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Learn to play · Board game

How to play Splendor

Splendor is Marc André's engine-building game about Renaissance gem merchants, first published by Space Cowboys in 2014. You collect gem tokens and spend them on development cards, and every card you own becomes a permanent discount on the next, until your engine buys valuable cards almost for free and draws visits from nobles. The first player to 15 prestige points triggers the end of the game. This guide follows the current edition, the 2024 tenth-anniversary refresh, which has new art and nobles and adds a first player marker but keeps the rules. It is for 2–4 players aged 10 and up and takes about 30 minutes. People love it for its heavy poker-chip tokens, a turn that is always one simple action, and a race that stays tense to the final round.

  • 2–4 players
  • 30 min
  • 7 min read

What's in the box

Base game · 5 kinds of component

Everything in the box, drawn as diagrams so you can recognise each part when you open it. How many gem tokens you use depends on the player count.

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3 players, a few turns in: Level III on top, one player's cards at the right. Hover or select a part to see what it does.

  1. Bought with gems. Each gives a permanent bonus of one gem of its colour, and many are also worth prestige points.

    • Level I: 40
    • Level II: 30
    • Level III: 20
    How to play → Buying a card
  2. Each asks for a set of card bonuses. Meet one at the end of your turn and it visits you; one noble per turn at most.

    • Revealed: Players + 1
    • Worth: 3 points each
    How to play → Nobles
  3. Taken from the supply, three of different colours or two of one, and spent to buy development cards. Hold 10 at most.

    • Emerald (green): 7
    • Diamond (white): 7
    • Sapphire (blue): 7
    • Onyx (black): 7
    • Ruby (red): 7
    • 2 players: 4 of each
    • 3 players: 5 of each
    • 4 players: 7 of each
    How to play → Taking gems
  4. Wild: each one pays for a gem of any colour. The only way to get one is to reserve a card.

    • Used as: Any colour
    • Gained by: Reserving a card
    How to play → Reserving a card
  5. The youngest player takes it and starts. The player to their right takes the last turn of the game.

    • Goes to: The youngest player
    How to play → Setup

Diagrams for learning, not product photos. See Sources for the official rulebook.

How to play

Setup: Shuffle the three development decks and stack them face down in a column, level 1 at the bottom and level 3 at the top, then lay 4 cards face up beside each deck. Reveal one more noble tile than there are players and put the rest away. Sort the tokens into six stacks: with four players use all 7 of each gem colour, with three remove 2 of each (leaving 5), and with two remove 3 of each (leaving 4). All 5 gold tokens are always used. The youngest player takes the first player marker and goes first; play passes clockwise.

Your turn: Do exactly one of four things: take three gems of different colours, take two gems of the same colour, reserve a card, or buy a card.

Taking gems: Take three gems of different colours; if fewer than three colours are left, take what you can. Or take two of one colour, but only if that stack holds at least 4 before you take. Neither option can take gold. At the end of your turn you may hold at most 10 tokens, gold included; hand back any extra of your choice.

Reserving a card: Take a face-up card, or the top card of any deck without showing it, into your hand, and take 1 gold token if any are left. You can hold up to 3 reserved cards. You can't discard them; the only way out of your hand is to buy them.

Buying a card: Buy a face-up card or one you reserved. Each card you already own shows a bonus gem of its colour, which counts as one gem of that colour toward every later purchase; pay whatever is left of the cost in tokens, with gold standing in for any colour. Spent tokens go back to the supply. Refill any gap in the display from its deck.

Nobles: At the end of your turn, if the bonuses on your cards meet a noble's requirement, the noble visits you: take the tile and its prestige points. This costs no action. You can gain only one noble per turn; if you qualify for more, choose one and hope the other waits.

End of the game: When a player ends a turn with 15 or more prestige points, finish the round so everyone has had the same number of turns; the player to the right of the first player takes the last turn. The most prestige points wins. If tied, the tied player who bought the fewest development cards wins, and if still tied, you share the win.

Strategy

Build the engine first: Your early turns belong to cheap level 1 cards. Each one is a permanent gem, so after a handful of purchases you pay noticeably less for everything. Points come later, from level 2 and 3 cards that your bonuses make affordable. A player who rushes points too early usually stalls with an engine too weak to finish. Choose colours with a plan: At the start, look at the nobles and the level 2 and 3 cards on display. Colours that several nobles and expensive cards ask for are worth concentrating on, because every card you buy in them serves more than one goal. Collecting all five colours evenly is slow. Nobles are a race: Each noble goes to the first player who meets its requirement at the end of a turn. Watch who is close to each one. If a rival is a card away from a noble you also want, getting there first, or buying the card they need, can be worth a turn. Reserve with purpose: Reserving does three jobs at once: it secures a card before anyone else can take it, it gives you a gold token, and it can deny a card a rival needs. But a reserved card sits in your hand until you buy it and you can hold only three, so don't clog your hand with cards you can't afford soon. A blind draw from the level 3 deck hides your plans, but you might not like what you get. Tokens and tempo: Every turn spent taking tokens is a turn not spent buying. Plan one or two purchases ahead and take exactly the gems they need; the 10-token limit punishes hoarding. Taking two of a kind is the fastest way to reach a single costly colour, but only while that stack holds 4 or more, so a rival can shut you out by taking from it first. Watch the finish: Reaching 15 finishes the round rather than ending the game at once, so a player later in turn order can still overtake you. Count everyone's points and what they could buy next. If you're behind, a big level 3 card or a noble in the final round can swing it; if you're level, the tiebreak favours whoever reached the total with fewer cards.

Tips

- Your cards are your real money; tokens are just the top-up. - Take two of one colour only when that stack has 4 or more before you take. - Gold comes only from reserving, so a reservation that also grabs a card you want pays twice. - You can't discard a reserved card, so reserve only what you'll realistically buy. - You can gain only one noble per turn; if you'll qualify for two at once, a rival may claim the other first. - Mind the 10-token limit: taking three gems while holding nine means handing two straight back. - Before you reach 15, check whether the players still to play this round can pass you.

Player count & time

Splendor is for 2–4 players aged 10 and up and takes about 30 minutes. The supply shrinks with fewer players (4 of each gem with two players, 5 with three, 7 with four) and one more noble than players is revealed, so the game stays tight at every count. At two it is a close, calculable duel; at four, cards and nobles you were counting on vanish more often between your turns.

Sequels and expansions

The current expansions are The Silk Road (2024) and The Sun Never Sets (2025), which repackage the four modules of the earlier Cities of Splendor box. The Silk Road has Cities, which replace the nobles and change how the game ends, and Trading Posts, which reward you during play. The Sun Never Sets adds Orient cards with special powers and Strongholds you place on cards to claim them. Splendor Duel is a separate two-player game with a shared gem board, privileges and crowns, and it has its own expansion, The Counterfeiters. Splendor Marvel is a Marvel-themed take on the base game with its own twists.

Why it is a gateway classic

Every turn is one of four simple actions, the cards carry no text to read, and a game fits in half an hour, so new players learn by playing. Yet the choices keep deepening with experience: what to reserve, which noble to chase, and when to stop building your engine and start scoring. It is short enough to play twice in an evening.

Common beginner mistake

Spreading cards and tokens across all five colours. Bonuses only discount the colours you own, so a scattered collection never gets strong enough to make expensive cards cheap. Pick two or three colours that the nobles and high-level cards on display want, and build those. A second slip is forgetting that bonuses and tokens work together: you only pay the part of a cost your bonuses don't cover.

Sources & attribution

  • https://www.spacecowboys-games.com/game/splendor/
  • https://cdn.svc.asmodee.net/production-spacecowboys/uploads/2025/10/SCSPL01EN_SPLENDOR_RULES_LIGHT.pdf
  • https://cdn.svc.asmodee.net/production-spacecowboys/uploads/2025/12/SCSPL03FR_SILKROAD_RULES_20241002_WEB-1.pdf
  • https://cdn.svc.asmodee.net/production-spacecowboys/uploads/2025/12/SCSPL04FR_SPLENDOR_SNS_RULES_20241127_compressed-1.pdf
  • https://icv2.com/articles/news/view/58303/splendor-hits-the-silk-road
  • https://icv2.com/articles/news/view/59337/the-sun-never-sets-splendor
  • Further reading: BoardGameGeek

Original how-to-play summary — not a substitute for the official rulebook.

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