7 Wonders board game box cover

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

This calculator totals your seven categories and forgets when you leave. Saved games, player stats, and the squared science math live in the free Meeply app →

How 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.

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7 Wonders Scoring Questions

How do you score 7 Wonders?
Total seven categories at game end: military conflict tokens (victory minus defeat), 1 point per 3 coins, points printed on your built wonder stages, blue civilian card points, green science (squares of each symbol plus 7 per complete set), Age III yellow commercial cards, and purple guild cards. The highest total wins.
How does science scoring work in 7 Wonders?
Each of the three symbols — tablet, compass, gear — scores the square of how many you have (1, 4, 9, 16, 25...), and every complete set of all three different symbols adds 7 points. Example: 3 gears, 2 tablets, 2 compasses = 9 + 4 + 4 from squares, plus 2 complete sets × 7 = 14, for 31 points total. Assign any wild "choice" symbols to maximize the result.
How do military points work in 7 Wonders?
At the end of each age you compare shields with both neighbors. Winning earns a token worth +1 in Age I, +3 in Age II, and +5 in Age III; losing earns a −1 token in any age. Your military score is the sum of victory tokens minus one point per defeat token, and it is the only category that can be negative.
How do coins score in 7 Wonders?
Coins left in your treasury at the end of the game score 1 point for every 3 coins, rounded down. So 9 coins is 3 points and 8 coins is 2 points — leftover coins that do not complete a group of three are worth nothing.
What is a good 7 Wonders score?
A typical winning score lands somewhere in the 50s to low 60s. Anything 70 or above is a strong game, usually built on a big science play or a stacked civilian-and-guild board. Scores swing a lot with player count and which strategies are contested.
Who wins a tie in 7 Wonders?
The tied player with the most coins in their treasury wins. If coins are also equal, the rulebook declares a shared victory.
Does Meeply support 7 Wonders?
Yes — 7 Wonders is one of 300+ games with rules-aware scoresheets in the free Meeply app, including the per-category breakdown and the squared science math done for you. Free to try.