At the end of the 10 tricks, each player looks at what he or she has taken. If the goal card was points based, then the player combines the number on the goal card and the number on the bid token to see how far their score deviated from the number of points on the tricks he took. That score is recorded on the scoreboard with the gnome figure of their chosen color. If the score is greater than 10, then 10 is the score recorded. If the goal is card based, then the bid token is ignored and the player records the different between the goal and the number of cards taken.
When one player reaches 30 or more points, the game ends and the person with the low point total wins.
There is a game mechanic to help players remain competitive for the win even if they fall behind. When a player reaches 10 points, at the start of the next hand he or she may take either two goal cards or two big tokens. That player will pick one goal card and one bid token to keep and discard the rest. When that player reaches 20 points, he may pick two goal cards and two bid tokens and keep one of each. Those decisions are made after looking at the hand they have been dealt.
The game plays smoothly once players get the system and the difference between points and values.
TPGN isn’t without some problems. The rulebook is only four pages and the pages are small in size. The pages should have been larger to allow larger graphic display of the card examples. As it was, it took me three readings of the rules to really find out how the game was scored.
There is one combination a player can get that won’t be enjoyable. If a player draws a No Goal goal card, that player will automatically loses 10 or less points that hand no matter what they do. They can only play the role of the spoiler. Of course, once that player gets to 10 or 20 points, they can avoid getting stuck with that card.