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Selling printable Tiny Towns cottage logs as downloads: the log your buyer trusts when a fed cottage is argued over

A printable Tiny Towns cottage log lives or dies on the one claim nobody can prove from a finished town, because the whole game runs on one record nobody keeps: which cottages a farm fed, in what order, and whether a cottage that looks fed actually was. The game ends with a 4 by 4 grid full of buildings, and by the time the table argues about whether a cottage scored, the resource cubes are long gone, the farm's feeding is decided from memory, and nobody remembers whether the fourth cottage fed was the one by the well or the one in the corner.

The argument is always about the feeding and the points, not the buildings. Everyone at the table agrees six cottages were built; what they disagree about is how many of them scored, because a cottage is worth 3 points only if it is fed, and a farm feeds at most four cottages anywhere in town. A chapel scores 1 point for each fed cottage, a well scores 1 point for each adjacent cottage, and each unused resource cube left in town costs 1 point, so one wrong feeding decision swings the chapel, the cottages, and the waste all at once, and the game is scored to the point, so the mistake decides the winner.

The worked town is the part buyers actually check before they trust the sheet. Take a town with six cottages, one farm, one chapel, and one well sitting next to two of the cottages, plus one unused resource cube left on the grid. The farm feeds four cottages, so four cottages score 3 points each, which is 12 points, and the two cottages the farm could not feed score 0 points each. The chapel scores 1 point for each fed cottage, which is 4 points, the well scores 1 point for each adjacent cottage, which is 2 points, and the single unused cube costs 1 point. The line reads: six cottages, four fed, 12 points, chapel 4 points, well 2 points, waste minus 1 point, a town total of 17 points from those buildings, and every number on the line can be checked against the buildings on the grid.

The counterfactuals are what make the log worth printing rather than scribbling. If the farm had fed a different four cottages, the cottage total would still be 12 points, but the chapel total would still be 4, which is why the sheet records exactly which four cottages were fed rather than just the count, because the well only pays for cottages next to it. If a cottage had been built from a straight line of wheat, glass, and brick instead of the right-angle pattern the cottage card requires, it would not be a cottage at all, and the sheet would show the shape that failed. And if the well had sat diagonally next to a cottage instead of beside it, that cottage would not count for the well, which is the entry a bare "well near cottages" note gets wrong. A buyer who can see all three lines on one sheet stops arguing about which cottages were fed, because the sheet shows the fed four, the shape, and the adjacency together.

That is why the sheet sells as a download rather than as a blank grid. A blank grid records what was built; a worked cottage log records the decision the table actually argued about, with the cottage shapes, the fed four, the chapel count, the well adjacency, and the unused cubes all on the same line. Print it, fill one line per building, and the next time someone says the fifth cottage was fed too, 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 Alderac Entertainment Group. Tiny Towns is a game for 1 to 6 players in which mayors build a town on a 4 by 4 grid.

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