ScoreGeek Advanced Scoring

How do I create an advanced score sheet for a game I want to track in ScoreGeek?
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  • Adding A Custom Game

    To add a new game click Settings > Games > Add

    Enter the following information about your game:

    Game Name: This can be anything you like but should be unique as it will be used to identify the game.

    BGG Game ID: This is the numeric ID of the game at BoardGameGeek.com. You can perform a search of BGG from within the app

    Adding an ID will assist you in tracking your plays at BGG and finding the game image.

    Hint: Enter part of the name and press Find BGG ID from Name to search for the full name and ID.

    Picture: Choose one of our predefined icons, take a photo or get an image from a URL. Photos of the board box or pieces look nice. If you have entered a BGG ID you can automatically get the URL of its image on BoardGameGeek.com.

    Scoring: Choose Points, Areas Controlled, Tally, Tally (Hidden), Win/Lose or Advanced.

    Points allows you to simply track the final score of your game after you tally the points manually. You can use this for any point based game.

    Areas Controlled is good for games like A Game of Thrones where the person who controls the most areas wins. One point is assigned per area.

    Tally allows you to track points incrementally throughout the game by entering a score and adding it to the player's total. This is good for a game like Carcassonne where you get points each time you score a feature, or UNO where you play to 300 points over multiple rounds.

    Tally (Hidden) is the same as Tally except the final score is hidden. This is good for games where the actual score should be hidden from all but those with a good memory.

    Win/Lose is for games where there are no points. It will assign one point to the winner and zero points to the loser.

    From version 1.4 forward, any game where all players tied with zero points will be considered a loss.

    Sharing: Are you adding a game that's missing from the ScoreGeek online game database? Please help out the community by checking "Share this game in the online database". You can add notes and your name or boardgamegeek.com username so that we can credit you!

    I personally test and approve each game submitted to make sure there's no funny business (sorry, Llamas are not worth 1 million points in Settlers of Catan), so if there's anything you think I should know just say so in the notes.

    Advanced Scoring Plugin API

    Advanced scoring allows you to set options and create widgets for a game's score items.

    Hint: Wondering how a particular game scoring widget was created? Install it and view it in Settings > Edit Games to see the source code! There is one game called Test Game that has tons of examples. The record holder for most complex scoring widget is Agricola: All Creatures Big and Small, but the 7 Wonders series also have some good examples.

    Another Hint You can use this free online version of the app to create your score widgets using a Windows, Mac or Linux computer. It's much easier on your keyboard. Just sign into your cloud account and your game will sync directly to your mobile device: http://www.rebrandsoftware.com/ScoreG...

    Setting Options

    The following options can be set:

    Coop: If the game is cooperative, the players will lose if they have zero points, or win if at least one player has more than zero points. You can create a Win/Lose slider widget to handle this more fluidly.

    Coop=True;

    Factions: Names of factions separated by a comma. Adding factions will preload the factions drop-down list for this game so that the user doesn't have to type them manually.

    Factions=Dwarves,Wizards,Cats,Dogs;

    Low Points Win: Indicates that the player with the lowest score should win.

    LowPointsWin=True;

    Pick Rounds: You can allow the user to pick the number of rounds with a widget.

    PickRounds=True;

    Rounds You can explicitly set the number of rounds. For example, Quiddler always has 10 rounds.

    Rounds=10;

    Rules URL (Version 2.0+) You can set a URL for a Rules URL, generally a PDF file distributed by the game publisher.

    RulesURL=http://www.rebrandsoftware.com;

    You can combine options by separating them with a semicolon.

    PickRounds=True;Factions=Dwarves,Wizards,Cats,Dogs;LowPointsWin=True;

    ForceTrack=True; DEPRECATED

    This option forced the app to track a widget's value even if it did not contribute to points. Previously, the app tried to save storage space by skipping zero point items. It has been deprecated in version 2.0. Now the app will always track every score item's value even if it does not contribute to points because that data might be needed to edit a session at a later point.

    Creating Scoring Widgets

    Each widget must contain a Name, Type, and either a Value or a list of Values.

    Each widget property (Name, Type, Value) must be separated with a bar symbol (|) and the entire group of items must be terminated with a semicolon (;).

    Format: Name=Hello World|Type=Counter|Value=1;

    Required properties

    Name: The name of the score item
    Type: The type of item. Possible values are:


    • Counter: Number counting widget

    • Combo: A drop-down list of Name/Point pairs

    • Tally: A Counter with the ability to keep a running total

    • HiddenTally: A Counter with the ability to keep a hidden running total

    • Toggle: A single exclusive set of Name/Point pairs like On/Off, True/False

    • Footnote: Helper text to be displayed at the bottom of the scoring page



    Value: For Counter and Tally type entries, enter the numerical value of each item. Most of the time the value of an item is 1 point. However, if you are tracking items that are worth three points each you would set Value to 3.

    Values: A list of Name/Values pairs for drop-down Combo and Toggle type entries. The name and value are separated by a carrot ^ symbol, and each pair in the list is separated by a comma.


    Simple Examples
    PickRounds=True;
    Factions=Dwarves,Wizards,Cats,Dogs;
    Name=Points|Type=Counter|Value=1;
    Name=Gold|Type=Counter|Value=3;
    Name=Sheep|Type=Combo|Values=Zero^-1,One to Three^1,Four Plus^3;
    Name=Longest Route|Type=Toggle|Values=No^0,Yes^10;

    The above would give you a game that allows the user to pick the number of rounds, and pre-fills the factions drop-down. Each round's scoresheet would have four widgets. Points worth 1 point, gold worth 3 points, a drop down with different ranges worth different amounts of points, and a toggle switch that awards 10 points when turned to the Yes position.

    Combos and Toggles in detail
    Each item between the commas is a Name/Value pair. The Name is on the left of the carrot ^, the numerical value is on the right:

    0-3 Tiles^0,4 Tiles^1,5 Tiles^2,6 Tiles^3,7+ Tiles^5

    That says that 0-3 Tiles are worth 0 points, 4 Tiles are worth 1 point, 5 Tiles are worth 2 points, and so on to a maximum of 7 tiles.

    For a Toggle widget you might put:

    Values=Lose^0,Win^1

    In this case winning is worth one point, losing is worth zero.

    Optional Values

    Optional values can be added onto any widget.

    Default Specifies the starting value of Counter and Tally types (Combos and Toggles default to the first value in the list). If no default is specified counters default to zero.
    Example: Name=Points|Type=Counter|Value=1|Default=2;
    Example: Name=Points|Type=Tally|Value=1|Default=0;
    Example: Name=Points|Type=HiddenTally|Value=1|Default=2;

    Min Specifies the minimum possible value. Lower values will not be allowed.

    Max Specifies the maximum possible value. Higher values will not be allowed.

    ButtonOn, ButtonOff: For games with points that allow half points or go into the thousands you may wish to add scoring buttons like the +1, +5, +10 buttons that already exist on Counters and Tally widgets. You can add -.5, +.5, +50, +100, +500 and +1000 buttons like this:

    Example to add +.5, +100 and +1000 buttons: Name=Cash|Type=Counter|Value=1|Default=500|ButtonOn=half|ButtonOn=-half|ButtonOn=100|ButtonOn=1000;

    ButtonOff: You can also turn off the default -1, 1, 5 and 10 buttons with the ButtonOff command.

    Example to turn off -1, +1,+5 and +10 buttons, and add -100 and +100 buttons: Name=Cash|Type=Tally|Value=1|Default=500|ButtonOff=-1|ButtonOff=1|ButtonOff=5|;ButtonOff=10|ButtonOn=100

    Example: Name=Coins|Value=1|Default=0|Min=-5|Max=50;

    DivideBy Sometimes you encounter a situation where items you collect are only worth a point when you have a lot of them. For example, every 3 coins in 7 Wonders is worth 1 point. In this case you would set DivideBy equal to 3. If you collect 13 coins, and divide by 3, you get 4 points (the leftover coin does not count).

    Rounding You can specify how to round numbers when dividing. Available options are:


    • Normal: Converts to a whole number and does not allow decimals

    • Up: Rounds up to a whole number

    • Down: Rounds down to a whole number

    • Half: Rounds to the nearest half value (.00, .50)

    • Quarter: Rounds to the nearest quarter value (.00, .25, .50, .75)



    Example: Name=Coins|Value=1|Default=0|DivideBy=4|Rounding=Up;

    In the example above, having 5 coins will be worth 1 point. Having 7 will be worth 2.

    Example to allow half points: Name=Cash|Type=Counter|Value=.5|Rounding=Half;

    Example to for items worth .5 points rounded up: Name=Cash|Type=Counter|Value=.5|Rounding=Up;

    NoTally: Not to be confused with the "Tally" and "HiddenTally" widgets, this indicates that any values entered by the players will not be added to their overall score. You can use this in combination with SaveVar command (see Math and Stored Values below) to store values to manipulate later without affecting the score.

    More Examples

    Caylus requires: tracking points on a score track, each 4 Deniers are worth 1 additional point, each 3 Non-gold Cubes are worth 1 additional point, and each Gold Cube is worth 3 additional points:


    Name=Game Points|Type=Counter|Value=1|Default=0;
    Name=Total Deniers|Type=Counter|Value=1|Default=0|DivideBy=4;
    Name=Total Non-gold Cubes|Type=Counter|Value=1|Default=0|DivideBy=3|Rounding=down;
    Name=Total Gold Cubes|Type=Counter|Value=3|Default=0;

    Agricola allows many different options for certain ranges of items which we handle with drop down Combos. It also has some items worth negative points, Family Members worth multiple points each, and a footnote.

    Name=Fields|Type=Combo|Values=0-1^-1,2^1,3^2,4^3,5+^4;
    Name=Pastures|Type=Combo|Values=0^-1,1^1,2^2,3^3,4+^4;
    Name=Grain*|Type=Combo|Values=0^-1,1-3^1,4-5^2,6-7^3,8+^4;
    Name=Vegetables*|Type=Combo|Values=0^-1,1^1,2^2,3^3,4+^4;
    Name=Sheep|Type=Combo|Values=0^-1,1-3^1,4-5^2,6-7^3,8+^4;
    Name=Wild Boar|Type=Combo|Values=0^-1,1-2^1,3-4^2,5-6^3,7+^4;
    Name=Cattle|Type=Combo|Values=0^-1,1^1,2-3^2,4-5^3,6+^4;
    Name=Unused space in the farmyard|Type=Counter|Value=-1|Default=0;
    Name=Fenced stables|Type=Counter|Value=1|Default=0;
    Name=Clay hut rooms|Type=Counter|Value=1|Default=0;
    Name=Stone house room|Type=Counter|Value=2|Default=0;
    Name=Family members|Type=Counter|Value=3|Default=2;
    Name=Points for cards|Type=Counter|Value=1|Default=0;
    Name=Bonus points|Type=Counter|Value=1|Default=0;
    Name=*Planted and harvested Grain/Vegetables|Type=Footnote;

    Math and Stored Values

    You can store the values entered in widgets and manipulate them later, performing mathematical operations on them.

    SaveVar: Saves the final value of the widget to a variable that you can manipulate later. Variables can be any letter A - Z, giving you up to 26 variables at any time. You can always overwrite variables with new values once you are done with them.

    Example that saves the value of the Cash and Cows counters to variables A and B but does not add it to the player's score yet:

    Name=Cash|Type=Counter|Value=500|NoTally=True|SaveVar=A;
    Name=Cows|Type=Counter|Value=1|NoTally=True|SaveVar=B;

    You can now recall the numbers entered in values A and B and manipulate them with math or use them as a tiebreaker.

    Tiebreaker: (Version 2.0+) You can now build in tiebreakers to determine who wins the game in the place of a tie. Because these serve only to determine a win condition, no points are assigned. The following example only assigned points based on Gems. If there is a tie in Gems, it determines the winner based on the number of Pigs that each player has.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Pigs|Type=Counter|Value=1|SaveVar=C|NoTally=True;
    Name=TieBreaker|Type=Tiebreaker|TieBreakerVars=C^high,D^high;


    Math: Performs a mathematical operation on the values or variables you enter. You can choose one of the following Math types:

    Sum: Adds numbers returns the result
    Subtract: Subtracts numbers returns the result
    Multiply: Multiplies numbers returns the result
    Divide: Divides numbers returns the result
    GreaterThan: returns 1 if the first number is greater than the second, otherwise returns 0
    LessThan: returns 1 if the first number is less than the second, otherwise returns 0
    IsEqual: returns 1 if the two numbers are equal
    InRange: returns 1 if the first number is between the 2nd and 3rd numbers, otherwise returns 0
    Largest: returns the largest number in a group
    Smallest: returns the smallest number in a group
    Square: returns the square of a number

    Math types require you to enter both a Value (the operation) and Values (a comma separated list of numbers or variables).

    Examples:
    Name=Cash + Cows|Type=Math|Value=Add|Values=A,B|SaveVar=C;
    Name=Cash - Cows|Type=Math|Value=Subtract|Values=A,B|SaveVar=D;
    Name=Cash x Cows|Type=Math|Value=Multiply|Values=A,B|SaveVar=E;
    Name=Cash equals Cows|Type=Math=Value=IsEqual|Values=A,B|SaveVar=Z;
    Name=Cash / Cows|Type=Math|Value=Divide|Values=A,B|SaveVar=F|Rounding=Up;
    Name=Cash > Cows|Type=Math|Value=GreaterThan|Values=A,B|SaveVar=G;
    Name=Cash < Cows|Type=Math|Value=LessThan|Values=A,B|SaveVar=H;
    Name=Cash in range 4-6|Type=Math|Value=InRange|Values=A,4,6|SaveVar=I;
    Name=Largest: Cash or Cows|Type=Math|Value=Largest|Values=A,B|SaveVar=J;
    Name=Smallest: Cash or Cows or 3|Type=Math|Value=Smallest|Values=A,B,3|SaveVar=K;
    Name=Cash SquaredType=Math|Value=Square|Values=A|SaveVar=L;

    In the above examples we take the two variables A and B (representing what a player entered for Cash and Cows previously) and perform an operation on them. Each resulting value is saved to a variable C - L; We can then perform additional operations on those values in later Math operations. You could also replace A and B with static numeric values, or any other variable that has already been assigned a value.

    Pregame Items:

    Some games have a variable that affects every player, and can be accessed during scoring to help calculate a player's score, but only needs to be entered once. To handle this, create a scoring widget and give it a PreGame=True tag. It will be displayed as a game-wide widget above the player score entry area and its value can be saved to a variable and accessed when calculating scores.

    In this example, there are a certain number of coins that affect all players' scores. You enter the coins once, and that value affects all players when we multiply the number of gems they have by the number of game-wide coins.

    Name=Coins|Type=Counter|Value=1|Pregame=True|SaveVar=A|NoTally=True;
    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=GemsXcoins|Type=Math|Value=Multiply|Values=A,B|SaveVar=D;

    Postgame Items (Version 2.0+):

    Some games require you to calculate all the players' scores first, and assign additional points based on their end of game scores. For example, if the person with the most Gems gets bonus points. Two new math types available for this purpose are:

    Greatest: Finds the highest scores from among the players final scores
    Least: Finds the lowest scores from among the players final scores

    You then assign points for first, second, third, etc using PlacePoints, which is a comma separated list of points.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True;


    There may be ties, so you can control how points are distributed using TieBreakerType and TieBreakerVar.

    TieBreakerVar consists of a variable to examine, and whether the person with the high or low score wins the tiebreak. In the example below, if two people are tied for 1st place in gems the person with the highest number of coins will get 18 points.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Coins|Type=Counter|Value=1|NoTally=True|SaveVar=C;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True|TieBreakerVars=C^high;


    In that example we saved coins to the variable C. You can examine any variable you have set, but you can also use the following preset variables:

    POSITION You can use POSITION^high or POSITION^low to break a tie based on the player's starting order.
    SCORE You can use SCORE^high or SCORE^low to break a tie based on the player's current score.

    Available TieBreakerTypes are:

    Equal The default tiebreaker type. The players tied for a place take same number of points.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: None
    Points Given: 12, 12, 8, 4

    Shared The players tied for a place take the points for that place and divide them evenly.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: 12 / 2 = 6
    Points Given: 6, 6, 8, 4

    None The players tied for a place get no points.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: Zeroed
    Points Given: 0, 0, 8, 4

    Distributed Popular in Terra Mystica, players tied for a number of places add the points for those places together and then divide by the number of tied players.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: 20 / 2 = 10
    Points Given: 10, 10, 8, 4

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Pigs|Type=Counter|Value=1|SaveVar=C|NoTally=True;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True|TieBreakerVars=C^high|TieBreakerType=distributed;


    Hint: You can use the Test button to test your advanced games. It's always a good idea to copy your advanced text to the clipboard before you test. After scoring, use the Details button to see exactly how your scores were calculated. Items in a bracket like [5] show that your widget calculated 5 points and saved it to a variable but did not add it to the player's score.

    An Extremely Complicated Example

    The game Merchant of Venus (second edition) has a very complicated scoring system which requires you to track two point systems, Fame and Credits. Here is how scoring works:

    1) Add up all your existing Credits (these are big numbers so we add large score buttons)
    2) Receive 200 Credits for each spaceport (a counter worth 200 each)
    3) Tally up your Fame. Fame points are not added directly to the player's score (we use NoTally for this).
    4) Subtract infamy points from Fame points (negative value counter)
    5) If your fame is below 0, you cannot win (we use GreaterThan to check, see below)
    5) Multiply any remaining Fame points by 10, adding the result as credits
    5) If you have the 'Fuzzy Dice" racial, multiply Fame by 20 instead of 10 (we use a toggle switch to determine whether to multiply by 10 or 20)
    6) Sum up all the credits
    7) If the player had less than 0 Fame now we change their total credits to zero so they can't win
    7) The player with the most credits wins

    Because there is the possibility of zero points by not getting enough fame, we use NoTally to avoid adding points to the score until the very end, storing the values of credits and fame in variables instead.

    Because GreaterThan returns a 1 or 0, we can use it to erase all scores for people who don't have enough Fame by having it return 0 if the sum of all the fame points are not greater than -1, then multiplying the result by total credits. If GreaterThan returns 1, it will multiply Credits by 1 and not alter them. If GreaterThan returns 0, it will multiply Credits by 0 and make it impossible for that player to win.

    Here is a scoresheet which accomplishes this task:

    Name=Existing Credits|Type=Counter|Value=1|Default=0|ButtonOn=50|ButtonOn=100|ButtonOn=500|ButtonOn=1000|SaveVar=A|NoTally=True;
    Name=Merchant Spaceports|Type=Counter|Value=200|Default=0|SaveVar=B|NoTally=True;
    Name=Fame Tokens|Type=Counter|Value=1|Default=0|SaveVar=C|NoTally=True;
    Name=Reward Card Fame|Type=Counter|Value=1|Default=0|SaveVar=D|NoTally=True;
    Name=Completed Mission Card Fame |Type=Counter|Value=1|Default=0|SaveVar=E|NoTally=True;
    Name=Ship Upgrade Fame|Type=Counter|Value=1|Default=0|SaveVar=F|NoTally=True;
    Name=Cargo Hold Fame|Type=Counter|Value=1|Default=0|SaveVar=G|NoTally=True;
    Name=Lazer Level Fame|Type=Counter|Value=1|Default=0|SaveVar=H|NoTally=True;
    Name=Shield Level Fame|Type=Counter|Value=1|Default=0|SaveVar=I|NoTally=True;
    Name=Fuzzy Dice Fame|Type=Counter|Value=1|Default=0|SaveVar=J|NoTally=True;
    Name=Fuzzy Dice Doubles|Type=Combo|Values=Not Doubles^10,Doubles^20|SaveVar=K|NoTally=True;
    Name=Infamy|Type=Counter|Value=-1|Default=0|SaveVar=L|NoTally=True;
    Name=Total Fame|Type=Math|Value=Sum|Values=C,D,E,F,G,H,I,J,L|SaveVar=M|NoTally=True;
    Name=Bonus Credits|Type=Math|Value=Multiply|Values=M,K|SaveVar=N|NoTally=True;
    Name=Fame Greater Than Infamy|Type=Math|Value=GreaterThan|Values=M,-1|SaveVar=O|NoTally=True;
    Name=Total Credits|Type=Math|Value=Sum|Values=A,B,N|SaveVar=P|NoTally=True;
    Name=Fame Check|Type=Math|Value=Multiply|Values=O,P;

    Final Hint: If you've gotten this far you're probably interested in creating a really complex scoring widget. It's WAY easier on a computer with a keyboard. Visit http://rebrandsoftware.com/ScoreGeekApp from your Win/Mac/Linux computer to use a hosted version of ScoreGeek that will run on your browser and allow you to test games and share them to the ScoreGeek database and your mobile device via the cloud.
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  • You can now also import and export games in JSON format which can be posted on forums or sent via email.

    To do so, use the Import and Export buttons on the Add/Edit game window.

    When you export a game it will look something like this:

    {"comment":"ScoreGeek Game Definition","version":"1.0","gameName":"GameTest","bggId":"123456","scoring":"advanced","advanced":"Name=Fields|Type=Combo|Values=0-1^-1,2^1,3^2,4^3,5+^4;Name=Pastures|Type=Combo|Values=0^-1,1^1,2^2,3^3,4+^4;Name=Grain*|Type=Combo|Values=0^-1,1-3^1,4-5^2,6-7^3,8+^4;Name=Vegetables*|Type=Combo|Values=0^-1,1^1,2^2,3^3,4+^4;Name=Sheep|Type=Combo|Values=0^-1,1-3^1,4-5^2,6-7^3,8+^4;Name=Wild Boar|Type=Combo|Values=0^-1,1-2^1,3-4^2,5-6^3,7+^4;Name=Cattle|Type=Combo|Values=0^-1,1^1,2-3^2,4-5^3,6+^4;Name=Unused space in the farmyard|Type=Counter|Value=-1|Default=0;Name=Fenced stables|Type=Counter|Value=1|Default=0;Name=Clay hut rooms|Type=Counter|Value=1|Default=0;Name=Stone house room|Type=Counter|Value=2|Default=0;Name=Family members|Type=Counter|Value=3|Default=2;Name=Points for cards|Type=Counter|Value=1|Default=0;Name=Bonus points|Type=Counter|Value=1|Default=0;Name=*Planted and harvested Grain/Vegetables|Type=Footnote; ","multiRound":"on","gameImage":"img/games/Game6.png"}

    Simply copy the whole block of text, from { to }, and paste it into the Import window to import the game.

    The example game above is a description for the game Agricola which shows lots of advanced text. You can try importing it and viewing it as an example of a custom game score board created by ScoreGeek.
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  • I guess there is a display or refreshing bug in the game list module: I've tried to delete two custom games but there are still there. Another part of the problem is the fact that the newly created games doesn't appear in the game list directly after creation but only when I look it up. I owned the iPad version.
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  • Hi Labelle,

    Are you using version 1.2?  Could it be showing only favorites?  You would need to turn that off to see the new game show up.

    I will look into the game delete problem.  Version 1.3 uses a better database system that will solve any refresh issues, it should be out in the next few months.

    -Mike
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  • 1
    Hi Mike,

    It could be useful too to let the user edit the recorded game session especial when he makes an error. Your tool could be perfect if it becomes more flexible.

    In the same fashion, it might be useful to implement an export option to have all the record in several data format as .doc, . rtf and .xls. I'm using your tool each week and I don't want to loose all my recording in case of bugs in an update or another case.

    Thank you for reading.

    Labelle.
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  • EMPLOYEE
    I’m Happy
    Edit: This issue has been fixed

    Hi Labelle,

    Right now I have it so that you can edit it up until you click "Save Scores".  However, the Save Scores button is too easy to press by accident after clicking "Calculate Scores" so I'm going to change that.

    The problem with editing the games is achievements: should I redo them with the edited data or not?  The way they're set up I can't really take away achievements, so that would be a lot of work.  I think the best solution is to give the players an incentive to check the scores first.  I will consider it more and see if I can come up with something better.

    As for exporting, that is being added to the next version of the software but it will be an open format like CSV which can be imported into other programs.

    Cheers,

    -Mike
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  • Hi Mike,

    If I delete a game score, does the game update the achievement anyway ?

    Thanks,

    Labelle
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  • Actually I may have misspoken before.  I believe if you delete a game score it will delete the associated achievements.  

    I started adding the ability to edit games at some point and ran into issues but it must have been something other than achievements.  I would have to look back into the source code to know for sure what the problem was.
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  • Hi Mike. Great app.
    I'm writing an advance score for Caverna, but I have a little problem with the roundings.
    The grain in caverna worths 1/2 point rounding up, so I wrote:
    "name=grain|type=counter|value=0.5;"
    but it rounds down the point.
    What is the right way to do this?
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  • Edit: This issue has been fixed

    I think that it will round down if it's .50 or below and round up if it's .51 or above. As long as you won't have 100+ grains I think you could make it

    name=grain|type=counter|value=0.51;

    and that should make it round up.

    I haven't had time to test that yet but if there are issues with it I can add a way to specifically round up or down to the next version. I might do it any way just to make it easier to figure out.
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  • Edit: This issue has been fixed

    I'm posting this as a note to self:

    I just realized that some games like Agricola All Creatures Big and Small support half points, so I will need to make a way to specify RoundUp, RoundDown, HalfPoints, and possibly QuarterPoints and DoNotRound.
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  • Thank you for your fast answer but with 0.51 it is still rounding down, even with 0.99.

    P.D.: In Agricola would be interesting to add an item for the beggings cards.
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  • Edit: This issue has been fixed

    Sorry, it's a Sunday so I'm answering without being able to devote any real time to testing it.

    I'm sure there's a way to make it round up and I will get back to you tomorrow.

    I think that Agricola officially counts the begging cards as "card points" which is why there isn't a specific section for them. The next version should allow you to see the code and modify it to easily add a special score widget for begging cards if you wanted, though.
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  • I've just bought the app on android and been trying around creating games...

    Two problems:
    I was thinking I could use it to score a simple game of miniature golf, using points
    and multiple rounds to keep track of the different courses.
    But activating multiple rounds does not seem to do anything?

    "Multiple Rounds: If on, you will be asked to choose the number of rounds before you play. Points from all of your rounds will be added together. "

    It never asks me for the number of rounds?

    Second problem:
    Takes to long time to create an advanced scoring system with the android touch keyboard so I tried doing it on my computer, saving it and then copying it to the "Import" field in the app. After this I pressed the "Import" button but to no use, nothing happened. No error message or nothing, just stuck on the same import screen and the only way to get from there was to cancel.
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  • Edit: This issue has been fixed

    Hi Niklas,

    You're right, there is a bug where it is not adding multiple rounds.  I am working on a fix in the next update.  Until then I would recommend something like this:

    {"comment":"ScoreGeek Game Definition","version":"1.1","gameName":"Mini Golf","bggId":"","scoring":"advanced","advanced":"Name=Hole 1|Type=Counter|Value=-1|Default=1;Name=Hole 2|Type=Counter|Value=-1|Default=1;","multiRound":"off","gameImage":"img/games/Game1.png"}

    The imports need to be in a particular format, like above, generally created by using the Export button.  You should be able to import the above code and it will score two holes.  You can copy the "Name=Hole 1|Type=Counter|Value=-1|Default=1;" part a few more times for 9 holes and change the name.

    I gave each point a negative value since you want to have the fewest strokes, but it doesn't look very nice in stats.  In the next version there will be a flag that allows you to specify whether high or low points win.  

    If you type the code out on your computer you can paste it into the Advanced section, instead of the import section.  Something like:

    Name=Hole 1|Type=Counter|Value=-1|Default=1;Name=Hole 2|Type=Counter|Value=-1|Default=1;

    could be pasted there.
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  • Great app! I've been having fun creating score widgets. Just did a test one for Eminent Domain Microcosm.

    I'm currently working on a couple of others that present difficulties:

    1) some elements of score change depending on # of players. Is there a way to grab the number of players?

    2) the game Friday is a solo game. I'd like to use the widget to store my scores and win/loss status. Since, only one player the widget assumes player has won regardless of score. Is there another way to determine win/loss?

    Thanks!
    • Can you grab the number of players?

      -Not automatically, but you could just create a counter for number of players, store it in a variable, and then manipulate it later.  Something like this:

      Gold is worth 5 points with 2-3 players, but only 3 points in 4-5 players games:

      Name=Number of Players|Type=Counter|Value=1|Default=2|NoTally=True|SaveVar=A;
      Name=Gold|Type=Counter|Value=5|SaveVar=B;
      Name=Is4-5Players|Type=Math|Value=GreaterThan|Values=A,3|SaveVar=C|NoTally=True;
      Name=ReduceScore|Type=Math|Value=Multiply|Values=B,-2|SaveVar=D|NoTally=True;
      Name=ApplyReduction|Type=Math|Value=Multiply|Values=C,D;

      That will count the players, give them all five points per gold, then determine if there are more than 3 players.  If there are, it will subtract 2 points per gold.  If there aren't, it will subtract zero.

      This would have been a lot easier if there was an "IsEqual" math operation!  Doh!  I will add that to 1.5.  You could use the InRange function if you had to have separate points for each possible player number:  InRange(1,1), InRange(2,2), etc, as a workaround for no IsEqual.
    • Edit: This issue has been fixed

      Win/Loss for single player games should be fixed in 1.4.  You'll lose if you have zero points.
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  • There doesn't seem to be a way under Advanced scoring to have a tiebreak that doesn't affect the final score. Eg in Power Grid I only want to score the number of Cities Powered, and if those are equal then we need to know Cash in Hand. I could do it by multiplying Cities by 10000 and adding Cash, but that would leave stupidly massive scores recorded.

    I thought to use Areas Controlled, but that only asks for tie breaks for the winners, not for other placings.
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    • Just an update that since I posted this "IsEqual" has been added but I have not yet added a way to manipulate the scores after scoring, right now (Dec 2015) each player's scores are calculated separately and cannot access other player's scores or count the number of players. I plan to address this in the next update.
    • Hi there, any update on this? I just bought ScoreGeek, and I would like to use it for Power Grid too. It needs to check cash as a tie-breaker where multiple players have the same number of powered cities.
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  • Is there a way to setup a co-op game? Maybe set all the players to be in one team automatically or just being able to disable the tie breaker.
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  • Hi Tj,

    You should be able to do a coop game where you all win or lose together.  When we do Arkham Horror we either calculate scores when we win, or we all enter zero and uncheck everyone on the tiebreak screen.  Then we all lose or win together.

    Is there a different scenario that won't work well like that?  If you could give me an example maybe I can help or add something to a future version.
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  • I’m Loving this app
    Hello! I really love this app, and had to buy it for my iOS (and soon Android) devices.
    I was wondering if there is a way to do a campaign type style with this to keep track of a games campaign progress.
    For instance, PathFinder The Action Adventure Card Game.
    What I would like to do is be able to put in each characters equipment (If possible to just select it from a list I can create) for the player playing it, to be able to save what scenario we played, who we fought, and to be able to continue to the next phase (even if it is at a later date when we all get together to play).
    Something like this I would love, and could see being able to customize this app even more to fit so many games to my liking, plus the stat tracking would be amazing as well (like who killed the most henchmen, the most villains, who acquired the most equipment, etc).
    Also being able to put in the campaign name (or different names for a round) to be able to just add in information when I am going through a game with someone so we can see who was the "Winner" of that campaign name.
    I know this may not be possible but was curious about possible implementation (and I could see it being useful for other campaign style games like "Arcadia Quest").
    If there is a way to do this that I haven't thought of or missed in my reading, let me know, but just a suggestion if it is not possible.
    Sorry for such a long post, but I'd like to thank you again for making such a wonderful app so far! Great asset to me and my friends now :D
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  • Hmm...

    You could definitely add drop downs with preselected values that don't actually affect the final score. Like this:

    Name=Equipment 1|Type=Combo|Values=None^0,Rope^0,Axe^0,Wood^,Flint^0,Sword^0;
    Name=Equipment 2|Type=Combo|Values=None^0,Rope^0,Axe^0,Wood^,Flint^0,Sword^0;
    Name=Equipment 3|Type=Combo|Values=None^0,Rope^0,Axe^0,Wood^,Flint^0,Sword^0;

    That would give you three slots to select equipment from and won't affect the final score at all, it would just work as an in-game equipment tracker. You could do the same thing for the campaign name.

    However, none of that information would be saved in stats or history for looking up later.

    Edit: you can now add ForceTrack=True; as an option on the score widget to force it to track even items that don't affect the scores.

    I don't have much experience with campaign style games so please let me know if I'm not understanding the question.

    In version 1.5 I plan to add custom achievements which will be attached to score items, so if you have a tally for Henchmen Killed, even if it doesn't affect the final score, you will be able to award and track achievements for who killed the most.

    I would like to make the custom achievements flow over into the stats area, so you can select "Henchmen Killed" from a dropdown when you're viewing stats for that game, and see the top ten henchmen murderers, etc.
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  • Looking for a way to score fast games like Escape: Zombie City. The game plays fast and it is always co-op. I just looking for a way to bypass the tiebreak screen.

    I thought there was a coop flag for the app before but I might be wrong.
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  • @Mike, are you planning to add IF function in next version? Also is there a way to add simple text as divider?
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  • Could you give me an example of how you plan to use it?  I'm happy to add it if it's possible and makes sense to, but I'm not sure if it's necessary since there already a lot IF THEN functions wrapped up in the Math operators.

    For example, GreaterThan is essentially this function:

    GreaterThan(num1, num2) {
      if (num1 > num2) {
        return 1;
      } else {
        return 0;
      }
    }

    If you wanted to give 10 bonus points for 5 or more Apples with a traditional IF function it would be:

    getBonusPoints(apples) {
      var i = GreaterThan(apples, 4);
      if (i == 0) {
        return 0;
      } else {
        return 10;
      }
    }

    This is not a traditional programming language, though, so the IF THEN logic is wrapped up into individual scoring lines like;

    Name=Apples|Type=Counter|Value=1|SaveVar=A|NoTally=True;
    Name=EnoughApples|Type=Math|Value=GreaterThan|Values=A,4|SaveVar=B|NoTally=True;
    Name=Apples Bonus|Type=Math|Value=Multiply|Values=B,10;

    Line 1 saves the value of the players apples.  Line 2 checks to see if they have 5 or more.  Line 3 awards the actual bonus points if they have enough apples, by multiplying the bonus points times either 1 or 0.  

    I know it's a bit confusing, especially if you're a programmer used to working with functions, but it does work well for non-coders, is small, and portable.

    I am adding in an IsEqual function (a glaring omission on my part!  Sorry!) in the next update which is coming soon.

    Edit: the IsEqual function has now been added.
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  • Thanks for update,

    Yes, individual scoring lines are working, but because of way of scoring in Russian Railroads it took me 40 lines to score first track :) This is mainly because there are two multipliers, and you need to check if locomotive is big enough.

    Basic scoring is calculated by subtracting previous track from next track, but then you need to check if loco is covering it and if there is Revaluation token and if there is individual multipliers. Here it is how it's looks (ADD is not working, so I'm using Subtract):

    Name=Have Revaluation token?|Type=Toggle|Values=No^1,Yes^0|NoTally=True|SaveVar=E;

    Name=Trans-Siberian Locomotive|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=D;
    Name=Doubler|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=I;
    Name=Black Track|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=A;
    Name=Silver Track|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=B;
    Name=Brown Track|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=C;
    Name=Gold Track|Type=Counter|Value=1|Default=0|NoTally=True|SaveVar=O;

    Loco/Points|Type=Math|Value=Smallest|Values=B,D|NoTally=True|SaveVar=B;
    Name=Brown
    Value|Type=Math|Value=Subtract|Values=3,E|NoTally=True|SaveVar=F;
    Name=Brown Loco|Type=Math|Value=Smallest|Values=C,D|NoTally=True|SaveVar=H;
    Name=Brown
    Name=Silver Score|Type=Math|Value=Subtract|Values=B,H|NoTally=True|SaveVar=R;
    Name=Brown Score|Type=Math|Value=Multiply|Values=F,G|NoTally=True|SaveVar=C;
    Name=Total|Type=Math|Value=Sum|Values=R,C;

    Name=Silver Loco/Points|Type=Math|Value=Smallest|Values=B,D|NoTally=True|SaveVar=B;
    Name=Brown Value|Type=Math|Value=Subtract|Values=3,E|NoTally=True|SaveVar=F;
    Name=Brown Loco|Type=Math|Value=Smallest|Values=C,D|NoTally=True|SaveVar=H;
    Name=Brown Points|Type=Math|Value=Subtract|Values=H,O|NoTally=True|SaveVar=G;
    Name=Gold Value|Type=Math|Value=Subtract|Values=6,E,E|NoTally=True|SaveVar=K;
    Name=Gold Loco|Type=Math|Value=Smallest|Values=O,D|NoTally=True|SaveVar=S;
    Name=Gold Points|Type=Math|Value=Subtract|Values=S,P|NoTally=True|SaveVar=T;

    With IF (or even better nested IF) To check brown track i think it could look like that:
    if E>0 then F=3 else F=2

    Name=Brown Track|Type=Math|Value=IF|Values=E>0,3,2|NoTally=True|SaveVar=C;

    It is even more fun with multipliers, as you need to check if there is "bigger" track, then use only number of multipliers for this track, and left rest for another track, but still watch loco.

    Now, when I started to write it will be awesome if you can do something like that:

    (Gold>Brown and I>0)

    Name = Gold Multi|Type=Math|Value=IF|Values=S>0,I-S,0|NoTally=True|SaveVar=Z
    Name=Brown Multi|Type=Math|Value=IF|Values=H>0,Z-H,0|NoTally=True|SaveVar=Y

    Not sure if it make sense, but I have it in my head :)
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  • I just started reading this and thought *Woah* in a Keanu sort of way when I saw the code.

    Originally I programmed certain game code into ScoreGeek itself (7 Wonders, for example, where you had to save the values of each science card type and take the greatest to make sets).  That was awful, having no way to update the code, so I created the current line-by-line system to handle those situations where a couple of numbers needed to be stored.  Clearly, it isn't ideal for every game.

    I will use your code as an example and see what I can do to bring it down to a reasonable number of lines.

    Now I'm going to read the rest of your post. 
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  • Hi, I've been trying to make a code for the game Sushi Go!

    There is a few elements to the game where points are awarded to the player with the most of something each round.

    For example, the player with the most Maki rolls gets 6 points, the player with 2nd most gets 3.
    If players are tied for most Maki rolls they split the 6 points between them (ignoring any remainders), and no "2nd most" points are awarded.
    Additionally, players tied for 2nd most split the 3 points evenly (ignoring any remainders).
    Is there a way to use a Counter to add up each players total Maki rolls and then use some sort of Math function to award the points to the Players who have the most Maki rolls at the end of the round?

    Furthermore, at the end of the last round, players add up their Pudding cards, and similarly, those with the most Pudding cards get 6 points (split ties), but the player with the least gets -6 points (split ties).
    If there is a way to measure rankings between players, is there also a way to add/remove/alter counters/values of different inputs depending on which Round the game is currently played in?
    • view 1 more comment
    • Furthermore, there's a Soy Sauce card, that if anyone plays it that round and they have the most card colours at the end of the round then they get 4 points (split ties).

      This would mean that there should be a Toggle to check if they've played the Soy Sauce card, and then a Counter to total up the number of colours.

      Some sort of IF function should then be added to check IF Soy Sauce has been played THEN check if player has the most colours, split any tied scores among other players whom have also played the Soy Sauce card.
      If also any player(s) have played a Soy Sauce card, but is tied in most colours with any player(s) that did NOT play a Soy Sauce card, then the player(s) with the Soy Sauce card(s) scores 0 points.
    • Right now there are no cross-player variables (so you can't check to see if player 1 had more maki than player 4).  This is another situation where I would have to add some kind of post processing where you tally up all of your sushi first and points are awarded after all that takes place.

      One solution might be a drop down list: No Maki (0), Second Most/Tied Maki (3), Most Maki (6) 

      That's how I would probably do it.

      I'll see about adding post-processing to a future update where the app can compare variables that you've set between players, seeing who has the greatest A variable, for example, and awarding points based on that.  I'll also see if I can add some simple IF THEN ELSE statement to cut down on the number of lines needed.
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  • Hi Mike,

    Just downloaded your app on Android. Would love it if you could update it soon to have the History and Stats show extra detail. The whole reason I bought your app was because I thought it was going to store more details than the BGG app. Things like, in Five Tribes, how many of each type of VP was obtained by each player would be cool to be able to see in history and stats. It would be cool if I could see, for example, how many games of Five Tribes were won due to predominantly one type of VP (such as merchant cards suites).
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    • "Is there a way to have this app paste the breakdown into the notes?"

      No, there's not.  You can see the score breakdown from the Details section after scores are caclulated but I don't think it would work very well to copy-paste it.

      I think the best way to resolve this is to just start keeping more detailed history, and assuming all goes well with the conversion to IndexedDB in 1.5 (giving the app essentially unlimited space instead of a 5MB limit) I will add that feature in 1.6.  

      It's tempting to add features just for favorite games, but I have to keep that app game-agnostic and focus on features that will improve the app regardless of which game you're playing.
    • Not sure if you're notified about new posts, or just replies to your comments, so I wanted to say check the next post, more detailed score tracking is coming in 1.5 instead of 1.6.
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  • So, some good news!

    First: there are a TON of new stats and graphs, as well as more detailed history tracking (showing score breakdown by item) coming to version 1.5 which will be released in Feb/March 2015.

    It will automatically track any item that affects a player's score. You can also force it to track items that are not tallied if you want by setting the ForceTrack option to True.

    You can view a detailed score breakdown from the History section by tapping a player's score.

    Here is what I added to the API tutorial above:

    ForceTrack=True;

    Starting with version 1.5 the app will track any score items that affect the score (meaning the NoTally=True option is not set). These can be viewed from the History section by tapping a player's score, showing the value of that item and the value of points given. If you want to force the app to track an item which has the NoTally=True option set you can add the ForceTrack=True option.
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  • That's awesome. You're responsiveness is great too on here. As soon as that update is pushed out I'll update my rating on Google play.
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  • Hi Mike,

    I've been playing around with this app last night and today since the new update came out. Unfortunately, it just simply doesn't seem to work. Very buggy meaning in some ways it's worse. Eg, I scored a pretend game of Five Tribes to see if the history would show the score breakdown. But, in fact, the history shows no score at ALL! It also did this to me when I tried to log an Android netrunner game.

    Another bug I spotted is when trying to delete a play from history, you can mash the delete button all you like but the screen stays the same (doesn't leave the delete/cancel screen). Cancel works fine. However, if I then quit the app and relaunch, it will have deleted the play.
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  • This reply was removed on 2015-04-21.
    see the change log
  • Hi Mike,

    Finally I found some time to sit down and try new version. Is there a list of all new things? Did you add new functions we were talking about (ie if E>0 then F=3 else F=2)?
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  • No, I wasn't able to get that stuff into this release.  I'm still trying to come up with the best way to do it.
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  • Hi all !

    I tried to create scorecard for 7 wonders :Duel and I have a problem : this game allows 3 types of victories : 1 with points, 2 with instant victory conditions (scientific & military)

    I configured it this way :
    Name=Civilian (Blue) Points|Type=Counter|Value=1|Default=0;
    Name=Commercial (Yellow) Points|Type=Counter|Value=1|Default=0;
    Name=Science (Green) Points|Type=Counter|Value=1|Default=0;
    Name=Guild (Purple) Points|Type=Counter|Value=1|Default=0;
    Name=Wonder Points|Type=Counter|Value=1|Default=0;
    Name=Science (Green) Tokens|Type=Counter|Value=1|Default=0;
    Name=Military (Red) Points|Type=Combo|Values=0^0,2^2,5^5,10^10|Default=0;
    Name=Total Coins|Type=Counter|DivideBy=3|Value=1|Default=0;
    Name=Military Victory|Type=Toggle|Value=50|Default=0;
    Name=Scientific Victory|Type=Toggle|Value=50|Default=0;

    Meaning that if we have a Military or Scientific victory, we will only use the appropriate Toggle and the winner will have 50 points but I am not fully satisfied :
    - hard to track how many victories of each type was done in stats
    - cant keep a track of other scoring system when instant victory
    - best score stats will be polluted with these arbitrary scores
    - ...

    Do you have any other way to manage it ?
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  • Hi,

    There doesn't seem a way to use ButtonOn with other values other than the ones mentioned above. I was trying to create a couple of different buttons with values 2 and 7, but get an error.
    This is for Keyflower with Merchants expansion. You get 7 points per completed contracts or 10 points per completed contract.

    Another way I was thinking, if you have a toggle, default is 7, but if you switch that toggle for that player, then it's 10. Or a checkbox(?)

    Thanks
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  • I rather go different route. Sum all points as Variable and then on the end of game use toggle button to create new variable with 1 or 0 and multiply all points by this. Then player who will win will just get all points and rest of the players will get 0.
    • Was this a reply to the 7 Wonders: Dual question?  I think that works.  I might go a step further and make it so that in instant win conditions the winner gets only 1 point, and the loser 0.  Then you can tell which games were won by instant win by their score.  It kind of works with 50 points too, as the original poster did, unless it's possible for a player to get 50 points in a scoring-win.
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  • 1
    Hi,

    Is there any way to allow for shared victories?
    I'm interested in recording Cosmic Encounter, which ends when one or more player(s) get 5 Foreign Colonies (points). The scoring is simple:

    Name=Foreign Colonies|Type=Counter|Min=0|Max=5|ButtonOff=10|Value=1;

    But if we end with more than one player at 5 points we must break the tie, or else all will lose the game.

    EDIT: My bad, just realized that the tie-break screen has checkboxes not radio buttons, so i can just tag everyone for victory!
    Guess i was looking for a TieAreSharedVictories=True flag or something :p

    Love the app :)
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  • I just added a scorecard for Quadropolis. But I could only add a scorecard for the Classic version of scoring.

    I want to add a way to score the Expert version too, is there a way I can make two scorecards for one single game? I was thinking of making two factions, but I don't think I can change the scoring based on the faction.

    Thanks! Great app, I use it for every game.
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  • On my side, I created 2 games : Quadropolis -Classic and Quadropolis -Expert with the 2 following advanced configuration :
    Name=Habitations|Type=Counter|Value=1;
    Name=Parcs|Type=Counter|Value=1;
    Name=Commerces|Type=Counter|Value=1;
    Name=Usines|Type=Counter|Value=1;
    Name=Services Publics|Type=Counter|Value=1;
    Name=Ports|Type=Counter|Value=1;
    Name=Habitants (-)|Type=Counter|Value=-1;
    Name=Barils (-)|Type=Counter|Value=-1;

    Name=Habitations|Type=Counter|Value=1;
    Name=Parcs|Type=Counter|Value=1;
    Name=Commerces|Type=Counter|Value=1;
    Name=Usines|Type=Counter|Value=1;
    Name=Services Publics|Type=Counter|Value=1;
    Name=Ports|Type=Counter|Value=1;
    Name=Bureaux|Type=Counter|Value=1;
    Name=Monuments|Type=Counter|Value=1;
    Name=Habitants (-)|Type=Counter|Value=-1;
    Name=Barils (-)|Type=Counter|Value=-1;
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  • Recently grabbed the app. Love it! Have a few thoughts/questions about team based/coop games ...

    In a team game like Fuse we win or lose and have a final score regardless of whether we won or lost. Winning gives extra points to the final score. Can I add a win/loss toggle for the whole team? As well as a final score for the team?

    In an attempt to find a way to make this work, I tried to give each player the final team score but then it asks for a tie breaker. At this point if I select a player it adds to their final score. If I don't select a player it says we lost even though we may have won the game.

    In summary I want to show whether we won or lost and the final team score.

    Here is what I have so far:

    Coop=True|;

    Name=Difficulty|Type=Combo|Values=Training^0,Standard^0,Expert^0,Elite^0,Insane^0;

    Name=Win/Lose|Type=Toggle|Values=Lose^0,Win^10;
    Name=Total Bomb Points|Type=Counter|Value=1|Default=0;
    Name=Total Fuse Cards|Type=Counter|Value=2|Default=0;

    What does the "Coop" property do? I found it in the Pandemic setup. I can't tell if it's actually doing anything though.
    • I don't think it's possible to do this because the app is working on the score, and in win/lose games it just uses 1 and 0 for the scores.  The app always treats scores of 0 as a loss.  

      The only thing I can think of is if you put the points in the notes when you lose, giving everyone 0 points for the game, and actually tally the points when you win.
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  • Can I set points according to having maximum of something?
    E.g. in Sheriff of Nottingham - the player, which have maximum of cards with apples, get 10 points.
    I want to set number of cards for all players, the app would count points for player with maximum cards.
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  • This reply was removed on 2017-08-15.
    see the change log
  • Hi, would need some help for the following score widget

    context : in the game Yamatai (very good) you collect coins and when game ends every set of five coins give you one victpry point, but if you acquire a specific ally it can change the condition to 3 coins for 1 victory point.

    Code needed ;
    combo box => hire this ally yes/no
    then "Name=coins number |Type=Counter|DivideBy=5|Value=1" (if answer is no)

    or "Name=coins number |Type=Counter|DivideBy=3|Value=1" (when answer is yes). If you could give me a trick, i'm really not a programming guy, and it could help in other games scoring widgets. Cheers
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  • This reply was removed on 2017-05-30.
    see the change log
  • This reply was removed on 2017-05-30.
    see the change log
  • New in Version 2.0: Pregame, Postgame, and Tiebreakers; ForceTrack deprecated

    ForceTrack - DEPRECATED. Previously the app would not track items that did not contribute to to the final score in an attempt to save device storage space. However, this caused problems in version 2.0 when editing sessions. As of version 2.0 the app will always track every score item's value so ForceTrack is no longer needed. If you use the ForceTrack option on a score item it will be ignored.

    Pregame Items:

    Some games have a variable that affects every player, and can be accessed during scoring to help calculate a player's score, but only needs to be entered once. To handle this, create a scoring widget and give it a PreGame=True tag. It will be displayed as a game-wide widget above the player score entry area and its value can be saved to a variable and accessed when calculating scores.

    In this example, there are a certain number of coins that affect all players' scores. You enter the coins once, and that value affects all players when we multiply the number of gems they have by the number of game-wide coins.

    Name=Coins|Type=Counter|Value=1|Pregame=True|SaveVar=A|NoTally=True;
    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=GemsXcoins|Type=Math|Value=Multiply|Values=A,B|SaveVar=D;

    Postgame Items:

    Some games require you to calculate all the players' scores first, and assign additional points based on their end of game scores. For example, if the person with the most Gems gets bonus points. Two new math types available for this purpose are:

    Greatest: Finds the highest scores from among the players final scores
    Least: Finds the lowest scores from among the players final scores

    You then assign points for first, second, third, etc using PlacePoints, which is a comma separated list of points.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True;

    There may be ties, so you can control how points are distributed using TieBreakerType and TieBreakerVar.

    TieBreakerVar consists of a variable to examine, and whether the person with the high or low score wins the tiebreak. In the example below, if two people are tied for 1st place in gems the person with the highest number of coins will get 18 points.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Coins|Type=Counter|Value=1|NoTally=True|SaveVar=C;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True|TieBreakerVars=C^high;

    In that example we saved coins to the variable C. You can examine any variable you have set, but you can also use the following preset variables:

    POSITION You can use POSITION^high or POSITION^low to break a tie based on the player's starting order.
    SCORE You can use SCORE^high or SCORE^low to break a tie based on the player's current score.

    Available TieBreakerTypes are:

    Equal The default tiebreaker type. The players tied for a place take same number of points.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: None
    Points Given: 12, 12, 8, 4

    Shared The players tied for a place take the points for that place and divide them evenly.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: 12 / 2 = 6
    Points Given: 6, 6, 8, 4

    None The players tied for a place get no points.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: Zeroed
    Points Given: 0, 0, 8, 4

    Distributed Popular in Terra Mystica, players tied for a number of places add the points for those places together and then divide by the number of tied players.

    Points Available: 12, 8, 4
    Player Positions: 1, 1, 2, 3
    Point Division: 20 / 2 = 10
    Points Given: 10, 10, 8, 4

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Pigs|Type=Counter|Value=1|SaveVar=C|NoTally=True;
    Name=MostGems|Type=Math|Value=Greatest|Values=B|PlacePoints=18,12,6|PostGame=True|TieBreakerVars=C^high|TieBreakerType=distributed;

    TieBreakers

    You can now build in tiebreakers to determine who wins the game in the place of a tie. These are always run as "PostGame" so there's no need to enter that. Because these serve only to determine a win condition, no points are assigned.

    Name=Gems|Type=Counter|Value=1|SaveVar=B;
    Name=Pigs|Type=Counter|Value=1|SaveVar=C|NoTally=True;
    Name=TieBreaker|Type=Tiebreaker|TieBreakerVars=C^high,D^high;
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    • Just want to let you know I'm testing this now.  I didn't get notified of your reply for some reason.
    • I was trying to make a Tak Score module so you can set the board, select the winner and then add the number of pieces in the reserve. I thought the PreGame tag would allow me to set the board once not needed for each player but it doesn't seem to be doing that.
      Otherwise this seems to work okay.
      Any suggestions?
      Name=Board Size|Type=Combo|Values=3x3^9,4x4^16,5x5^25,6x6^36,7x7^49,8x8^64|Default=0|Pregame=True|SaveVar=A|NoTally=True;
      Name=Winner|Type=Toggle|Values=Lose^0,Win^A|Default=0;
      Name=Winner's Unplayed Pieces|Type=Counter|Value=1|Min=0;
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