Level 4 · SovereignLesson 17 of 18

Tournament Rules That Change Your Play: Wonder Bids and the Duel Draft

How the WBC 7 Wonders Wonder bidding works and how to price a board in points, plus the balanced Duel Wonder draft, tiebreaks, and heat scoring for both events.

The tournaments lesson laid out how the World Boardgaming Championships (WBC) events run. This lesson zooms in on the rules that change your decisions at the table. Everything here comes from the 2026 event previews for 7 Wonders and 7 Wonders Duel. Formats can change each year, so read the current preview before you go.

7 Wonders: how a heat is scored

In the heats, you play two games per round. Players are ranked first by most wins across all heats. Ties are broken by placing points: 1,000 for first, 100 for second, 10 for third, and 1 for fourth, so a first, a second, and a fourth comes to 1,101. After that, the most in-game points scored, then a die roll.

Look at what that says. Wins come first, and even in the points scale one win outweighs any number of second places.

So in a heat game, second place is a consolation, not a goal. When you are well behind in Age III, a high-risk line that might win is often worth more than a safe line that locks in second. Steady scores matter mostly as a tiebreak.

7 Wonders: the Wonder auction

In the semifinal and final, Wonders are not dealt. Four are drawn at random, and players bid victory points they will give up to choose one. The preview describes the order:

  1. The first player picks one of the four Wonders and opens with a bid: 0 or any larger whole number.
  2. The next player may bid higher on that Wonder, or choose one of the others and bid on it.
  3. A player who is outbid may raise, or move to a Wonder still unclaimed.
  4. Bidding ends when the fourth Wonder is chosen.

The preview adds a note about Babylon: do not throw it back; bid less on it, or more on the others.

Pricing a Wonder in points

A bid is a price, so you need a number for each board. Build it from three parts:

  • What the board scores on its own. Points on its stages, plus a fair value for its other effects: shields that win battles, coins, production, science.
  • How well it fits the start. As the auction goes on, you see which boards the other players are taking. A board that needs resources the rest of the table’s boards do not make is weaker than it looks, because you will have no one to buy from.
  • How it compares with the other three. You are not buying a board in a vacuum. You are paying to avoid the worst one left.

A simple method: rank the four Wonders, then estimate how many points the best is worth over the worst. Your maximum bid on the best is somewhere below that gap. If every board looks about equal to you, bid 0 or close to it and take what is left.

Two more habits:

  • Bid for your style, not the room’s. A board that suits how you play is worth more to you than to an average player.
  • Do not overpay to win the auction. A board bought for 6 points must beat the next one by more than 6 to be worth it.

Duel: the balanced draft

In the elimination rounds, the first player is chosen at random. Then, after each set of four Wonders is dealt, the second player decides who begins the 1-2-1 draft for that set. The preview says this offsets the first player’s advantage.

That gives the second player a real decision, twice. Look at the four Wonders:

  • If one Wonder is clearly best, start the draft and take it.
  • If two or three are close, let your opponent start. You then take 2 of the remaining 3 and choose which one they get. The Duel Wonders lesson covers that seat.

Duel: ties and advancement

Duel ties go to the most points on blue cards, as in the rulebook. If that ties too, the game is a draw. In the heats, a draw counts as a win for both. In elimination rounds, a draw eliminates the first player.

That last rule matters late in a close elimination game. As first player, a tie is a loss, so count blue points and play for a clear margin. As second player, a tie is a win.

Heat players who win at least two games advance. They are ranked by most wins, then most wins by supremacy, then point ratio in games decided on points. A supremacy win is worth more than a civilian win for seeding, so when a quick military or science finish is on, take it.

Know the event’s rules on building

The 7 Wonders preview adds one clarification worth practicing: you must have every resource, coins included, when you reveal a card to build it. It does not apply to tucking a card under a Wonder stage. At home, a table might let a player sort out coins after the reveal. At the event, plan your payment before you flip.

Next lesson

A Practice Plan for 7 Wonders and Duel Tournaments

Last, a practice plan: six weeks of games, drills, and reviews for both events, ending at your first tournament table.

Unofficial. Not affiliated with Repos Production or Asmodee. 7 Wonders and 7 Wonders Duel are trademarks of Repos Production.