7 Wonders gives you many ways to win. Military strategy alone can swing your score by 24 points. You could lose 6 points by failing against both neighbours in all three rounds, or gain an impressive 18 points by dominating throughout. Science strategies need careful planning - you'll need better than 4.5 points per card to make this approach work.
Winning 7 Wonders is especially challenging when you balance your strategy against disrupting your opponents' plans. Smart players can block others from specific wonder slots by controlling certain resources. Games with fewer players make strategic card discarding more crucial.

Let's go through proven strategies that will improve your gameplay. You'll find winning approaches for different scoring paths, resource management, and wonder-specific tactics. Showing you what makes consistent winners stand out, whether you struggle with science symbols or military conflicts.
Set Up for Success in Age I
Players build their path to victory in 7 Wonders during the first age. Your initial choices shape your resource economy and strategic direction. These moves can lead you to success or force you to fight an uphill battle throughout the game.
Consider resources based on wonder and goals
Smart players look at their wonder board's requirements before picking their first card. Each wonder needs specific resources to build its stages. The abilities become more valuable as you progress. You should focus on getting resources needed for your wonder's second stage. This lets you make the most of any special powers it gives.
When picking resources, think about:
- What your wonder needs (especially for stages 2 and 3)
- Which resources show up most in your chosen strategy
- What resources your neighbours already make
Note that wood and ore show up most often in card costs. These make valuable early pickups. Stone and clay appear less often but usually in groups of three on high-value cards. So, getting at least one of each simple resource gives you the most options as the game moves forward.

Advanced players want to get 3-4 resource cards in Age I. They end up aiming for 6-7 resource cards by Age II's end. Notwithstanding that, don't fall into the rookie trap of collecting too many resources. Trading for occasional resources works better than trying to collect everything yourself.
Save your gold early unless you must spend
Starting Age II broke can limit what you can do. Having no coins might stop you from grabbing a significant 2-resource card or leave you with no good moves. Your gold in Age I should stay in your pocket.
Don't buy resources from others in the first age unless you really need to or have a trading post. That gold helps more when saved for cards that cost gold or to keep your options open at Age II's start.
Some top players sell their last Age I card for three coins. This ensures enough money for Age II's first hand. But don't sell cards for coins unless you have to. Each card you throw away is a missed chance.
Be smart about spending coins. Watch which neighbour leads the game and maybe starve them of coins by trading with your other neighbour. Or if someone struggles, trading with them might get your coins back when they pay you for resources later.
Watch those double resource cards
Double resource cards in Age I pack extra value. You should grab these cards after the second pick. They let you build more things later using fewer moves.
These double resource cards come with a rule - you can use only one resource per turn for one build. But special wonder powers like Babylon's side B let you play your last card instead of throwing it away. This means you could use the same resource card twice in different builds.
Look at which resource pairs show up on double cards when planning. Getting a Marketplace or Trading Post in Age I makes it free to build the Forum or Caravansery in Age II. This gives you most resources you'll need all game.
On top of that, notice which resource cards others throw away. This matters especially against Halikarnassos or Olympia (side A) wonders. These players can get discarded cards back as rewards for building wonder stages.

Plan Your Resource Economy
Resource management is the foundation of any winning 7 Wonders strategy. You'll win more games when you know which resources to collect yourself, the right time to borrow from others, and how to use trading to your advantage.
Brown vs. grey: what you need
The way resources are distributed in 7 Wonders plays a vital role in planning your moves. The game splits resources into two types:
- Brown cards provide common resources (Clay, Stone, Ore, Wood) and appear in Ages I and II
- Grey cards provide rare resources (Glass, Cloth, Papyrus) and show up in Ages I and II
The quickest way to play well requires one of each grey resource and two of most brown resources that fit your chosen strategy. Some high-value cards might ask for three or four of a specific resource, but these don't pop up often.
These resources show up most often in card costs:
- Wood and ore are the most common building requirements, usually asking for just one unit
- Stone and clay appear on fewer cards, but often ask for three at once
You should try to get access to about 6-7 resource cards total between Ages I and II. This sweet spot helps you avoid spending too many moves on resources while building a solid foundation for your point-scoring structures.
The right time to count on neighbours
New players might miss how interactive 7 Wonders really is, your neighbour's buildings directly affect your resource choices. Here's a simple rule: if your neighbour already has a resource you need, borrow it instead of getting it yourself.
Getting a resource from your neighbour usually costs 2 coins. Since 3 coins give you 1 victory point at game end, borrowing resources multiple times still makes economic sense. To name just one example, see how borrowing a resource 4 times costs 8 coins (worth less than 3 victory points) - this often beats using up a turn to build that resource yourself.
Smart trading means thinking about who gets the coins. Since trading fills your opponent's treasury, you should:
- Try not to trade with the player in the lead when possible
- Choose to trade with players who are behind, as they'll probably pay you for resources later
Remember that you can't buy a resource from a card played on the same turn. The resource cost also goes up based on how many of that resource your opponent makes - each extra copy adds 2 coins to what you'll pay.
Making the most of trading posts
Yellow commerce cards give you powerful ways to improve your resource economy. During Age I, try to get either an East or West Trading Post, based on which neighbour has resources you'll use most often. These cards cut the trading cost with one specific neighbour from 2 coins to 1 coin per resource.
After this original investment, the Forum or Caravansery in Age II becomes free, which really opens up your resource options. This progression gives you the most flexibility with resources without wasting moves on simple resource cards.
Here's what to think about when choosing between your own resources or trading posts:
- Resources cards become more valuable to get early in 3 or 7 player games because they're harder to come by
- Games with 4-5 players have more resources around, so trading works better
- Grey resources are easiest to find in games with 3 players or 6-7 players
Treasury cards (yellow) help you stay flexible, letting you get resources without using too many turns on resource buildings. But if you rely on them, you'll end up discarding cards for coins too often, and that's not the best way to play.
A winning resource strategy means always watching how the game develops, including your own resources, what your neighbours have, and your trading options.
Choose a Scoring Path Early
Your chances of winning at 7 Wonders soar when you commit to a scoring strategy early. Seasoned payers know that focusing their actions on a solid plan works better than trying to score in every category.
Science, military, or culture?
7 Wonders gives you three main paths to score points, and each comes with its own benefits and needs:
Science (Green Cards): This path could give you the highest points but carries the biggest risk. You can win the game outright by dominating science. Science cards are very efficient when uncontested because they score points in two ways at once, through sets of different symbols and sets of matching symbols.
Military (Red Cards): New players often underestimate military strategies. Military creates big point swings against other players. You can score 18 military points with just 4-5 cards in a typical game, which means 3.6-4.5 points per card. Each battle you win hurts your opponents twice, they lose points and miss chances to score.
Culture (Blue Cards): These cards give you reliable victory points. Culture cards work well with other strategies or when your preferred paths face too much competition. While these cards need specific resources, they offer great upgrade paths like baths to aqueduct, which give excellent point-to-card ratios.
How to read the table and commit
Look at the cards passed to you in Age I to spot the least contested path. Watch for:
- Cards that come back to you (this shows low competition)
- Resources your neighbours collect (this reveals their likely strategies)
- Your wonder's natural strengths (some wonders work better with specific paths)
Science needs early commitment, try to get at least two science cards in Age I. Science rarely works without early commitment. With military, taking red cards early tells your neighbours your plans and might discourage them from competing.
Keep an eye on crowded paths. Multiple players going for science will reduce everyone's points. Successful science players start collecting symbols in Age I, while military investment often starts in Age II.
When to stay flexible
Sticking too rigidly to one strategy can backfire. Smart players keep backup scoring options throughout the game. Here's what you should do:
- Keep enough military to avoid big losses while pursuing science
- Add blue cards to military focus since military alone tops out at 18 points
- Look for yellow and guild (purple) cards that boost your main strategy
Data shows economic (yellow) cards are linked to lower win rates, so use them to support other strategies rather than as your main path. A mix of Wonder + Blue + Red + Guild cards creates a strong combination.
Be ready to change course if too many players fight for your strategy. Sometimes it's smarter to abandon science after Age I than to compete against multiple opponents. You should also spot when opponents commit heavily to strategies you can exploit, if both neighbours collect lots of science cards, the Philosophers Guild becomes very valuable.
Your early strategic choices create momentum that lasts throughout the game. While staying flexible matters, focusing on a clear scoring path, science, military, or culture, builds the foundation for consistent wins in 7 Wonders.

Science Strategy: Build for the Long Game
Science is the most explosive scoring path in 7 Wonders if you play it right. The complexity might seem daunting, but science gives you the best point-per-card returns because it scores in two ways at once: sets of different symbols and collections of matching symbols.
Key cards and upgrade chains
Your science success starts with specific cards in Age I. The first age has three vital science cards, and each needs just one manufactured good (grey resource):
- Scriptorium (Papyrus): Upgrades to Library and might lead to Senate
- Workshop (Glass): Upgrades to Laboratory
- Apothecary (Cloth): Upgrades to Dispensary
These upgrade paths, which players call "chains," let you build higher-level science cards without paying for resources. A player with Scriptorium can build the Library free in Age II, even though it needs both cloth and papyrus.
You need at least two science cards in Age I to make science work as a strategy. Science rarely works as your main scoring path without this early investment. Players who start with a manufactured good have a big advantage because they can build their first science card without trading.
Watch out for tablets - School and Scriptorium have powerful upgrade options. A free Senate is a big deal, and School stands out as the only science card that upgrades to non-matching symbols.
How many symbols to aim for
Science scoring follows a specific pattern. You get 7 points for each complete set of three different symbols (compass, gear, tablet), plus points equal to the square of your matching symbols.
The best science play looks like this:
- Try to get at least two complete sets (26 points total, averaging 4.3 points per card)
- Three complete sets give you 48 points (5.3 points per card), and this is a big deal as it means that it's more efficient
- Five similar symbols of one type give you 25 points (5 points per card)
Maths says collecting all of one symbol type works best, but opponents can block this easily. Smart players usually balance their approach - they go for complete sets while picking up extra matching symbols when they can.
A typical 7-player game has four copies of each science symbol. This means you'll need special wonder abilities or guild cards to get more than four of any single type.
When to abandon science
Science needs constant vigilance - you must know when to switch strategies. Your biggest threat comes from opponents who block your moves.
Switch away from science if:
- You only have one science card in Age I, because the cost becomes too high
- Several opponents want science cards too, which leaves fewer cards available
- You see opponents throwing away science cards to stop your strategy
Science becomes vulnerable to hate-drafting in a 3-player game. One opponent discarding science cards can ruin your strategy. Larger games reduce the effect of individual opponents.
Military and high-value culture cards make good alternatives if you drop science. Half-hearted science usually performs worse than focused strategies. Going into Age III with just four science cards means your next two cards only give you 13 points combined - other options might work better.
Against skilled players, you might use science as a decoy. The threat of a science victory forces opponents to take cards just to block you, which could open up other scoring paths.

Military Strategy: Win with Fewer Cards
Military victory in 7 Wonders depends on building an efficient army rather than the largest one. A smart military strategy can earn 18 points with just 4-5 cards, giving you 3.6-4.5 points per card. This efficiency makes military surprisingly powerful when you play it right.
Best ages to invest in red cards
Your military investments across the three ages need careful planning:
Age I: You might want to take just one red card to build an early presence. This original investment helps in both Age I and future battles, making it great value. Many experienced players avoid early military investments to prevent arms races that waste valuable actions.
Age II: The middle period works well for military investment. You can win 3 points from each neighbour in this age. Cards like Training Grounds or Walls give free upgrades to powerful Age III structures. Red cards early in this age show your commitment and often discourage neighbours from competing.
Age III: Military becomes much more valuable here. Each victory is worth 5 points per neighbour plus you avoid the 1-point penalty for losing. Most strategies focus on other cards in Age III, so gaining military superiority with minimal investment is vital. A single well-timed military card can secure victory if your earlier investments gave you the lead.
How to discourage neighbour competition
You can prevent wasteful arms races by building an efficient military:
Military cards built early in each age (especially Ages II and III) signal commitment. Your neighbours will likely avoid competing when they see you'll keep up. Just maintain enough military strength to edge out neighbours, winning by one shield gives similar points to winning by many.
The most efficient distribution looks like this:
- Two military cards in Age I (scoring 2 points)
- Two more military cards in Age II (scoring 6 points)
- One final military card in Age III (completing your 18-point total)
This strategy gives about 3.6 points per card, much better than the 3 points per card average needed to win. Victory tokens matter more than excessive military investment.
Resource control works as another tactic. Military cards need specific resources like ore and clay. You can block neighbours from building competitive military structures by controlling these resources or making them expensive through trading.
Military in 3-player vs. 7-player games
The number of players changes how well military strategies work:
Military becomes essential in 3-player games. Each card affects all other players proportionally. Military efficiency reaches about 5 points per card in 3-player games when you count points denied to opponents.
Three and four-player games have exactly one military card per player per age. Early commitment becomes even more important with this balanced distribution. Larger games (6-7 players) offer more flexibility with extra military cards in Ages II and III.
Wonders that work well with military strategy deserve attention. Both sides of Colossus support military, giving 2 shields when you complete the second stage (side A) or 1 shield per stage (side B).
Military strategy needs constant attention. Reassess your commitment right away if opponents invest heavily in military, nobody wins in an unwinnable arms race. Win battles with minimal investment while focusing your remaining actions on other scoring paths like blue cards or guilds.

Blue and Yellow Cards: Underrated Tools
Science and military strategies get a lot of attention, but blue and yellow cards can lead you to victory in 7 Wonders. Players often overlook these options that can decide the winner, especially when everyone fights over the same strategies.
When blue cards outperform others
Blue cards give you the easiest path to score points without any complicated requirements. These cultural structure upgrade chains really shine in close games. To name just one example, you can get 12 points by building the Altar (2 points) → Temple (3 points) → Pantheon (7 points) chain. The Theatre → Statue → Gardens sequence also adds up to 11 points through steady building.
Blue cards work best in these situations:
- Too many players compete for science cards
- You already have good resource production from brown and grey cards
- You need to support your military strategy, which tops out at 18 points
Culture cards become more valuable as the game moves forward. Age I structures average 2.5 points, Age II cards give you 4 points each, and Age III buildings reward you with 6.5 points per card. This makes them a better investment than other scoring options in later ages.
Yellow cards that generate points
Yellow cards do two things well - they help you get resources and give you victory points. Your first move in Age I should be grabbing either a Marketplace or Trading Post based on what resources your neighbour has. This early investment lets you build the Forum or Caravansery without paying in Age II, which opens up your resource options.
The game gives you 1 victory point for every 3 coins at the end. This simple rule turns money management into point scoring. A 4-point card that adds 4 coins (worth 5.3 points total) often beats a regular 5-point culture card.
Age III yellow cards pack the biggest punch. They score points right away and keep your economy strong. This combination helps you build a winning score without putting all your eggs in one basket.
Discarding for coins: when it's optimal
Trading cards for 3 coins can boost your final score. Each yellow card in your city gives you an extra coin when you discard. This makes yellow-focused strategies more flexible.
You should consider discarding when:
- Your hand has nothing you can build and you can't afford to buy resources
- You need money at the end of Age I to grab powerful Age II cards
- You want to stop opponents from getting key cards they need (especially science symbols)
Having multiple yellow cards makes discarding more powerful. Three yellow cards turn each discard into 6 coins (worth 2 victory points) plus you deny your opponents resources or points.
Cards only go to the discard pile when you trade them for coins or at the end of an age. Wonder stage cards get "buried" and leave the game completely. This means special abilities that use discarded cards can't touch them.
Wonder-Specific Strategies
The wonder boards in 7 Wonders give you special powers that can shape your path to victory. You need to know how to use these powers because they work well with specific scoring strategies. This knowledge could mean the difference between winning and losing.
Babylon and science synergy
Babylon works great with science strategies on both sides. Side A gives you a significant science wild card symbol once you finish the second stage. This could be worth a lot of points by the end of the game. You can use this wild card as any science symbol you want to complete sets or add to your strongest symbol collection.
Players choosing Side B can play their final card in each age instead of throwing it away. You get three extra cards throughout the game, one per age. The best way to use this power is to build the first stage during Age I. You'll get three gold at the end of Age I to spend, even in the worst case.
Both sides need timber and clay resources that don't really fit with science. Make sure you get these early through resource cards or by making deals with other players.

Gizah and point stacking
Gizah is different from other wonders because it follows a simple strategy focused on victory points. Each wonder stage just gives you a bunch of points. You can plan how to get your resources throughout the game without thinking about complex abilities.
Side B comes with four wonder levels instead of the usual three, which lets you stack up many points. Once you build your wonder stages, look for Age III cards that give bonuses for completed wonder stages, like the Builder's Guild or Arena. These combinations create powerful scoring opportunities.
Gizah needs lots of stone resources. This helps with military cards but doesn't work so well for science. Other players think Gizah will trade well, so they often send coins your way.

Olympia and free builds
Olympia lets you play two different ways. Side A's second stage lets you build one structure at no cost in each age. Build this stage during Age I to get the most value. Save your expensive builds for the free action and you'll end up with extra resources.
Side B makes trading cheaper with both neighbours - you pay just one coin instead of two[353]. This saves you money throughout the game. The third stage is a chance to copy one of your neighbour's guild cards, which usually adds more than five points.
Olympia works best when you focus on civilian blue cards because they match perfectly with its abilities.

Advanced Tactics and Card Tracking
Becoming skilled at card tracking in 7 wonders board game will take your gameplay from good to exceptional. This advanced tactic gives you strategic advantages throughout the game and can make the difference between winning and losing.
Recognising stacked hands
You need to track how many cards of each colour show up in the hands you receive. This technique helps you spot 'stacked' hands that have many cards of one colour. A three-player game example shows that if you see all three military cards in your opening hand, everyone will likely get one. This keeps the military balance in check. You can wait to pick one since these cards must come back to you before anyone can buy all three.
Denying key cards to opponents
Your strategy improves when you know what your neighbours need and block their plans. You can use the discard action or wonder stages to take important cards out of play. This works best in games with fewer players. Taking away just one key symbol from science-focused players can ruin their scoring chances. Small games let you block resources your opponents need, which stops them from building wonder stages.
Using discards to your advantage
Watch your discards carefully when Halikarnassos or Olympia (side A) players join the game since their wonder abilities let them grab cards from the discard pile. Note that the discard pile only gets cards thrown away for coins or at age-end - cards used for wonder stages leave the game completely.
In the End
Playing 7 Wonders well requires you to balance strategic commitment with tactical flexibility. Of course, picking your main scoring path early, science, military, or culture, builds the foundation you need to win. You must stay aware of your neighbours' strategies to block critical cards and pivot when needed.
Resource management runs on the backbone of any winning strategy. The best players build a quick economy through strategic trading and wonder-specific advantages instead of collecting every resource themselves. Those precious 18 actions saved for point-generating opportunities often separate winners from the rest.
Your wonder board's unique abilities can reshape the way you play. Babylon works best with science strategies, Gizah runs on pure point accumulation, and Olympia gives exceptional economic advantages. Your resource acquisition and card selection should match your wonder's natural strengths to maximise scoring potential.
Advanced tactics like card tracking and strategic discarding will improve your gameplay. These techniques need practise but are a great way to get advantages against experienced players. Your ability to abandon a failing strategy matters just as much as knowing when to commit.
7 Wonders' beauty lies in its multiple paths to victory. You can win through scientific discovery, military might, or cultural achievement. Success comes from reading the table, adapting to the evolving game state, and executing your strategy with precision. The most consistent winners streamline processes in every action. They squeeze maximum points from each card while denying opponents their key components.
These strategies give you the knowledge to reshape your gameplay and reach that coveted 60+ point threshold. Note that victory awaits those who plan carefully, adapt wisely, and execute flawlessly the next time they build their ancient civilisation.

Key Takeaways
Master these essential strategies to consistently win at 7 Wonders and achieve the target score of 60+ points:
- Commit to a scoring path early - Choose science, military, or culture in Age I and focus your 18 actions on that strategy rather than spreading thin across all categories.
- Build an efficient resource economy - Aim for 6-7 resource cards total, prioritise double resource cards, and trade with neighbours rather than collecting everything yourself.
- Time your military investments strategically - Target 18 points with just 4-5 cards by building early in each age to discourage competition and signal commitment.
- Leverage your wonder's unique abilities - Align your strategy with your wonder board's strengths, such as Babylon for science or Olympia for free builds and economic advantages.
- Track cards and deny opponents - Remember which cards appear in hands, strategically discard key components your neighbours need, and pivot when your primary strategy becomes contested.
The key to consistent victory lies in balancing strategic focus with tactical flexibility, committing early to a clear path whilst remaining alert to opportunities for disruption and adaptation throughout the game.
