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City score sheet setup
Use 3–7 for a normal base game; two rows are available for teaching or a quick comparison.
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Results update as you edit. In pre-scored mode, keep actual remaining coins in the Tie coins column for the official tie-break.
City Military {{ coinColumnLabel }} Tie coins Wonder Civilian Commerce Science Guild
Opening Advanced or keeping the default does not change any score, winner, or tie-break.
{{ tableExportAnnouncement('ranking') }}
RankCityTotal VPTie coinsMarginStrongest rowResult noteCopy
#{{ row.rank }}{{ row.name }}{{ row.total_vp }}{{ row.tie_coins }}{{ rankingMargin(row) }}{{ row.strongest_label }} {{ row.strongest_value }}{{ row.note }}
{{ tableExportAnnouncement('sheet') }}
CityMilitaryTreasury VPWonderCivilianCommerceScienceGuildTotal VPTie coinsCopy
{{ row.name }}{{ row.military }}{{ row.treasury }}{{ row.wonder }}{{ row.civilian }}{{ row.commerce }}{{ row.science }}{{ row.guild }}{{ row.total_vp }}{{ row.tie_coins }}
{{ tableExportAnnouncement('audit') }}
CheckStatusDetailCopy
{{ row.check }}{{ row.status }}{{ row.detail }}
{{ chartExportAnnouncement }}
  • Military
  • Treasury
  • Wonder
  • Civilian
  • Commerce
  • Science
  • Guild

The last card does not settle a game of 7 Wonders. Each city still has to turn three Ages of construction, conflict, commerce, and science into a score that everyone can check. The base-game score pad keeps seven contributions separate: military conflicts, treasury, wonder stages, civilian structures, commercial structures, scientific structures, and guilds.

Most rows are totals already resolved from cards, tokens, or wonder effects. Science deserves particular care because identical symbols score as squares and each complete set of three different symbols adds 7 victory points. Military is the one category that may be negative when defeat tokens outweigh victory tokens.

End-game quantities used to rank 7 Wonders cities
QuantityRole at the end of the game
Category pointsAdd together to form total victory points.
Treasury pointsCount 1 victory point for each complete set of 3 remaining coins.
Remaining coinsBreak a tie on total victory points; the raw coin count is used, not converted treasury points.

A city with 11 coins gains 3 treasury victory points because two coins are left outside a complete set. All 11 coins still count if that city ties another on total victory points. Converting the coins and then using 3 as the tie-break value is a common scoring error.

Ranking follows only the published end-game order. Highest total victory points wins; tied totals are compared by remaining treasure; cities still equal on both share victory. The category breakdown explains where a score came from, but no category has priority over another during ranking.

How to Use This Tool:

Enter the finished score-pad values after card effects and science scoring have already been resolved.

  1. Choose a Player count from 2 to 7. The base game normally uses 3 to 7 players; two rows are available for teaching or a direct comparison.
  2. Choose Coin entry. Enter raw remaining coins for the official complete-sets-of-three conversion, or enter pre-scored treasury VP and supply the actual Tie coins separately.
  3. Replace the sample city names and enter whole-number category totals. Military may be negative; a negative value in any other category is changed to zero and flagged for review.
  4. Read the final ranking and tie-break audit before announcing the winner. If pre-scored mode shows a tied leader with zero tie coins, confirm the actual remaining treasure.

Interpreting Results:

A unique highest total wins without a tie-break. When two or more cities share that total, the highest raw coin count wins. Equal totals and equal coins produce a shared victory. Rank numbers also remain equal for cities tied on both values.

Strongest row identifies the largest absolute category contribution for a city. It helps audit a surprising score but adds no bonus and does not affect rank. Because absolute value is used, a large negative military total can be named as the strongest row.

Technical Details:

The score calculation accepts 2 to 7 active city rows. Each visible category is rounded to a whole number. Military keeps its sign, while treasury, wonder, civilian, commerce, science, guild, and tie-coin entries cannot contribute a negative value.

Formula Core

In raw-coin mode, only complete groups of three create treasury victory points.

VPtreasury=coins3

Total victory points are the sum of all seven score rows.

VPtotal=military+treasury+wonder+civilian+commerce+science+guild

Pre-scored mode uses the entered treasury victory points directly but still keeps a separate raw coin value for ties. Changing the chart order changes presentation only.

Rule Core

  1. Sort cities by total victory points from highest to lowest.
  2. For equal totals, sort by remaining coins from highest to lowest.
  3. If total victory points and coins are both equal, assign the same rank and shared victory to tied leaders.
  4. When both comparisons are equal for lower-ranked cities, retain their original score-sheet order without inventing another tie-break.

Worked Examples:

Treasure decides a tied total

Alexandria and Babylon each finish on 58 victory points. Alexandria has 11 coins and Babylon has 8. Both receive treasury points only from complete groups of three, but the ranking compares all remaining coins, so Alexandria wins the tie-break 11 to 8. If both had 11 coins, they would share victory.

References: