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How to Teach Splendor

How to teach Splendor in ten minutes: a host script in the order you say it, the one moment to show with real pieces, what to skip, and a printable teach sheet.

Splendor teaches fast because there are only four things you can do. The trap is teaching all four, then nobles, then the ten-piece limit, then the tiebreaker, before anyone has touched a gem. By the end, people have forgotten the beginning.

Teach the four actions, show one purchase with a discount, and start. Here is a script in the order you would say it, with the moments to stop talking. Print the Splendor teach sheet and set it where everyone can see it.

Before anyone sits down

Set up first, so the teach starts with the game ready. Decks in a column, level 1 at the bottom. Four face-up cards beside each. Nobles above, one more than the number of players.

Then fix the supply for your player count: 7 of each gem at four players, 5 at three, 4 at two. Gold stays at 5 every time. It is an easy step to forget, and it changes how the game plays.

Hand the First Player marker to the youngest player and leave the rulebook in the box.

Minute 1: the goal

Say: “We’re gem merchants. We collect gems, buy cards with them, and the cards make us richer. First to 15 points starts the end, and most points wins.”

Point at the level 3 row. “Those are what you want eventually. Nobody can afford them yet.”

Minutes 2 to 4: the four actions

Hold up the teach sheet. “On your turn, you do exactly one thing.”

  1. “Take three gems, all different colors.”
  2. “Or take two of the same color, but only if there are at least four in that stack.”
  3. “Or reserve a card: take it into your hand and grab a gold. Gold is wild.”
  4. “Or buy a card, from the table or your hand. Pay the gems back to the supply.”

Then one more line: “Gold only comes from reserving. You can’t just take it.”

Stop here. Ask: “Questions on the four actions?”

Minutes 5 to 6: the discount

This is the moment the game clicks, so show it with real pieces.

Take a level 1 card and put it in front of you. “This card is blue. That gem in the corner is its bonus. From now on, every card I buy costs one less blue. Forever.”

Point to any card on the table that costs blue. “Say this one costs two blue. With my blue card, it costs me one.”

Then the line that sets up everything: “Your cards are your engine. The more you own, the cheaper everything gets. Eventually you buy cards for free.”

Put the card back and refill the row if you moved anything.

Minutes 7 to 8: nobles and the limit

Point at the nobles. “Each of these is worth 3 points. At the end of your turn, if your cards match one, it comes to you. Free. It’s not an action. Only cards count, not the gems in your pile. One noble per turn.”

Then the limit: “You can’t hold more than 10 pieces, gold included. If you end your turn with more, put the extras back.”

Minute 9: the end

“When someone ends a turn with 15 or more points, we finish the round so everyone gets the same number of turns. Then most points wins.”

Minute 10: start, and teach the rest live

Say: “That’s it. The First Player marker goes first.” Then play.

Teach these when they come up:

  • Reserving from a deck. The first time someone wants a gold and nothing on the table appeals, mention they can take the top card of any deck without looking first.
  • A color runs dry. When stacks empty, point out you can take fewer than three if three colors aren’t left.
  • Three reserved cards. Explain the cap when someone reaches it.
  • The tiebreaker. Only at the end, and only if needed: fewest cards wins.

What to leave out

  • Strategy. No speeches about buying level 1 cards first. Let people find the engine. The first time someone buys a card for nothing, they will feel it.
  • Card counts and odds. Nobody needs to know there are 40 level 1 cards.
  • Expansions. Base game only until the table asks for more.

Coaching during the first game

Help with the arithmetic, not the decisions. “With your bonuses, that card costs you two red” is helpful. “You should buy that card” is playing for them.

Two gentle questions help new players most:

  • “What could you buy right now?” Many beginners take gems when they could already buy something.
  • “How many pieces are you holding?” It catches the ten-piece limit before it bites.

When someone gets close to 15, say so out loud, so nobody is surprised when the final round starts.

Splendor sits on our list of gateway board games as a first taste of engine building. After one short teach, you will see why.

Next lesson

Your First Three Games of Splendor

Next, your first three games. We cover the mistakes almost every new table makes, so you can spot them before they cost anyone the race.

Unofficial. Not affiliated with Space Cowboys or Asmodee. Splendor is a trademark of Space Cowboys.