Dorfromantik scoring guide: Perfects, quests and remaining tiles

Original examples calculate points and replenishment from matching edges, Perfects, quests and flags. Tile costs, simultaneous completions, mode limits and continuing after a run are treated separately.

Edition: Dorfromantik PC Steam base game (app 1455840), mainly Classic. Quick, Hard, Creative, Custom and Monthly are distinguished separately. The board game, console editions and individual DLC landscapes are outside scope.

Verification scope: Public sources checked on 2026-10-04, including the official July 9, 2026 Patch 1.2.3 announcement. Game launch, the installed build and behavior across all saves have not been tested.

Sources checked: 2026-10-04

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Count scoring components separately

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Count scoring components separately: 4 entries
Scoring sourceRequired statePointsTile replenishmentEasy to overlook
Matching touching edgesThe placed edge matches its neighbor.10 points per matching edgeNone from matching edges aloneDo not count empty, unplaced edges.
PerfectAll six edges of a tile are filled and match.60 bonus points per newly completed PerfectOne tile per PerfectPreviously placed neighboring tiles completed now also count.
Ordinary number questMeet the specified amount.100 points per questFive tiles per quest in standard early-run examplesCount completed quests, not merely connections.
Flag questEnclose the target group.50 points per flagFive tiles per flag in standard early-run examplesCheck each flag if several share a region.

These calculations are Classic examples without additional special conditions. They do not generalize initial-placement assistance, special pre-placed tiles or replenishment settings at every score range.

Count matching edges separately from completed tiles

The new tile need not be surrounded on all six sides immediately. If this move fills the last edge of an existing neighbor, that neighboring tile can become a Perfect.

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Count matching edges separately from completed tiles: 4 entries
StateMatching-edge pointsPerfect bonusReplenishment
Three matches, other edges empty, no completed neighbors30 pointsNoneNone
Two matches; one existing neighbor completes six matching edges20 points60 pointsOne tile
Fill a six-match hole; only the new tile becomes a Perfect60 points60 pointsOne tile
Three matches; two existing neighbors become Perfects30 points120 pointsTwo tiles

The last example assumes all five other edges of both neighbors already match. Do not count an existing Perfect again. Any mismatching edge prevents that tile's completion bonus.

An original calculation of one move's score

Let M be matching edges, P newly completed Perfects, Q completed number quests and F completed flags. For these ordinary examples, the components are 10M + 60P + 100Q + 50F. All board conditions are illustrative.

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An original calculation of one move's score: 5 entries
ExampleCompletions on this moveBreakdownTotalCheck before committing
Comparison ATwo matching edges only10×220 pointsNo separate quest or Perfect completes.
Comparison BThree matching edges; one existing tile becomes a Perfect10×3+60×190 pointsThis move fills the existing tile's last edge.
Comparison CTwo matching edges and one number quest10×2+100×1120 pointsThe quest completes in the same connected group.
Comparison DThree matches, two Perfects and one flag10×3+60×2+50×1200 pointsBoth tiles complete for the first time and the flagged group closes.
Comparison EFour matches, two number quests and two flags10×4+100×2+50×2340 pointsEach quest and flag completes independently on this move.

Compare the remaining hole shape and replenishment as well as total points. These are not maximum-score tables or solutions for fixed stages.

Separate rewards from the net supply change

Let T be the supply before placement. Spend one tile, then add replenishment. With standard five-tile rewards, the resulting supply is T − 1 + P + 5Q + 5F.

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Separate rewards from the net supply change: 5 entries
Example with T = 8 before placementSpentReplenishment breakdownAfter placementNet change
Matching edges only−1NoneSeven tiles−1
One Perfect−1+1Eight tiles0
One number quest−1+512 tiles+4
Two Perfects and one flag−1+2+514 tiles+6
Two number quests and two flags−1+10+1027 tiles+19

The five-tile reward table represents standard early Classic examples. Old beta updates reduced rewards at higher scores, and later guides differ. All current high-score conditions are unverified; substitute the reward actually displayed rather than treating this as a universal table.

Compare a high-scoring move with one that preserves supply

This original example assumes three tiles before placement, active five-tile rewards and no other simultaneous completions.

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Compare a high-scoring move with one that preserves supply: 4 entries
CandidateExpected scoreSupply after placementOpening left for the next tileCheck before choosing
A: four matching edges only40 pointsTwo tilesFill the two open edges later.Can the remaining two tiles reach replenishment?
B: two matching edges and one number quest120 pointsSeven tilesAn edge remains for extending the same terrain.Check for exceeding an exact target or joining another group.
C: three matches; two existing tiles become Perfects150 pointsFour tilesExpand outward without adding a complex hole.Do both tiles really complete?
D: one matching edge and one flag60 pointsSeven tilesFind the next placement outside the enclosed region.Does the attempted enclosure create another exit?

With few tiles remaining, you can prioritize replenishment completed now over a distant Perfect. With a comfortable supply, compare reducing mismatches and creating future options too.

Subtract the tiles needed to enclose a flag

Do not infer abundant replenishment from flag count alone. The placements needed to close them, and whether the supply lasts that long, are separate conditions.

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Subtract the tiles needed to enclose a flag: 4 entries
Hypothetical enclosure planPlacements neededFinal flag rewardNet supply change for the whole enclosureCheck
One flag closed with two more tilesTwo tilesFive tiles+3 tilesCan you afford the first placement along the way?
Two flags closed with four more tilesFour tiles10 tiles+6 tilesDo all four have the assumed shapes, without adding openings midway?
One flag requires at least six tiles.At least six tilesFive tiles−1 tile or lessWithout interim Perfects or other quests, this is slow as a replenishment plan.
Close a region with no flagAny numberZero tilesSupply falls by the number spent.Is there a separate purpose, such as completing a Perfect?

All cases assume ordinary five-tile rewards and no interim rewards. Do not act as if future tiles are already in hand; distinguish the minimum required placements from the actual number needed to finish.

Do not directly compare scores from different modes

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Do not directly compare scores from different modes: 6 entries
ModeMain limit or purposeCheck when comparingRelation to this guide
ClassicContinue by replenishing a finite supply.Is it an ordinary run or from an old save?Baseline for scoring and replenishment examples
QuickA short run capped at 75 placementsIts cap distinguishes it from long Classic runs.Do not assume quests extend the cap as in an ordinary run.
HardFewer quests, faster difficulty growth and more complex tilesDo not assume Classic's tile sequence or difficulty.Fixed procedures are not guaranteed compatible.
CreativeLandscape creation with deletion, generation and other special toolsDo not confuse this with score attempts or unlock progress.Useful for practicing ordinary edge reading
CustomConfigure supply, placement limit, quest frequency and more.Match both the configuration string and seed.Different settings change the assumptions in supply calculations.
MonthlyA monthly seed and special settingsRead the month and rules.Do not reuse a past month's cap for the current month.

Identical challenge progress across all modes has not been verified. For unlocks, check the in-game target mode and progress display.

When ending, saving or leaderboards do not match

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When ending, saving or leaderboards do not match: 5 entries
StateCheck in this orderAvoid assuming
Classic runs out of tiles.Check the mode and result at the end. Continuing landscape creation is treated as Creative.Assuming Creative continuation adds to the Classic record
Want to resume a paused runIdentify the saved map and score, then resume.Starting a new run after checking only the mode name
The leaderboard has not updated immediately.Check the connection and relevant leaderboard, then wait. The official 1.2.2 notes specify uploads at most once per minute.Declaring a corrupt save from a short delay after placement
An old Classic save has a separate record.Compare the starting version and leaderboard category.Treating Early Access and post-1.0 records as the same table
Map or supply missing on ResumeCheck the save and version. Version 1.2.3 includes a Resume-related fix.Deleting a save without checking

Autosave timing, offline upload timing and recovery on every system have not been measured. Preserve the original record and confirm the correct resume target when pausing normally.

Frequently asked questions

Is the 60-point Perfect bonus separate from edge points?

Count Perfect as a bonus for each tile newly completing six matching edges. Separate it from the new tile's matching-edge points, including previously placed tiles completed now.

I made one Perfect, but my supply did not grow

If placement spends one tile and a Perfect returns one, the net change is zero. The reward offsets the cost rather than being absent.

Is enclosing a flag better than completing a number quest?

An ordinary number quest gives 100 points and a flag gives 50, but enclosure costs and simultaneous completions differ. When supply is urgent, compare the option that reliably replenishes it with fewer moves.

Is there a placement order guaranteed to reach a high score?

This guide is not a complete fixed-seed solution. Future tile order can change the outcome of the same good placement. Use these examples to compare candidates and inspect replenishment available now.

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