7 Wonders Duel board game box cover

7 Wonders Duel Score Calculator & Score Sheet

Military, treasury, Wonders, and your four colours of cards — all eight end-game categories, totaled for both players. Free, two columns because the game is two players, with expansion scoring explained.

Score Calculator

This calculator totals your eight end-game categories and forgets when you leave. Saved games, head-to-head records, and win rates live in the free Meeply app →

How 7 Wonders Duel Scoring Works

Start with the thing that catches most new players out: plenty of games of 7 Wonders Duel never get scored at all. There are three ways to win, and two of them end the game the instant they happen. If the Conflict pawn reaches your opponent's capital, that's a military supremacy and you win on the spot. If you gather six different scientific symbols, that's a scientific supremacy and you win on the spot. Neither one tallies a single point.

The third way is the civilian victory, and that's what the calculator above is for: you play out all three Ages, add up eight categories, and the higher total wins. Here's each category, and where the points quietly pile up.

1Military

The Conflict pawn starts dead centre and gets shoved back and forth all game by red military cards. At the end of a civilian game it sits in one player’s half of the track, and only that side’s owner is affected: the player it has been pushed toward concedes the zone’s value, and their opponent banks it. Depending on how far it travelled that’s 0, 2, 5, or 10 points. Enter the points for whoever gained them and leave the other player on 0 — this row never scores for both.

2Treasury

Count the coins still in front of you when the last card is taken and score 1 point for every 3 of them. Divide by three and ignore the remainder: 11 coins is 3 points, not 3 and a bit. Coins are the quietest points in the game, which is why a hoarding player who never looked like they were winning suddenly closes a 5-point gap at the final count. Enter the points here, not the coins.

3Wonders

Each of the Wonders you actually built scores the victory points printed on it. Wonders you drafted but never constructed are worth nothing, and remember that only seven of the eight Wonders in play can ever be built — the last one is removed the moment the seventh goes down. Add the printed values across your constructed Wonders and enter the total.

4Civilian Buildings

The blue civilian buildings are the game’s most straightforward points: each one shows a number and you add them up. They do nothing else, which makes them the safe pick when you can’t see a better play. Worth counting carefully for a second reason — blue buildings break ties, so this figure decides the game when the totals land level.

5Scientific Buildings

Green scientific buildings show victory points on the card like the blues do, so add the printed numbers. Their symbols matter far more than their points during play — matching pairs earn Progress tokens, and six different symbols ends the game on the spot — but if the game went the distance, all you need here are the printed values.

6Commercial Buildings

Most yellow commercial buildings earn their place through coins and trade discounts rather than points, so plenty of them are worth nothing at all here. The ones that do carry victory points show them on the card. Add the printed values across your yellow cards and enter the total — often a small number, occasionally the one that swings a close game.

7Guilds

The purple Guilds are the recount trap. Each one has its own end-game condition, and several look at whichever player holds more of a given card type — which means you have to check your opponent’s city, not just your own, before you can score your own card. Resolve each Guild separately, one at a time, then total them. If a number surprises you at the end of a game, it is usually a Guild.

8Progress Tokens

Progress tokens are the small round tiles you take for matching a pair of science symbols. Most of them grant an ongoing ability, but some carry victory points that only land at the end of the game. Check the tokens sitting in your play area, add the points from the ones that have them, and ignore the rest — they earned their keep during play instead.

If the Totals Are Level

A two-player game with eight scoring categories ties more often than you'd expect. When it does, the player with more points from civilian buildings — the blue cards — takes the win. That's the whole tiebreaker, which is a good reason to keep the blue total in its own row rather than folding it in with everything else.

Looking for a 7 Wonders Duel Score Sheet?

If you came here hunting for a 7 Wonders Duel score sheet to print, the calculator above does the same job with the math built in — one row per category, one column per player, totals and the blue-card tiebreaker handled. It forgets everything when you leave, though. For a score sheet that remembers — every game, every result, the running head-to-head — 7 Wonders Duel is one of 300+ games in the free Meeply app.

Scoring the 7 Wonders Duel Expansions

Neither expansion rebuilds the score sheet. Both add cards and mechanisms whose points join the same final tally, so the eight categories above still hold.

Pantheonadds divinities you invoke

Pantheon brings the gods to the table. Alongside the usual card structures you gather Mythology tokens and use them to invoke divinity cards, each with its own effect on the game — and several of them are worth victory points. Nothing about the final count changes structurally: divinity points fold into the same tally as everything else, so the eight buckets above still describe the score sheet.

Agoraadds senators and the Senate

Agora adds the Senate: a board of chambers you take control of with senator cards, plus conspiracy cards you plot with in secret. It introduces a fourth path to influence rather than a fourth thing to add up — whatever points it produces go into the same final tally, counted alongside your buildings, Wonders, and coins.

However you mix them, the eight categories still anchor the score sheet — the calculator above covers the base game, so jot expansion points alongside it. Or skip the jotting: the Meeply app has 7 Wonders Duel in its catalog, so the final tally doesn't turn into a two-handed recount.

This Page Adds. Meeply Remembers.

A calculator gives you tonight's total and forgets it. Meeply keeps the whole rivalry — every 7 Wonders Duel game, the running head-to-head, every "you only won that one on coins" settled with receipts.

Free to try. 7 Wonders Duel is one of 300+ games with rules-aware scoresheets built in.

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7 Wonders Duel Scoring Questions

How do you score 7 Wonders Duel?
If the game goes the full three Ages, you score eight things and add them together: Military (the Conflict pawn’s final position, worth 0, 2, 5, or 10 to one player), Treasury (1 point per 3 coins), your constructed Wonders, and the printed points on your civilian (blue), scientific (green), commercial (yellow), and Guild (purple) cards, plus any Progress tokens that carry points. The higher total wins.
What are the three ways to win 7 Wonders Duel?
Military supremacy, scientific supremacy, or points. If the Conflict pawn reaches your opponent’s capital, you win immediately. If you collect six different scientific symbols, you win immediately. Both of those end the game on the spot with no scores counted at all. Only if neither happens do you play out all three Ages and win the civilian victory on total points — that is the game the calculator on this page is for.
How does military scoring work at the end of the game?
At the end of a civilian game the Conflict pawn is sitting somewhere on the military track, in one player’s half. The zone it has reached is worth 0, 2, 5, or 10 points, and those points go to the player who pushed it there — the one whose capital it is furthest from. The other player scores nothing in this row. Only one side ever scores military points at the end.
How do coins score in 7 Wonders Duel?
Every 3 coins left in your treasury at the end of the game are worth 1 victory point. Divide your coin total by three and drop the remainder — 8 coins is 2 points, 9 coins is 3. Coins you spent during the game are gone; only what is still in front of you counts.
Do Progress tokens give you points?
Some of them do. Most Progress tokens grant an ongoing ability during play, but a few carry victory points that are counted at the end of the game. Look at the tokens in your play area, score the ones printed with points, and ignore the rest.
What is a good score in 7 Wonders Duel?
A winning civilian score usually lands somewhere in the 60 to 70 range. Much lower than that and the game was probably decided by a narrow board rather than a strong one; well past 70 generally means a big Wonder engine or a pile of Guilds paying off at the end. Bear in mind that plenty of games never produce a score at all, because a military or scientific supremacy ended things early.
Who wins a tie in 7 Wonders Duel?
The player with more points from civilian buildings — the blue cards — wins the tie. It is worth keeping that figure separate rather than lumping the blues in with everything else, which is exactly what the calculator above does.
Is there a 7 Wonders Duel score sheet I can use online?
This page is one. It is a free digital 7 Wonders Duel score sheet with a row for each of the eight end-game categories, two player columns, and the math done for you — including the tiebreaker. It forgets everything when you close the tab, though. For a score sheet that remembers every game and every result, 7 Wonders Duel is in the free Meeply app’s catalog.
How do the 7 Wonders Duel expansions change scoring?
They add material rather than a new tally. Pantheon brings divinity cards you invoke with Mythology tokens, several of which are worth victory points. Agora adds the Senate, senator cards, and conspiracies. In both cases the points fold into the same final count as your buildings, Wonders, and coins, so the categories above still describe the score sheet — and the Meeply app has 7 Wonders Duel in its catalog.