The award winning Splendor is a simple game of card drafting
and set collection from French publisher, Space Cowboys. Designed for two to
four players, aged ten and up, they take the roles of merchants during the
Renaissance who are competing to build the most successful jewel emporium. They
will invest in mines and transportation, and then employ artisans who can turn
raw gems into beautiful jewels, in the process hopefully attracting the
attention of the nobility and acquiring their patronage. A game takes no longer
than thirty minutes and scales easily from two to four players.
Splendor consists of seven sturdy Gem tokens of each gem
colour—Diamond (white), Emerald (green), Onyx (black), Ruby (red), and Sapphire
(blue), plus five Gold or ‘wild card’ tokens. Ninety Development cards are
divided into three decks consisting of forty Level 1 cards, thirty Level 2
cards, and twenty Level 3 cards. There are ten Noble tiles. At game start,
Noble tiles equal to the number of players plus are randomly drawn and placed
face up; each Development card deck is shuffled and four cards drawn from it
and laid in a line, so that there is grid of three by four cards.
Each Development card is marked with a gem representing its
value and a cost that must be paid in gems. So one Development card might cost
one Emerald, Onyx, Ruby, and Sapphire gem each, whilst another might cost two
Ruby and two Sapphire gems. In addition to the gem granted by a Development
card, others are marked with Prestige points. Level 1 cards are easier to
purchase than Level 2 and Level 3 cards. Each Noble tile is illustrated with a
portrait and a player needs to own three Development cards of three colours or
four Development cards of two colours—for example, three Diamond (white),
Emerald (green), and Sapphire (blue) each or four Onyx and four Ruby
Development cards, if he is to qualify to gain that Noble’s patronage.
Each player starts with nothing and on his turn can do one
action. This can be to take Gem tokens (three of different colours or two of
one colour); reserve one Development card and take a gold token; or purchase a
single Development, either face up from the table or a previously reserved one.
A player cannot have more than ten Gem tokens. A player needs to spend the
correct number of Gem tokens to purchase a Development card—as indicated on the
card—to purchase it. Gold tokens count as any Gem token. Purchased Development
cards act as bonuses in future purchases. For example, a Development card costs
two Diamond, four Onyx, and one Ruby Gems to purchase. If a player already has
two Onyx and one Ruby Development cards, then they act as bonuses and cut the
cost to just two Diamond and two Onyx Gem tokens. If a player has enough
bonuses to purchase a Development card for free, then he can. Purchased cards
are replaced from their respective Development decks until that deck runs out.
At the end of a turn, if a player purchased Development cards with gems equal
to those on a Noble tile, then he is awarded that tile.
Play continues until one player has acquired fifteen
Prestige points. Then the current round is completed so that everyone has
played the same number of turns. The player with the most Prestige points is
the winner.
Splendor is a simple game. Players try to collect Gem tokens
to buy Development cards. This is not only to gain the bonuses that will reduce
the cost of purchasing further Development cards, but also to qualify for the
Noble tiles. As players collect more Development cards, they gain more bonuses
and thus buy better cards.
In fact, Splendor sounds too simple, but it gets tactical
when play turns competitive. Players are competing for the same resources, so a
player can block another player’s actions—taking the Gem tokens another player
wants, purchasing or reserving a Development card another player wants, and
getting a Noble card first. This forces players to change plans from one turn
to the next, so players have to watch what each other does and what cards and
tokens each player has. Thus play is more challenging with more players.
As much as Splendor is physically well done—the Gem tokens
are hefty, the cards attractive, and so on—the game’s theme is very light. In
fact, the concept of investing in mines and transportation and employing
artisans to turn gems into jewels never even enters play. It could even have a
whole new theme—or none at all—and game play would be unaffected.
No comments:
Post a Comment