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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| Scoring source | Required state | Points | Tile replenishment | Easy to overlook |
|---|---|---|---|---|
| Matching touching edges | The placed edge matches its neighbor. | 10 points per matching edge | None from matching edges alone | Do not count empty, unplaced edges. |
| Perfect | All six edges of a tile are filled and match. | 60 bonus points per newly completed Perfect | One tile per Perfect | Previously placed neighboring tiles completed now also count. |
| Ordinary number quest | Meet the specified amount. | 100 points per quest | Five tiles per quest in standard early-run examples | Count completed quests, not merely connections. |
| Flag quest | Enclose the target group. | 50 points per flag | Five tiles per flag in standard early-run examples | Check each flag if several share a region. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| State | Matching-edge points | Perfect bonus | Replenishment |
|---|---|---|---|
| Three matches, other edges empty, no completed neighbors | 30 points | None | None |
| Two matches; one existing neighbor completes six matching edges | 20 points | 60 points | One tile |
| Fill a six-match hole; only the new tile becomes a Perfect | 60 points | 60 points | One tile |
| Three matches; two existing neighbors become Perfects | 30 points | 120 points | Two tiles |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| Example | Completions on this move | Breakdown | Total | Check before committing |
|---|---|---|---|---|
| Comparison A | Two matching edges only | 10×2 | 20 points | No separate quest or Perfect completes. |
| Comparison B | Three matching edges; one existing tile becomes a Perfect | 10×3+60×1 | 90 points | This move fills the existing tile's last edge. |
| Comparison C | Two matching edges and one number quest | 10×2+100×1 | 120 points | The quest completes in the same connected group. |
| Comparison D | Three matches, two Perfects and one flag | 10×3+60×2+50×1 | 200 points | Both tiles complete for the first time and the flagged group closes. |
| Comparison E | Four matches, two number quests and two flags | 10×4+100×2+50×2 | 340 points | Each quest and flag completes independently on this move. |
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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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| Example with T = 8 before placement | Spent | Replenishment breakdown | After placement | Net change |
|---|---|---|---|---|
| Matching edges only | −1 | None | Seven tiles | −1 |
| One Perfect | −1 | +1 | Eight tiles | 0 |
| One number quest | −1 | +5 | 12 tiles | +4 |
| Two Perfects and one flag | −1 | +2+5 | 14 tiles | +6 |
| Two number quests and two flags | −1 | +10+10 | 27 tiles | +19 |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| Candidate | Expected score | Supply after placement | Opening left for the next tile | Check before choosing |
|---|---|---|---|---|
| A: four matching edges only | 40 points | Two tiles | Fill the two open edges later. | Can the remaining two tiles reach replenishment? |
| B: two matching edges and one number quest | 120 points | Seven tiles | An edge remains for extending the same terrain. | Check for exceeding an exact target or joining another group. |
| C: three matches; two existing tiles become Perfects | 150 points | Four tiles | Expand outward without adding a complex hole. | Do both tiles really complete? |
| D: one matching edge and one flag | 60 points | Seven tiles | Find the next placement outside the enclosed region. | Does the attempted enclosure create another exit? |
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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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| Hypothetical enclosure plan | Placements needed | Final flag reward | Net supply change for the whole enclosure | Check |
|---|---|---|---|---|
| One flag closed with two more tiles | Two tiles | Five tiles | +3 tiles | Can you afford the first placement along the way? |
| Two flags closed with four more tiles | Four tiles | 10 tiles | +6 tiles | Do all four have the assumed shapes, without adding openings midway? |
| One flag requires at least six tiles. | At least six tiles | Five tiles | −1 tile or less | Without interim Perfects or other quests, this is slow as a replenishment plan. |
| Close a region with no flag | Any number | Zero tiles | Supply falls by the number spent. | Is there a separate purpose, such as completing a Perfect? |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| Mode | Main limit or purpose | Check when comparing | Relation to this guide |
|---|---|---|---|
| Classic | Continue by replenishing a finite supply. | Is it an ordinary run or from an old save? | Baseline for scoring and replenishment examples |
| Quick | A short run capped at 75 placements | Its cap distinguishes it from long Classic runs. | Do not assume quests extend the cap as in an ordinary run. |
| Hard | Fewer quests, faster difficulty growth and more complex tiles | Do not assume Classic's tile sequence or difficulty. | Fixed procedures are not guaranteed compatible. |
| Creative | Landscape creation with deletion, generation and other special tools | Do not confuse this with score attempts or unlock progress. | Useful for practicing ordinary edge reading |
| Custom | Configure supply, placement limit, quest frequency and more. | Match both the configuration string and seed. | Different settings change the assumptions in supply calculations. |
| Monthly | A monthly seed and special settings | Read the month and rules. | Do not reuse a past month's cap for the current month. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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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| State | Check in this order | Avoid 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 run | Identify 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 Resume | Check the save and version. Version 1.2.3 includes a Resume-related fix. | Deleting a save without checking |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.