Splendor expansions
Splendor: The Silk Road vs Splendor: The Sun Never Sets
| Question | Splendor: The Silk Road | Splendor: The Sun Never Sets |
|---|---|---|
| Our label | Buy this first | Worth it |
| Buy order | #1 for Splendor | #2 for Splendor |
| What it adds | Two modules: The Cities (3 of 7 double-sided city tiles replace the race to 15 points; first to meet a city's points-and-cards goal wins) and The Trading Posts (20 tiles that grant permanent bonuses, like an extra gem or extra noble points, once you own the right cards). | Two modules: The Orient (30 extra development cards, 10 per level, with special powers like double bonuses, wild-colour bonuses and chaining into a free card) and Strongholds (3 towers per player that lock face-up cards; put all 3 on one card and you can buy it as an extra action). |
| What it fixes | Every game of base Splendor ends the same way, racing to 15 points; city goals give each game a different target while turns stay just as quick. | Base Splendor has almost no direct interaction; Strongholds let you block and claim cards, and Orient cards let you chain big turns, so it plays more like a real engine-builder. |
| Type | Expansion | Expansion |
| Players | 2–4 players | 2–4 players |
| Rules load | About the same rules load | Adds more rules |
| Best for | Best for casual groups | Best for experienced groups |
| What you need | Just the base game | Just the base game |
| Price guide | Under $20 | Under $20 |
| More | Splendor: The Silk Road details | Splendor: The Sun Never Sets details |