W Win Board Games
Home

7 Wonders

Expert 7 Wonders commits to science or military by age two. Science pairs score exponentially; a third symbol is worth less than completing two pairs. Guilds in age three reward what neighbors built.

Quick winning principles

  • Draft science symbols you already have—pairs score 4, triples only add 1 each.
  • Take military in age two when neighbors are building science, not age one.
  • Pick guilds that score off neighbors' brown and grey cards.
  • Chain-build your wonder stages in ages one and two for free card plays.

Ideal strategy

  1. 1

    Science pairs: two tablets plus two compasses scores 16; chasing a third symbol wastes drafts.

  2. 2

    Military timing: age two shields when neighbors ignore military; one loss costs 1 VP, two losses cost 5.

  3. 3

    Guild selection: Mathematicians Guild plus science neighbors, or Guild of Merchants with resource-heavy neighbors.

  4. 4

    Resource economy: buy from neighbors only when the card saves a full draft; otherwise take gold.

  5. 5

    Wonder stages: Babylon stage two hiding a card enables science pair completion in age three.

  6. 6

    Endgame: science board with 4 symbols plus one guild often beats military without wonder points.