Level 2 · GeneticistLesson 11 of 18

Dinosaur Island Endgame and Final Scoring Math

Dinosaur Island endgame strategy: spotting the last round, every source of final points, the empty exhibit penalty, money at $5 per VP, and counting early.

Dinosaur Island does not end on a fixed round. It ends when only one objective is left unclaimed, and the round finishes from there. That means the last round can arrive faster than you expect, and anything you have not turned into points by then is mostly wasted. This lesson covers spotting the end, what everything is worth, and how to spend down.

When the end triggers

Objectives can be claimed at any time, by any player who meets them. Once a player claims one, others who meet it before the end of that phase may also claim it. After the phase ends, it is closed.

The end triggers when only one objective remains unclaimed. You then finish the current round and go to final scoring. Because the trigger can happen in any phase, the “last round” might be the round already in progress. If an objective is claimed in the Research Phase and that leaves one open, you still get the Market, Worker, Park, and Cleanup phases of that round.

The game starts with objectives equal to the number of players plus one. With 4 players, five objectives are out, and the game ends when four are claimed.

Every source of final points

At the end, add to your score track:

  • Attractions: each scores its listed VPs.
  • Exhibits: each scores its VP value times the dinosaurs in its paddock.
  • Empty exhibits: minus 10 VPs each.
  • Objectives: each one you claimed scores its printed value, 6 to 8 VPs.
  • Money: 1 VP for every $5. Remainders score nothing.

The score track already holds everything you earned during play: your starting 10, every patron you scored, and every penalty for eaten visitors.

If players tie, the one with more leftover money wins.

What a resource is worth at the end

Once the last round has started, convert everything:

  • $1 is worth 0.2 VP if you keep it, and only in blocks of $5. $4 left over is worth nothing.
  • DNA in storage is worth nothing, unless it lets you claim an objective.
  • A worker is worth whatever its slot gives this round.
  • A dinosaur created in the final Worker Phase is worth its exhibit’s VP value at the end, plus one more visitor space in the final Park Phase.

So in the final round, a dinosaur almost always beats money. If a dinosaur costs $4 in security and $3 for a paddock upgrade, and its exhibit is worth 3 VP, that is $7 for 3 VP plus a visitor space, against 1 VP if you kept the $7.

The final market

The last Market Phase is a good moment to buy an attraction purely for its printed VPs, since it scores at the end no matter when you bought it. A cheap attraction in the $2 row can turn a few leftover dollars into several VPs. Compare its total market price with the VPs on the tile.

The final Worker Phase

Order matters here:

  1. Fill every empty exhibit first. Each one is a 10 VP swing.
  2. Create dinosaurs in your highest-VP exhibits.
  3. Raise security only as much as the final Park Phase needs. Security has no value after that phase.

Point 3 is easy to miss. In the final round, the only reason to buy security is to save visitors in that one Park Phase. Compare the price of a level with the visitors it would save.

Counting before the end

Get in the habit of projecting your final score when two objectives remain. Add your current score, your exhibits, your attractions, and your claimed objectives. Do the same quickly for each rival. That tells you whether to push the game to end now or slow it down, which is the subject of the objectives lesson.

A worked last round

You have $13, 5 workers, and one empty exhibit with DNA for its first dinosaur.

  • Create that dinosaur: no 10 VP penalty, plus its exhibit’s VP value.
  • Raise security by one, if the final Park Phase needs it.
  • Buy the $2 row attraction if its total price leaves you at a multiple of $5.

Each step adds points. Leaving $13 unspent would be worth 2 VP.

An endgame checklist

  1. How many objectives are left, and could this round be the last?
  2. Is any exhibit empty?
  3. What is every leftover dollar going to buy?

Our piece on why the play time on the box rarely matches your table helps when you plan an evening around a game whose length the players decide.

Next lesson

Dinosaur Island Objectives: Controlling When the Game Ends

Level 3 begins with objectives and timing: choosing when the game ends, and racing or blocking the last few claims.

Unofficial. Not affiliated with Pandasaurus Games. Dinosaur Island is a trademark of Pandasaurus Games.