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Diamonds make pretty poor friends
Splendor is a 2014 game designed by Marc André, and published by Space Cowboys
Splendor is a set collecting game for 2 to 4 players competing to build up their prestige as medieval gem merchants. Buy gem mines, get them to jewelers, and fight to attract the patronage of wealthy nobles. May the best merchant win!
Josh’s Review
Thom’s Review
Is it fun?
Let me level with you: yes, but. It’s MOST fun with 3-4 players. Do you only have two players? No problem. You can still enjoy this one. I’ve had decent experiences with two, but honestly there are better two player games in the world. I realize it can seem silly to harp on the number of optimal players, but Splendor more than a lot of other games really shifts in dynamic with more players, both on a social level as well as on a mechanical one. Fun? Yes. Bring a group for MOST FUN.
Eeeeeeeeeeh. There is something to this game, for sure. I find the experience almost meditative, but not really in a good way–more like staring at static on a TV. Once you understand how the game works, it never really feels like you have to think about it, and you just go through the motions of playing a game. It’s not a *bad* experience, and I can definitely see how some people will enjoy this, but it’s not my jam (or rather my gem?).
2/2
1/2
Do the components/aesthetics improve the experience?
Like any other game with cards and plastic and good art, the components certainly don’t detract from the experience. It’s on par with a game like Dominion or Ascension. The game won’t wear out anytime soon. The card art is gorgeous.
They’re ok. The art is thoroughly uninteresting, but fine. Josh argues that each tier of card has art themed for a different stage of the gem cutting process–mining, transporting, and…being jewelry? That may be the case, but it doesn’t make it more interesting. Pictures of mines? Hooray! Does that card show a horse-drawn wagon moving away? Wowza! Your name is a lie, and I am not fooled!
1/2
1/2
Does playing the game create an immersive experience?
Splendor is all about the aesthetic. The “vibe.” You’re building a gemstone empire from mines to cutting to distribution. No, you don’t have to build supply lines. No, you don’t have to spend gemcutting tokens to make sure you get an AAA grade on your cut. You just collect more expensive cards. I’m down with that.
Just to be completely clear up-front, I have no issue with a purely abstract game. Where I find fault, though, is when an arbitrary veneer of theme is plastered over an abstract game and passed off as something it isn’t. Fun could be had with the gem-cutting theme; it could be supported by the artwork instead of dragged down by it; the objectives could imply you are doing something with the gems, instead of just having 9 arbitrary gems. Playthroughs of this game are utterly forgettable, which might be one of its strongest features.
1/2
0/2
How often does a player make meaningful choices?
It’s not quite an “engine builder” but every action influences and eases further play. As players acquire gem cards, they don’t need to spend quite so many turns picking up gem tokens, and so the game shifts over time. Every turn matters, and this is absolutely one of those games where the player immediately to your right can make a choice that derails your next several turns if you’re both pursuing a similar victory path. (Which puts you in a position to be able to out-guess your opponents.)
Occasionally, but not often. I’ve yet to play a game where the winning strategy wasn’t entirely focused on getting the bonus cards. That just pushes everyone to try to get those exact gem productions first, which means everyone wants the exact same cards. The result is any sense of choice drying up and that auto-pilot feeling I mentioned earlier taking hold.
2/2
1/2
Does the level of player interaction encourage continual engagement?
Splendor turns are pretty quick, for the most part, unless or until your master plan is ruined by the jerk next to you. Four player games may start to drag, especially if there’s some analysis paralysis, but games largely feel engaging. More so than most, this can be a function of the table you’re at.
Since everyone ends up wanting the same cards, there’s no reason to pay much attention to your opponents’ play to try and counter. You already know what you (and therefore everyone) needs, so if it’s available, get it. Turns are at least quick; if they weren’t, my attention would wander far and wide. This almost earns partial credit from me for its quick pace and smooth play, but only almost.
2/2
0/2
Is the game balanced such that it feels like a fair experience?
The card lays are random, and everyone’s on a level playing field with the initial game position. Yes, you can get stuffed by the random draws not going your way, but your opponents are just as much at risk of this experience. And on the whole, an adaptable strategy will win over a rigid one. To that end, it’s not like there are variable powers: you get what you get, and everybody’s in the same boat.
Somewhat. Being able to buy cards blind off the top, and being able to reserve 3 cards does somewhat hedge the fact that whoever gets first shot at a desirable card when it’s dealt out usually gets it. Overall, though, I feel like this game is practically decided at setup.
1/2
1/2
How often would you want to play this game?
I play Splendor in bursts. I can pull it out every week for a month, and then go without playing it for several months, only to remember later how much I enjoy playing Splendor. I haven’t gotten tired of it generally speaking, but I couldn’t play it all day, either.
I wanted to like this game a lot, so I played it quite a bit, just waiting for it to click. It never did, but what I can say in its favor is that it was not any worse playing it over-and-over again. If you like this game, I expect replayability for you will be very high. The game is quick and easy to set up, teach/learn, and accommodates an adequate number of players.
1/2
1/2
Is the game accessible?
There’s no reading in the game at all. The gemstone iconography seems distinct enough to me to allow for easy distinction. Strategy comes down to set collection and thinking ahead. It’s recommended for ages 10 and up, but I’ve had success playing with motivated younger gamers, and the lovely community at BGG seems to back me up on that one.
Top marks here. Clean and simple symbology, no text (other than point values), and it is very easy to teach and learn.
2/2
2/2
Is the game good value?
Splendor is currently $36 on Amazon. Wait for a board game sale if you want, but this is a game I’d personally gift to friends. Including Thom. Complexity-wise it’s lighter than something like Catan, which has entered the mainstream zeitgeist, so I’d recommend it to a range of target demographics (family night, avid gamers, couples, casual game night).
If you think you’ll like this game, yes. For 2-4 players with very high replayability, the roughly $30 price tag is pretty reasonable. It’s not showing up on my shelf anytime soon, though (and that’s not an invitation to gift it to me, Josh).
2/2
2/2
Je ne sais quoi?
Even with its faults — real or perceived — Splendor is a game I keep wanting to pull out on game night even when other games have overstayed their welcome.
I will acknowledge that there is something sufficiently engaging about this game that got me to play it probably 2 dozen times, trying to have fun. I don’t think I ever really did, but I also played it 20+ times, so…
2/2
1/2
Final Thoughts
This game is solid as a gateway game–it is quick, easy to teach, and is a low calorie engine builder. If you are a big fan of engine-builders, this might fall flat for you, but if you need a decent game to accommodate a play-group diverse in age and/or gaming experience, Splendor can fill that role pretty well.