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7 Wonders score inputs
Score 2-7 cities from one base-game end-game sheet.
Use remaining coins for official scoring and the tie-break; switch only for already-converted sheets.
City score sheet:
{{ scoreTableHelp }}
City Military {{ coinColumnLabel }} Tie coins {{ category.short }}
RankCityTotal VPTie coinsMarginStrongest rowResult noteCopy
{{ row.rank }} {{ row.city }} {{ row.total }} {{ row.tieCoins }} {{ row.margin }} {{ row.strongest }} {{ row.note }}
CityMilitaryTreasury VPWonderCivilianCommerceScienceGuildTotal VPTie coinsCopy
{{ row.city }} {{ row.military }} {{ row.treasury }} {{ row.wonder }} {{ row.civilian }} {{ row.commerce }} {{ row.science }} {{ row.guild }} {{ row.total }} {{ row.tieCoins }}
CheckStatusDetailCopy
{{ row.check }} {{ row.status }} {{ row.detail }}

        
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Introduction:

End-game scoring in 7 Wonders compresses three Ages of drafting, trading, building, and conflict into a single victory-point total for each city. The final score is not one pile of points. It is a score sheet made from military conflicts, remaining coins, wonder stages, civilian structures, commercial structures, scientific structures, and guilds.

The category rows matter because they come from different parts of the table. Military can be negative when defeat tokens outweigh victories. Civilian and wonder points are usually copied directly from cards or stages. Science and guild totals often need their own counting before they are written down. Treasury points come from coins, but coins also decide ties, so that row is easy to mishandle during cleanup.

  • Total victory points decide the ranking before any tie-break is considered.
  • Remaining coins become treasury victory points in complete groups of three.
  • Tie coins are the raw remaining coin count used only after total victory points are tied.
  • Category rows keep military, treasury, wonder, civilian, commerce, science, and guild scoring auditable after the winner is announced.
7 Wonders scoring path from category rows to treasury conversion, total victory points, and coin tie-breaks

Coin scoring is the usual source of confusion. Eleven coins are worth 3 treasury victory points because only complete groups of three score. Those same eleven coins still remain the tie-break value if another city reaches the same total victory points. Treating the converted treasury points as the tie-break number can change the winner.

A clean score sheet is also a table audit. The player count shapes the game, but once the last Age is finished, ranking is a comparison of city totals from two to seven entered score rows. The safest scoring habit is to settle card-level effects first, copy category totals carefully, convert coins once, and keep the raw coin count available until any tie is resolved.

How to Use This Tool:

Use the calculator after the final Age, when each city already has a completed score sheet row or reliable category totals.

  1. Set Player count from 2 to 7. The normal base game is played with three to seven players, while two-city entry is useful for variants, teaching examples, or a quick comparison.
  2. Choose Coin row mode. Use Remaining coins for normal scoring; the treasury row is converted to one victory point per complete set of three coins and the raw coins remain available for ties.
  3. Switch to Coin VP already scored only when the treasury row has already been converted elsewhere. In that mode, enter the actual remaining coins in Tie coins so tied totals can still be resolved.
  4. Enter city names and category values for military, wonder stages, civilian structures, commercial structures, scientific structures, and guilds. Military may be negative; negative values in other rows are treated as 0 and should be checked.
  5. Use Sample only as a demonstration sheet. Clear or replace those rows before scoring a real game.
  6. Read the top summary for Winning City, Coin Tie-Break Winner, or Shared Victory. The badges show city count, coin mode, strongest row, and either lead margin or tie-break coins.
  7. Review Score sheet checks, then use Final Ranking, Score Sheet, Tie-Break Audit, and City Point Stack to confirm the result before announcing the winner.

Interpreting Results:

Final Ranking orders cities by total victory points first, then remaining coins only when total victory points are tied. If both total victory points and tie coins remain equal, the result is a shared victory rather than a hidden extra ranking rule.

Strongest row names the largest absolute category contribution for a city. It is an audit clue, not an extra scoring category. A large negative military result can appear there because it is a major score swing even though it reduces the total.

7 Wonders score result interpretation cues
Output Meaning Check before relying on it
Total VP The sum of military, treasury, wonder, civilian, commerce, science, and guild points. Compare each row with the completed score sheet.
Tie coins The raw remaining coin count used only after total victory points are tied. In scored-coin mode, do not leave this at 0 for a tied leader unless the city truly has no coins.
Margin The gap from the winner, shown in victory points or coins depending on the tie situation. Read the result note to see whether total points or coins decided the rank.
Tie-Break Audit A short explanation of treasury conversion, winner tie-break status, player count, and military negatives. Use it whenever the top total is tied or a warning appears.

The City Point Stack chart shows how each city built its total, but the chart does not fix a copied row error. Recount science, guilds, and coins at the table when the leading cities are close or a warning mentions missing tie coins.

Technical Details:

7 Wonders scoring is additive once each category has been settled. Military conflict tokens can add or subtract points; most non-military rows are non-negative; and treasury scoring converts leftover coins by floor division. The ranking comparison is lexicographic: total victory points come first, then remaining coins break only tied totals.

Science and guild rows are already score-sheet values at this stage. Scientific symbols and sets, guild conditions, and any card-specific effects need to be counted before entry. After those category values are known, the remaining technical work is whole-number cleanup, coin conversion, row summing, and tie handling.

Formula Core:

The treasury rule uses floor rounding, so leftover coins that do not complete a group of three do not add treasury victory points.

Treasury VP = remaining coins3 Total VP = military+treasury+wonder+civilian+commerce+science+guild Rank = higher Total VP, then higher remaining coins

For example, 11 remaining coins produce floor(11 / 3) = 3 treasury victory points and 11 tie coins. If the other six rows sum to 54, the city finishes on 57 victory points. Another city on 57 victory points with 18 remaining coins ranks ahead by the coin tie-break.

7 Wonders scoring category treatment
Category Accepted value Scoring treatment
Military conflicts Whole points, positive or negative Added directly because defeat tokens can subtract points.
Treasury Non-negative coins or already-scored coin VP Remaining coins are converted by complete groups of three; scored coin VP is accepted as entered.
Wonder stages Non-negative whole points Added from completed wonder stages that grant victory points.
Civilian structures Non-negative whole points Added from blue cards.
Commercial structures Non-negative whole points Added from yellow cards that grant end-game victory points.
Scientific structures Non-negative whole points Added after science symbols and sets have already been scored.
Guilds Non-negative whole points Added after each guild card's condition has already been counted.
7 Wonders ranking and input boundary rules
Case Rule Practical effect
Unique top total Highest Total VP wins. Remaining coins do not change the winner.
Tied top total Higher Tie coins wins among the tied cities. The tie-break value must be actual remaining coins, not only converted treasury victory points.
Tied total and tied coins The cities share victory. Any display order after that is only for stable table sorting.
Decimal entry Values are rounded to whole numbers before scoring. Use whole score-sheet values to avoid accidental rounding.
Negative non-military entry The value is treated as 0. Review the warning because most non-military rows cannot be negative.

The score stack chart uses the same category values as the total, so it is a visual audit rather than a separate scoring path. Rank numbers use competition-style gaps: if two cities share the same total and tie coins, the next city keeps its sorted position after the tie.

Accuracy and Privacy Notes:

The calculator checks arithmetic and ranking from the values entered on the page. It does not inspect the physical table, recalculate science symbols from cards, or add expansion-specific score rows that are not present in the base-game sheet.

  • Use Remaining coins unless the coin row has already been converted into treasury victory points.
  • When Coin VP already scored is selected, enter actual remaining coins in Tie coins for every city.
  • Treat warnings as audit prompts. Duplicate names can be harmless, but negative non-military rows and missing tie coins can change the announced result.
  • The score data is processed in the browser by the calculator; it is not submitted to an external scoring service by the page.

Worked Examples:

Raw coins convert into treasury points. Alexandria enters 11 in the coin row. Score Sheet shows Treasury VP as 3 (11 coins). With military 5, wonder 10, civilian 18, commerce 6, science 8, and guild 7, the total becomes 57.

Coins resolve a tied top total. Babylon also reaches 57 total victory points, but has 18 tie coins while Alexandria has 11. Final Ranking places Babylon first, and Tie-Break Audit reports that coins resolved the tie.

Already-scored coin rows need one extra value. A paper sheet lists Babylon's coin row as 6 victory points, so Coin VP already scored is selected. If Babylon and another city tie while Tie coins is left at 0, the warning explains that actual remaining coins are needed before the tie-break can be trusted.

A minus sign can hide a copying error. A military entry of -3 can be valid because defeat tokens subtract points. A -3 in civilian or guild scoring is treated as 0 and should be checked against the original score sheet.

FAQ:

Should I enter coins or coin victory points?

Enter actual remaining coins in Remaining coins mode for normal scoring. The calculator converts complete groups of three into treasury victory points and keeps the raw coin count for ties.

What if my paper sheet already converted the coin row?

Choose Coin VP already scored, enter the scored coin victory points, and fill Tie coins with each city's actual remaining coins.

Does it calculate science symbols or guild card effects?

No. Enter the final science and guild point totals from the completed score sheet. The calculator sums category rows, converts coins when needed, and ranks the cities.

Why can I score only two cities?

The normal base game is a three to seven player game, but the page accepts two-city sheets for short comparisons, teaching examples, or variant recaps.

Which warnings should I fix first?

Fix negative non-military rows and missing Tie coins for tied leaders first, because those can change totals or the official tie-break. Duplicate city names mostly affect readability.

Glossary:

Victory points
The final scoring unit used to compare cities at the end of the game.
Treasury VP
Victory points from remaining coins, normally one point per complete set of three coins.
Tie coins
The actual remaining coin count used after tied total victory points.
Coin row mode
The choice between entering raw remaining coins or already-scored coin victory points.
Strongest row
The category with the largest absolute contribution for a city.
Shared victory
A tie that remains after comparing both total victory points and remaining coins.

References: