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7 Wonders Duel scoring

7 Wonders Duel score sheet

A game of 7 Wonders Duel can end before anyone needs a 7 Wonders Duel score sheet: push the conflict pawn into your rival’s capital, or collect six different science symbols, and you win at once. If nobody does by the end of Age III, you count points, and the most wins.

  • 2 players
  • About 30 minutes
  • Ends after Age III, or at a supremacy
  • Most points wins

Tabletales is free on iPhone and iPad.

This is the real Scorepad, live: a points finish, typed line by line. A tie gives both of you the trophy.

About the game

7 Wonders Duel

2015 · 2 players

  • BGG #24
  • 30 min

The two-player 7 Wonders: draft from a shared layout of cards over three ages, race for wonders, and win on the spot by pushing the conflict pawn into your rival’s capital or collecting six different science symbols. If neither happens, points decide it.

Year, players, time and rank from BoardGameGeek.

In Tabletales, 7 Wonders Duel gets its own page: how often you play it, who with, and who holds the high score. (Example numbers.)
How to play

How to play 7 Wonders Duel, in brief

You and one rival grow cities over three ages of cards. Win early by army or by science, or have the most points after Age III.

  1. Pick your wondersTake 7 coins each, then take turns choosing wonders until you each have 4.
  2. Lay out the ageDeal the age’s 20 cards into the pattern in the rules, some face down. You may only take a card nothing covers; the age ends when all are taken.
  3. Take one card a turnBuild it, discard it for coins, or tuck it under one of your wonders to build that wonder. Buy missing resources from the bank.
  4. Army and scienceRed cards push the conflict pawn toward your rival’s capital, and reaching it wins. Each pair of matching science symbols on green cards earns a progress token, and 6 different symbols win.
How the game is won

Three ways to win, and only one needs a count.

Every shield you build moves the conflict pawn toward your rival’s capital, and every green card adds a science symbol. Either can end the game on the spot. Points only matter if the game reaches the end of Age III.

What wins, and what scores

WhenPoints
Military supremacyThe conflict pawn reaches your rival’s capitalWin
Scientific supremacy6 of the 7 different science symbolsWin
Military lead after Age IIIOnly the leader scores, by the zone the pawn ends in0, 2, 5 or 10
Blue, green and yellow buildingsGreen symbols score nothing themselves; only printed points countPrinted
Purple guildsEach counts something in the city that has the most of it, such as wonders or coinsVaries
Wonders builtPrinted
Progress tokensEarned for each pair of matching science symbolsPrinted
TreasuryLeftover coins score nothing1 per 3 coins
  1. Watch the pawnEach shield moves it one space toward your rival. Entering a zone with a military token costs them 2 or 5 coins, and reaching their capital wins at once.
  2. Watch the symbolsHolding 6 different science symbols wins at once. Each matching pair earns a progress token.
  3. Otherwise, count after Age IIIThe player with the military lead scores 2, 5 or 10, by the zone the pawn sits in.
  4. Add the restPoints on your buildings, wonders and progress tokens, plus 1 for every 3 coins.
  5. Most points winsA tie goes to more points from blue civilian buildings. If that ties too, you share the win.
A points finish, added up

A 44 to 44 tie. The blue cards give it to You.

Age III ends with no supremacy, so You and Mara count. The conflict pawn sits on your side of the track, in the zone worth 5 to Mara. This is the game on the Scorepad above.

7 Wonders Duel · Final count
PlayerMilitary, buildings, wonders, tokens, coinsTotal
YouNo military points; blue 22, green 2, purple 6, wonders 10, 14 coins (4)22 + 2 + 6 + 10 + 444
MaraMilitary 5; blue 16, green 4, yellow 3, wonders 9, a progress token worth 4, 11 coins (3)5 + 16 + 4 + 3 + 9 + 4 + 344
Tabletales gives you both the trophy. The rules break it on blue buildings: your 22 beat Mara’s 16, so You win. Had her pawn reached your capital earlier, she would have won with no count at all.
Why it’s easy in Tabletales

Points or supremacy, both get kept.

Tabletales is a scorepad and scrapbook for game night. If 7 Wonders Duel goes to a points count, type each player’s total, or their scoring lines, and Tabletales adds it up and marks the winner. A military or science win is never decided by points, so you just tap the winner.

  • A points count on the keypadPick Highest wins. Type each total, or type the lines as you read them (22 + 2 + 6 + 10 + 4) and Tabletales adds them up to 44.
  • A supremacy is a tapWhen the pawn reaches a capital or someone holds 6 different symbols, pick Who won? and tap the winner. No points needed.
  • Ties share the trophyOn a tie, you both get the trophy. 7 Wonders Duel breaks a tie on blue building points.
  • And the night is keptSave it with a photo of the two cities. 7 Wonders Duel gets its own history: how often you play and who holds the high score.
See everything the Scorepad does
7 Wonders Duel saved in Tabletales: Friday at Mara’s, with You and Mara, photos from the table, and the game’s card with every score.
  • Everyone who was there
  • Photos from the table
  • 7 Wonders Duel, with its scores
Where tables go wrong

Common 7 Wonders Duel scoring mistakes

  • Playing on after a supremacyReaching the capital, or holding 6 different science symbols, ends the game on the spot.
  • Scoring science symbols as pointsGreen cards score only their printed points. The symbols win by supremacy or earn progress tokens in pairs.
  • Giving military points to both playersOnly the player with the military lead scores them, by the zone the pawn ends in.
  • Counting every coinOnly complete sets of 3 coins score, 1 point each.
Questions

7 Wonders Duel scoring, answered

How do you win 7 Wonders Duel?
Three ways: push the conflict pawn into your rival’s capital, collect 6 different science symbols, or have the most points after Age III. The first two win at once.
How does military scoring work in 7 Wonders Duel?
If nobody reaches a capital, the player with the military lead after Age III scores 0, 2, 5 or 10 points, by the zone the conflict pawn ends in. The other player scores nothing for military.
Who wins a tie in 7 Wonders Duel?
The player with more points from blue civilian buildings. If those are equal too, the two players share the win.
The printable 7 Wonders Duel score sheet: a supremacy line, then military, the four building colors, wonders, progress tokens and coins, with the total and a tiebreak line, for two players.
Free printable

7 Wonders Duel score sheet

For a game that reaches the count: each line for both players, the total, and the blue tiebreak, plus a line to note a supremacy win when there is no count.

More score sheets

Score another game

The military values (2, 5 or 10 points, and the 2 and 5 coin tokens) come from Repos Production’s rulebook. Repos Production also publishes separate rules for The Messe and a Statue of Liberty wonder card; this page covers the base game. Rules checked on 19 October 2026 against Repos Production’s rulebook, Board Game Arena and Wikipedia. 7 Wonders Duel is a trademark of Repos Production. Tabletales is not affiliated with Repos Production.

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