Often, average players struggle to acquire the cards they desire in two-player games, sometimes even getting completely blocked. There are several fundamental reasons for this:bsopchak wrote: ↑13 October 2025, 04:20Market turnover makes it at least not stagnant. I'd rather have new cards I can't buy than the same ones sitting there taunting me.FrankJones wrote: ↑11 October 2025, 00:33In a 4-player game, there are 3 opponents who might get a lucky card that comes up. And you still might be stuck with no good card to acquire.bsopchak wrote: ↑10 October 2025, 22:39 It's less a problem with more players because there's more turnover in the market. The strategy is less "well, this is the crappy market we have, I hope I don't give my only opponent the win by buying this card I saved up 3 turns for" and more be prepared to adapt to the more frequent market changes. When a 2 player market is bad, the strategy becomes "try not to be the one that buys from the bad market, try to be the one that does nothing for endless turns".
1. At the start, when taking gems, you fail to calculate what gems you need and what cards your opponent will likely purchase.
2. You're unfamiliar with the gem colors required to purchase each card. Consequently, you struggle to acquire the necessary gems to adapt to the ever-changing market—even when a desired card appears, you might not be able to buy it immediately.
3. When the market lacks your desired cards, you rush to buy others, causing market shifts that may benefit opponents (who can immediately purchase newly available cards after your turn). In such cases, holding valuable cards is often wiser.
4. Lacking basic tactical awareness. With foundational strategy—knowing what cards you need, which higher-level cards you aim to acquire later, or pursuing noble cards—you can typically secure three or four high-value cards even with poor luck. This means even if you lose, the margin is usually only 5-6 points.
Of course, as I mentioned in another post, luck plays a significant role in Splendor: 2/5 = 40%. But in three- or four-player games, luck's influence grows even larger, since you essentially have no control over market fluctuations.