Board & Card Games · Type
Splendor Board Game: Rules, Editions and Expansions
The Splendor board game is a card-and-token game for 2 to 4 players, ages 10+ and 30 minutes on the listing. You collect gem tokens, buy cards that make later cards cheaper, and race to 15 prestige points. It's one of the shortest rulebooks on my shelf for how much thinking it asks. Amazon US also lists a two-player Splendor Duel, a Splendor Kids box at 6+, Splendor Marvel and three expansions. The table counts all seven.

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Strategy & hobby games
| Model | Players (max) | Amazon |
|---|---|---|
Asmodee SplendorStrategy & hobby games More specs
| 4listing | Check price |
Asmodee Splendor: MarvelStrategy & hobby games More specs
| 4listing | Check price |
Asmodee Splendor: The Silk RoadStrategy & hobby games More specs
| 4listing | Check price |
Asmodee Splendor: The Sun Never SetsStrategy & hobby games More specs
| 4listing | Check price |
Asmodee Splendor DuelStrategy & hobby games More specs
| 2listing | Check price |
Asmodee Splendor Duel: The CounterfeitersStrategy & hobby games More specs
| 2listing | Check price |
Kids & preschool games
| Model | Recommended age | Players (min) | Players (max) | Play time (min) | Amazon |
|---|---|---|---|---|---|
Asmodee Splendor KidsKids & preschool games | 6+ yearslisting | 2listing | 4listing | 20 minlisting | Check price |
What’s in this listEditions and versions of Splendor sold on Amazon US, matched by the name on the listing. Players, age and play time come from the box or listing. “—” means neither the maker nor the Amazon listing states it.
What the Splendor board game is
Splendor is an engine-building game. That means the things you buy early make everything after them easier. You play a gem merchant. You take gem tokens, spend them on development cards, and each card you own gives you a permanent discount on future cards. Some cards also carry prestige points. First to 15 points sets up the end.
The listing for the base game tags its mechanic as engine building, and that's the right label. On your first few turns you can barely afford anything. By the end, some cards cost you nothing at all.
What's in the base box and on its listing, per the Space Cowboys rulebook and Amazon US:
- Players: 2 to 4
- Ages: 10+
- Play time: 30 minutes on the listing
- Contents: 40 tokens (7 each of five gem colors plus 5 gold), 90 development cards in three levels, 10 noble tiles, a first-player marker
- Goal: the most prestige points when the game ends
It's competitive, with no co-op mode. The base game needs nothing else to play. Three listings in our data are expansions, and each one needs a base game, covered further down.
How Splendor plays
The rules here are in my own words, from the Space Cowboys Splendor rulebook, the 10th-anniversary printing.
Setup
- Shuffle the three card decks separately and stack them in a column, level 1 at the bottom.
- Deal 4 face-up cards from each deck into a row beside it.
- Shuffle the noble tiles and lay out 5 above the cards for a 4-player game.
- Sort the tokens into six stacks by color to make the supply.
- The youngest player takes the first-player marker.
For 3 players, lay out 4 nobles and take 2 of each gem color out of the supply. For 2 players, lay out 3 nobles and take 3 of each gem out. Gold stays at 5 either way. Setup takes about as long as it takes to find the box lid.
A turn: pick one action
On your turn you do exactly one of these four things:
- Take 3 gems of different colors. If fewer colors are left, take 2, or 1.
- Take 2 gems of the same color. Only allowed if that color's stack has at least 4 before you take them.
- Reserve 1 card and take 1 gold. Take a face-up card, or draw the top card of a deck blind. It goes in your hand. You can hold up to 3 reserved cards.
- Buy 1 card. From the table or from your hand. Pay the cost shown, put the tokens back in the supply, and lay the card in front of you.
You can never take gold except by reserving, and gold is wild: it stands in for any gem. When you buy or reserve a card from the table, a new one from the same deck replaces it.
One more limit: at the end of your turn you can't hold more than 10 tokens. If you have more, you hand back extras of your choice. I'd like the same limit on my junk drawer.
Bonuses: the engine
Every card you buy shows a gem in its corner. That's its bonus, and it counts as one gem of that color on every future purchase, forever. Own two red cards and every red cost on the table drops by two.
Here's where the math teacher in me gets interested. One token is spent once. One card is a discount every turn for the rest of the game. That's the difference between a one-time payment and something that keeps paying, and it's the whole idea of Splendor in one sentence. Players who buy cheap level-1 cards early are usually building toward the expensive level-3 cards later.
Nobles
Nobles are worth points, and you don't take an action to get one. At the end of your turn, if the bonus cards in front of you meet a noble's requirement, that noble comes to you. You can get only one noble per turn. If you qualify for two, pick one and hope the other is still there next turn.

How it ends
When a player reaches 15 or more prestige points at the end of their turn, finish the round so everyone gets the same number of turns. Then count up. The most points wins.
The tiebreaker is the one I like best. If two players tie, the one who bought the fewest development cards wins. Marisol's take: "Fewest cards wins the tie. Efficiency as a tiebreaker. I'd put that clause in every contract I've ever read."
Splendor editions on Amazon US right now
Our data for this page lists 7 Splendor listings on Amazon US as of October 2026, all from Asmodee. The table above shows players, age and time as each listing states them. Here's what separates them.
The base game and Splendor Marvel
- Splendor: 2 to 4 players, ages 10+, 30 minutes, engine building
- Splendor: Marvel: 2 to 4 players, ages 10+, 30 minutes, engine building, marked as a base game
Both are complete games. Splendor Marvel is listed with the same players, age and time as the original, under the Marvel name. The listing doesn't describe how its rules differ, so I won't guess. If you want the rulebook on this page, buy the plain Splendor box.
Splendor Duel, for two
- Splendor Duel: exactly 2 players, ages 10+, 30 minutes, not an expansion
Splendor Duel is its own game, not a two-player add-on. Space Cowboys describes it as an original two-player game in the Splendor universe. From its rulebook, here's how it changes the turn:
- Gem and pearl tokens sit on a shared board. You take up to 3 that touch each other in a straight line.
- Cards sit in a pyramid instead of rows.
- Privilege scrolls let you grab an extra token. Some moves hand a privilege to your opponent.
- Royal cards replace nobles.
- You win the moment you reach any one of three goals: 20 prestige points, 10 crowns, or 10 prestige points on cards of a single color.
That last rule changes the feel a lot. Base Splendor counts points at the end. Duel can end on any turn, from three directions, so you watch your opponent's cards as much as your own.
Splendor Kids
- Splendor Kids: 2 to 4 players, ages 6+, 20 minutes
It's the only Splendor in our data with a starting age under 10. The listing doesn't explain how its rules differ from the original, so I'll leave that to the box. For a family with a 6- to 9-year-old, it's the one to look at.
Check the age label on the listing. Toys with small parts are a choking hazard for children under 3, and Splendor tokens are small parts.
Splendor expansions and what they add
Three listings in our data are expansions. Each one needs a base game, and the listings name which.
The Silk Road (needs Splendor)
The Silk Road lists 2 to 4 players, ages 10+ and 30 minutes. Its Space Cowboys rulebook describes two modules you can use alone or together:
- The Cities: nobles come out of the game. Three city tiles go on the table instead, and the game ends when a player meets a city's mix of prestige points and cards.
- The Trading Posts: tiles you earn by owning certain cards, each with a lasting power for the rest of the game.
The rulebook lists 7 double-sided city tiles, 20 trading post tiles and 1 noble tile.
The Sun Never Sets (needs Splendor)
The Sun Never Sets also lists 2 to 4 players, ages 10+ and 30 minutes. Its rulebook describes two more modules:
- The Orient: 30 extra development cards, two face up per level, many with an effect that triggers once when you buy them.
- The Strongholds: 3 per player, placed on cards on the table to stake a claim or block an opponent.
Both rulebooks say their modules can be mixed with each other and with other Splendor expansions.
The Counterfeiters (needs Splendor Duel)
Splendor Duel: The Counterfeiters lists 2 players, ages 10+ and 30 minutes, with 4 glassware tokens, 17 Counterfeiter cards and 4 Royal cards. It names Splendor Duel as its base game. It won't work with the 2-to-4-player original.
My one opinion for this page: get the base game to the table a few times before you buy an expansion. Splendor's rules fit on two pages. Each module adds a new kind of tile or card to track. That's a fine trade once the engine idea clicks, and a confusing one before it does.
Splendor vs Azul
These two get compared a lot, and they sit near each other on most shelves. Here's what the listings say:
- Players: both 2 to 4 for the original games
- Ages: Splendor 10+, Azul 8+ on its listing
- Time: Splendor 30 minutes, Azul 30 to 45 minutes on its listing
- What you're doing: Splendor builds a tableau of cards that discount future buys; Azul drafts colored tiles and places them on your own board
Pick Splendor if your table likes buying things that make the next purchase cheaper. Pick Azul if your table likes pattern puzzles and doesn't mind the floor line. Both have a two-player Duel version, and both have a kids' box. See our Azul page for its editions.
Who should skip Splendor
Skip it if your group wants a theme they can feel. The gem merchant story is paint on top of the math, and some tables never stop noticing.
Skip it, too, if anyone at your table hates having a card they wanted taken right before their turn. That happens a lot, and it's on purpose. Reserving cards exists partly to protect your plan and partly to wreck someone else's.
And skip the base box for a player under 10, the age on the listing. Splendor Kids at 6+ is the one built for younger players.
If you like Splendor, look at these
Pages chosen by what they share with Splendor: short play time, 2 to 4 players and a plan that grows each turn.
- Azul: tile drafting, about the same length
- 7 Wonders Duel: another two-player card-buying game
- Ticket to Ride: collect sets of cards, then spend them
- Strategy board games: the wider shelf, longest games first
Take three different gems on your first turn. The engine starts with something cheap.
Related
Questions people ask
How many players is Splendor?
The base Splendor listing in our data says 2 to 4 players, and so do Splendor Marvel and Splendor Kids. The Space Cowboys rulebook changes the setup for smaller tables: 3 nobles and 4 of each gem for 2 players, 4 nobles and 5 of each gem for 3. Splendor Duel is the exception, listed for exactly 2 players.
Is Splendor Duel better for two players than Splendor?
It's built for two, and base Splendor isn't. Splendor Duel lists 2 players, ages 10+ and 30 minutes. Its rulebook adds a shared token board, privileges, Royal cards and three ways to win. Base Splendor works at 2 with a trimmed setup, but its tension comes from several players chasing the same cards and nobles.
What is Splendor Marvel?
Splendor Marvel is a separate Splendor game with a Marvel theme, listed by Asmodee for 2 to 4 players, ages 10+ and 30 minutes, the same numbers as base Splendor. The listing marks it as a base game, not an expansion, so it plays on its own. The listing doesn't explain its rule changes, so we don't either.
How long does Splendor take?
The base Splendor, Splendor Marvel and Splendor Duel listings all say 30 minutes, and so do the expansions. Splendor Kids lists 20 minutes. A game of base Splendor ends after the round in which someone reaches 15 prestige points, so a quick table finishes sooner and a table that thinks hard about every token runs longer.
Do the Splendor expansions need the base game?
Yes. The Silk Road and The Sun Never Sets listings both name Splendor as the base game required. Splendor Duel: The Counterfeiters names Splendor Duel. That matters, because Splendor and Splendor Duel are different games, so a Counterfeiters box is no use with base Splendor.
Sources
- Space Cowboys: Splendor — accessed 2026-10-23
- Space Cowboys: Splendor game rules (PDF) — accessed 2026-10-23
- Space Cowboys: Splendor The Silk Road rules (PDF) — accessed 2026-10-23
- Space Cowboys: Splendor The Sun Never Sets rules (PDF) — accessed 2026-10-23
- Space Cowboys: Splendor Duel — accessed 2026-10-23
- Space Cowboys: Splendor Duel rules (PDF) — accessed 2026-10-23






