Splendor Duel Reworks One of the Best Recent Board Games for Two Players

Splendor is one of the best new games of the last decade, with a strong balance of strategy and luck, a scant three-page rulebook, and a concept that’s easy even for non-gamers to grasp. It has almost no direct interaction between players, however, and it’s probably better with three or four players than it is with two, although I think it works well at any player count. Thus we get the reboot Splendor Duel, a two-player version of the original game with a smaller box and several new rules that add some player interaction while also making it different enough from the original game to justify its existence.
Splendor Duel still resembles the original game at its core: Players collect tokens in several colors and use them to buy jewel cards that are arranged in three rows on the table, with the first row the cheapest and the third the most expensive. Each jewel card you buy also counts as a permanent token of its color, and you must buy at least some of those to be able to afford the cards in the third row. You may also ‘reserve’ a card from the table, gaining a gold (wild) token in the process.
In the original game, you could take three tokens of different colors or two of the same, but here, there’s a small board with a spiral track on it that you fill randomly with tokens of all colors, including gold and the new pearl (pink). You may take up to three tokens in a line, including diagonal, except for the gold tokens, which you can still only get by reserving a card. If you happen to take three tokens of the same color, your opponent gets one of the game’s three Privilege scrolls for later use.
The second major rule change is that most cards in the game have powers on them that you activate when you buy them. One such power gives you an extra turn to take immediately, another lets you steal a token from your opponent, another gives you a Privilege scroll from the supply or your opponent if the supply is empty, and a fourth lets you take a token from the board that matches the card’s color. The last power is a permanent one, where the card is a wild color that you must choose when you buy it, although you must already have at least one card of that color.
There are just three Privilege scrolls in the game, so there’s a strong incentive to use them when you have them before your opponent gets to steal one. You can use one as a free action to take any token (except gold) from the board, giving you the chance to get up to four tokens in one turn, or just to grab the one token you need to finish a card. If, on your turn, you wish to refill the token board from the bag, your opponent gets a Privilege, possibly from you, further encouraging you to use them up when you can.