gained 5, owed 5, fed. The same sheet shows the gold run beside it: two workers at the river roll 12 in total, 12 divided by 6 is 2 gold, and there is no rounding argument because the division is written out.
The counterfactuals are what make the log worth printing rather than scribbling. If the hunt had rolled 9 instead of 11, 9 divided by 2, rounded down, is 4 food, and the tribe would be one short: pay one wood as food, or lose 10 victory points, and the sheet shows which price was paid. If the player had spent a tool pip on the hunt instead of saving it, the 11 becomes 12, 12 divided by 2 is 6 food, and the extra food carries to the next round instead of vanishing. And if the player had raised agriculture one more step instead of taking a seventh worker, the tribe would owe 4 instead of 5, and the same 5-food hunt would leave a surplus. Rounding down is the rule that makes every pip and every farm step worth recording.
That is why the sheet sells as a download rather than as a blank resource track. A blank track records how much wood or gold each player holds; a worked dice-and-feeding log records the decision the table actually argued about, with each roll, its divisor, the food gained, the farm level, and the feeding bill all on the same line, so the starvation penalty falls out of the sheet instead of out of a twenty-minute recount. Print it, fill one line per gathering spot per round, and the next time someone says they rolled enough to feed everyone, the answer is on the paper, not in anyone's memory.
This is an unofficial fan-made log sheet, not affiliated with or endorsed by Hans im Gluck or Z-Man Games. Stone Age is a board game designed by Bernd Brunnhofer.
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