Trial Ballot Results
WBC Orphans/Preliminary Event List
WBC Tournament Previews
WBC Scheduling Tools
BPA Open Gaming
BPA Game Library
WBC Preregistration
Icon Key

Splendor (SPD) Links Email GM   Last updated May 23, 2019
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Duncan McGregor (5th Year)
Round Day Start Time Duration Location
Demo 1/1Mo91Exhibit Hall Annex 3
Heat 1/3Mo141Seasons
Heat 2/3We171Seasons
Heat 3/3Th201Seasons
2019 Tournament Format HMW

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 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 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.