How to keep score in 7 Wonders
7 Wonders is scored once, after Age III, in seven categories: your wonder, your coins, your military tokens and your blue, yellow, green and purple cards. Science is the tricky one. Each symbol scores its count squared, plus 7 for every set of three different symbols. The highest total wins.
- Players
- 3 to 7
- Who wins
- Highest total after Age III
- Scored
- Once, at the end of the game
- Tie-breaker
- Most coins
The seven categories
Here they are in the order of the current edition's score pad. Add each one up for every player, then the totals.
| Category | How it scores |
|---|---|
| Wonder | The points on each stage you built |
| Coins | 1 point for every 3 coins |
| Military | Victory tokens of 1, 3 or 5, and −1 for each defeat |
| Civilian (blue cards) | The points printed on each card |
| Commercial (yellow cards) | As each card says. Only some score. |
| Science (green cards) | Each symbol's count squared, plus 7 for each set of three |
| Guilds (purple cards) | As each card says, often counting your neighbours' cards |
Coins round down: 8 coins are worth 2 points, and the 2 left over score nothing. They still count in a tie.
Military
At the end of each Age, compare your shields with each neighbour's. Beat a neighbour and take a victory token: 1 in Age I, 3 in Age II, 5 in Age III. Fall short and take a −1 defeat token. A tie takes nothing.
You have two neighbours, so each Age gives you two results. Military can score anything from −6 to 18.
Science
Green cards carry one of three symbols: the compass, the gear and the tablet. They score two ways, and you add both together.
- Identical symbols: the number of each symbol, squared. 1 scores 1, 2 score 4, 3 score 9, 4 score 16, 5 score 25 and 6 score 36.
- Sets of three different: 7 for each complete set of compass, gear and tablet.
With 3 compasses, 2 gears and 1 tablet: 9 + 4 + 1 = 14 for identical symbols, plus 7 for one full set, 21 in all.
Symbols from a wonder stage or the Scientists Guild count with your green cards. The guild's symbol is whichever one you choose at the end.
Did the second edition change the scoring?
No. Repos Production's second edition, from 2020, kept all seven categories and the same military and science values. The wonder boards now have Day and Night sides instead of A and B, some wonders, card costs and chains were changed, and the Decorators Guild, worth 7 if your whole wonder is built, replaced the Strategists Guild.
The first edition also had a two-player variant. The second edition is for 3 to 7 players, and 7 Wonders Duel is the two-player game.
Expansions
Leaders adds white leader cards and Cities adds black cards and debt, which counts against you. Each adds its own line to the count, so check the rules in that box before you add up.
What people often get wrong
- Science squares, it doesn't add. Four of one symbol is 16, not 4.
- Sets need all three symbols. 4 compasses and 4 gears with no tablet score 32, and no 7.
- Coins round down. 11 coins are 3 points.
- Military ties take nothing. Neither player takes a token.
A scoring example
The final count in a three-player game. With three players, each player's two neighbours are the other two.
| Ana | Ben | Cleo | |
|---|---|---|---|
| Wonder | 10 | 3 | 7 |
| Coins | 3 | 1 | 2 |
| Military | 9 | 13 | −6 |
| Civilian | 18 | 12 | 9 |
| Commercial | 4 | 6 | 0 |
| Science | 2 | 4 | 36 |
| Guilds | 6 | 8 | 5 |
| Total | 52 | 47 | 53 |
Cleo lost every military conflict, −6 in all. But her 3 compasses, 3 gears and 2 tablets scored 9 + 9 + 4 for identical symbols and 14 for two full sets: 36, enough to win by a point.
Ana's 10 coins scored 3, with 1 coin left over. Ben won both his conflicts in Age III, 5 each, for most of his 13 military points.
Keep score for 7 Wonders in Tallynight
7 Wonders isn't one of Tallynight's built-in games, but it takes a minute to set up. Choose Something else, then under How you score pick Rounds, and under Who wins pick Highest. Tap Add to favourites so it's ready next time, then Start game.
Tallynight doesn't know the seven categories or work out science for you, so add each player's science first. Then use one round for each category, in the score pad's order, and type everyone's points on one keypad. Military can go below zero, so keep the minus signs.
- Everyone's points for a category on one keypad
- Minus points for military defeats
- Tap any line to fix it
- A winner card at the end, and with Tallynight Pro, a Family Hall of Fame of wins and streaks

A 7 Wonders score sheet to print
Playing on paper tonight? Print a free 7 Wonders score sheet, or save it as a PDF.
Questions
How do you score science in 7 Wonders?
Square the number of each symbol and add them up, then add 7 for each set of three different symbols. 3 compasses, 2 gears and 1 tablet score 9 + 4 + 1 + 7 = 21.
How many points are coins worth in 7 Wonders?
1 point for every 3 coins. Leftover coins score nothing, but they break a tie.
How do military points work in 7 Wonders?
At the end of each Age, beat a neighbour's shields and take 1, 3 or 5 points for Age I, II or III. Fall short and take −1. A tie takes nothing.
Who wins a tie in 7 Wonders?
The tied player with the most coins. If that's tied too, they share the win.
Did the 7 Wonders second edition change the scoring?
No. The 2020 edition kept the seven categories and their values. Some wonders, cards and one guild changed.
Does the Scientists Guild count as science in 7 Wonders?
Yes. It gives you one science symbol of your choice at the end, which counts with your green cards for both squares and sets.