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Splendor (SPD)

HMWG BEGINNERS WELCOME:
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demonstration: Wednesday 20 @ Exhibit Annex Table 5

Heat 1: Monday @ 13 - Seasons 3-5
Heat 2: Wednesday @ 21 - Seasons 3-5
Heat 3: Friday @ 22 - Seasons 3-5
Round 2/4: Saturday @ 18 - Seasons 5


 

Duncan McGregor: GM (2nd Year)

2015 GM of the Year


Email GM

 

 

 

Links:

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In Splendor you control a merchant guild in the Renaissance, collecting gems to trade for low-cost developments like mines and caravans. These in turn will let you ramp up to more prestigious acquisitions. Specializing properly can lead to noble patronage, and put you across the threshold to victory.

In each player turn, you get to choose one of four actions: taking three different gems; taking two gems of a single color; reserving a development card from the table and getting a wild token; or acquiring a card, either from the table or from your reserve. Once acquired, the development cards will help you buy more cards, and may be worth points, depending on how hard they were to get. Putting together a correct combination of cards will also get you additional points in the form of nobles. The first player to 15 points triggers the end of the game, and hopefully claims victory!

Splendor will be played in 3-player games, using a system of flights. As players sign in, they will be randomized among one of five active tables. Once a table has their three players, they may begin play. This minimizes the amount of time spent waiting once a player registers.

Players who win two or more heats are guaranteed a spot in the playoffs. Depending on the number of such players who present themselves for the quarterfinals (Round 2), additional one-win players (by tiebreakers) will be advanced to fill the next level of 27, 36, 48, or 64 players. All elimination games will be played as 3- or 4-player games, with 4-player games being played earlier if needed.

Tiebreakers are as follows:

Most Wins
Best non-win finish (by percentage of winning score)
Best margin of victory (over second place)
High dice roll

Special rules: If a player forgets to discard down to ten gems at the end of their turn, and this is not caught before the next turn has been taken, then the player must immediately discard down to ten. However, the discarded gems should be set aside instead of being immediately returned to the supply; they will be returned the next time that player ends their turn.

In a heat, if players tie for the win both on points and on the tiebreaker (fewest development cards), both players will be awarded a win in that game. In elimination rounds, an additional tiebreaker of most gems remaining will be added. If players are still tied, the winner will be determined by a die roll.

To ensure that heats are run as the optimal 3-player games, players are encouraged to bring their copies of Splendor.

 

 
 
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