Modify the rules of splendor to create new rules and apply the following tenets using only what came with the original game?
Splendor rules:
SPLENDOR BRIEF 2-4 players, 45 min COMPONENTS 10 Noble Tiles: All worth 3 VP at game end. 90 Cards: 40 Level 1, 30 Level 2, 20 Level 3. 40 Gem Discs: 5 Gold, and 7 each of Diamond, Sapphire, Emerald, Ruby, Onyx. keep public SETUP random start player ◆ 3 Decks: Shuffle each deck, deal out a row of 4 cards from each. ◆ Noble Tiles: Shuffle, draw face up 1 more than the player count. 3, 4, or 5 tiles ◆ Gold & Gem Discs: Use all 5 gold. Gems2 players: 4 gems; 3 players: 5; 4 players: 7 TURN SEQUENCE clockwise in turn On your turn choose 1 of 4 actions. ❶ Take 3 Gems of different colors. As many as possible if 3 colors not available. ❷ Take 2 Gems of the same color. Color must have at least 4 gems available. ❸ Reserve 1 Card to your hand and take 1 gold. ❹ Buy 1 Card from the middle or from hand. Hold up to 10 discs at end of turn, including gold. Claim 1 noble who matches your bonus gems. RESERVE 1 CARD Take 1 gold and take into your hand any face up card from the center (or draw secretly from any deck). Can hold up to 3 hand cards and none can be discarded. Only take a gold if available. Refill row to 4 cards if its deck is not empty. BUY 1 CARD Buy a face up or hand card. Spend it’s number and type of gems (lower left circles). Use gold in place of any gem. Group bought cards by gem type, staggered so top VPs and bonus gem are visible. Refill rows to 4 cards if possible. BONUS GEMS card top right Each bonus gem on a bought card counts as a gem disc of that type for purchasing a card. NOBLES keep face up At end of turn claim 1 noble whose gems at least match your bonus gems. A claimed noble can’t be claimed by another player. GAME END chris conboy 2014-05 It’s the final round when any player achieves 15 VPs. Finish the round. Player with the most VPs among their nobles and bought cards wins! Tie Break: Fewest bought cards. 
Tenets:
Quick beginning and organic end: We appreciate a streamlined setup with (at most) minimal pre-game choices.
Intuitive to learn and retain. The design of the game takes into account the accessibility and learning experience–ideally, new players can be presented with a few core rules and start to take turns due to the presentation and order of operations. Retention is also a factor, enabled by few to no rule exceptions.
Ability to plan ahead before taking your turn (you shouldn’t have to wait for the previous player to complete their turn to be able to decide what you’re doing on your turn).
Limited analysis paralysis with choices displayed on player mats, game board, etc. There is a reasonable amount of information on display, not dozens of cards and tiles with detailed text that players need to read from across the table.
Tension and positive player interaction, not hostility. We like to limit the potential for spite while still encouraging various forms of interaction and tension.
Interesting choices and strong agency (with only a dose of luck). We love agency in games; it means that players have control over their fate. Random elements are largely there for variability; if there is luck involved, players are opting into it or are at least able to make decisions based on random input (e.g., instead of rolling dice to determine an outcome).
Rewards and forward momentum, not punishment and backwards movement. Our games help players feel like they’ve progressed during the game to a superior position than at the beginning (i.e., engine building).
Strong connection between theme and mechanisms. Mechanisms are designed to around a theme to keep players immersed in the experience instead of the structure of the game constantly reminding players that they’re playing a game (e.g., we avoid phases and action checklists).
The potential for dramatic, memorable moments in a game is difficult to achieve, but it’s a huge plus when the game allows and encourages them to happen.
Distinctly tactile experience. We love games with appealing, exciting components, ideally accomplished in an eco-friendly manner. It can be as simple as the cardboard Tetris-style pieces in Patchwork or as complex (yet important) as the wheels in Tzolk’in.
Variable factors that create replayability–you can’t play the same exact game twice, even if you try.
Multiple paths to victory. Various game subsystems are balanced through playtesting and data analysis to be equal in their ability to reach the winning criteria.