
7 Wonders Score Calculator & Science Scoring Guide
Total military, coins, wonder, civilian, science, commercial, and guild points — for up to 7 players, free, with the squared science math handled for you.
Score Calculator
| Category | ||
|---|---|---|
| Military Conflicts | ||
| Treasury Contents | ||
| Wonder | ||
| Civilian Structures | ||
| Scientific Structures | ||
| Commercial Structures | ||
| Guilds | ||
| Total | 0 | 0 |
It's a tie — most coins in the treasury wins!
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Keep your games — get Meeply freeHow 7 Wonders Scoring Works
7 Wonders is settled entirely at game end across seven categories, added together for one final total. Here's what counts in each — and how the famous green-card science math actually works.
1Military Conflicts
At the end of each age, you fight both neighbors by comparing shields. A win earns a victory token worth +1 in Age I, +3 in Age II, and +5 in Age III; a loss earns a −1 defeat token in every age. Add up your victory tokens, subtract one point for each defeat token, and enter the net here. This is the only category that can drop below zero — a peaceful player who loses every conflict can finish at −6.
2Treasury Contents
Count the coins left in your treasury at game end and score 1 point for every complete set of three, rounding down — so 8 coins is 2 points, not 2⅔. Leftover coins are worth nothing on their own, which is why late-game spending down to a multiple of three, or hoarding one more trade, occasionally matters. Enter the point value here, not the raw coin count.
3Wonder
Your wonder board is built in stages over the game, and most stages print a fixed point value (the classic Giza and the Pyramids track pays 3 / 5 / 7). Add up the points shown on every stage you actually completed — unbuilt stages score nothing — and enter the total. Some wonders grant coins, military shields, or science symbols instead of points; those flow into their own categories, not here.
4Civilian Structures
Blue cards are the simplest scorers in the game: each one prints a flat number of victory points and does nothing else. Sum the numbers on all of your blue cards across the three ages and enter the total. Civilian points are the reliable backbone of most winning boards — quiet, uncontested, and impossible to lose to a neighbor.
5Scientific Structures
Green cards show one of three symbols — tablet, compass, or gear — and they score in two ways at once. First, each symbol type scores the square of how many you own: 1 symbol is 1 point, 2 is 4, 3 is 9, 4 is 16, 5 is 25, and so on. Then you score a 7-point bonus for every complete set of three different symbols (one tablet, one compass, one gear). Worked example: 3 gears, 2 tablets, and 2 compasses scores 9 + 4 + 4 from the squares, plus 14 for the two complete sets (2 × 7), for 31 points. A few sources — the Scientists guild and some wonder stages — grant a wild symbol you choose at game end; always assign it to whichever type squeezes out the most points.
6Commercial Structures
Most yellow cards are about trade and coins and score nothing directly, but the Age III commercial cards (like the Arena, Lighthouse, Chamber of Commerce, and Haven) pay victory points based on things you own — wonder stages built, brown or grey resource cards played, and so on. Resolve each of those cards against your final board and enter the combined total. If you played no scoring yellow cards, this row is simply zero.
7Guilds
Purple guild cards appear only in Age III and each scores an end-game condition — often by looking at both neighboring cities as well as your own. The Traders, Craftsmen, and Magistrates guilds count cards of a color across you and your neighbors; the Shipowners guild counts your own brown and grey cards; the Scientists guild hands you a free wild science symbol. Score each guild you drafted and enter the total. Guilds are the sneakiest swing in the game because their value depends on what everyone around you built.
Expansions & the 2-Player Sibling
Leaders adds a draft of recruitable leader cards that bend the rules and score their own end-game bonuses. Cities introduces black cards, diplomacy, and debt — a category that actively subtracts points. Armada bolts on a naval track with its own shipyards and fleets, and Edifice adds shared community projects that reward or penalize everyone at once. Each expansion layers new scoring on top of the same seven-category spine, which is exactly why a rules-aware scoresheet earns its keep once your table starts mixing them. Note that 7 Wonders Duel is a separate two-player game rather than an expansion — it keeps the wonders-and-cards feel but replaces the neighbor drafting with a shared card pyramid and adds military and science tracks that can win outright, so it needs its own score sheet entirely.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps every 7 Wonders game, every player's win rate, and does the squared science math so the green cards never spark a recount.
Free to try. 7 Wonders is one of 300+ games with rules-aware scoresheets built in.

