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Splendor (SPD)

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.

Demo: Wednesday @ 15 - Exhibit Annex T1

Heat 1: Monday @ 14 – Seasons 5
Heat 2: Wednesday @ 17 – Seasons 5
Heat 3: Thursday @ 20 – Seasons 5
Quarterfinal/Semifinal/Final: Friday @ 15 – Seasons 5


Duncan McGregor: GM (3rd Year)

2015 GM of the Year

Email GM





BGG Link Laurels



Splendor is a quick card collecting game where players are merchants of the Renaissance competing for the most prestige. Gems are collected and used to purchase cards which provide victory points and discounts on future purchases.

Heats will be played as 4-player games. A flight system will be used to randomize seating as players sign in, minimizing wait time.

When any player reaches 15 points, the end of the game is triggered and play continues until all players have had equal turns. The player with the most points wins. If tied, the player with the fewest development cards wins. If still tied, in a heat game, both players will be considered winners. In elimination games, an additional tiebreaker of most gems remaining will be used. If players are still tied, the winner will be determined by a die roll.

Winning two or more heats guarantees a spot in the quarterfinals. Players with one win, using the tiebreakers below, will be included to fill up to the next level of 27, 36, 48, or 64 players. Preference is for 3-player playoff games if possible, but 4-player games will be used if required.

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

Special rules: If a player forgets to discard down to 10 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 10 gems. 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. This ensures that the player to their left gets the first chance at the discarded gems.

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