Diamonds is a trick-taking card game in which players collect Diamonds — not cards bearing that suit, mind you, but rather actual "Diamond Crystals" (acrylic crystals) included in the game.
What makes the game of Diamonds different from other trick-taking card games is that when you cannot follow suit you get a "Suit Action" based on what suit you do play. Suit Actions are also taken by the winner of each trick, as well as at the end of a full Round of play.
Suit Actions will enable players to take Diamond Crystals from the Supply, moving them to their Showroom (where they may score 1 point) or to their Vault (where they will score 2 points). The Vault is a secure area, but the Showroom is vulnerable to theft by the other players.
The deck in Diamonds consists of sixty cards, numbered 1-15 in the standard suits. In each round, the players start with a hand of ten cards. One player leads a card, and everyone else must play one card, following suit if possible. As you play a card, if you cannot follow suit, you immediately get a Suit Action in the suit you did play. The player who played the highest card in the suit that was led wins the trick, and also gets a Suit Action.
The player who won the trick leads a card to start the next trick. After a full Round of ten tricks, whoever has taken the most cards in each suit once again gets a Suit Action. If a player has taken no tricks, that player gets two Diamonds Suit Actions. Players then start a new round.
Whoever has the most points in Diamond Crystals at the end of the game wins!
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- gaming is for everybody
- Black history is American history
- If it happened on American soil it's American history
- History is not a priority in this country; comfort is the preeminent american value
- we're here we're here we're here
References (from this video)
- alternative option for trick-taking fans
- not the main focus of the video
- abstract/trick-taking with shared mechanics
- A different trick-taking experience used as a point of reference
- abstract/card-play emphasis
- The Crew
- The Crew 2
Mechanics (from transcript analysis)
- Trick-taking — another trick-taking game suggested for comparison
Video topics + discussion points
Quotes (from this video)
- The best thing about this game is the new objective cards, so many ways to make each round feel fresh.
- short playtime, simple rules, excellent co-op play and the escalating difficulty
- however, as this is 90% the same game asides from the objectives, if you hated the original crew you probably won't like this either
- this is a game that would work for just about any group of any age and experience
- the difference is the objective cards make each game feel different and interesting and how they scale up is great
- you definitely need to play with limited communication to keep the game interesting
- the crew swept my awards in 2021 claiming small box game of the year
References (from this video)
- Fast-paced, tense push-your-luck decisions
- Engaging group banter and lively dynamics
- Clear channels for content and entertainment during a live playthrough
- Relic rules can be a bit fiddly for newcomers
- Luck plays a strong role, which can lead to variable outcomes
- risk-taking, treasure collection under time pressure
- cave exploration and ruby mining
- humorous, light-hearted adventure
Mechanics (from transcript analysis)
- end-of-round and end-of-game scoring — The game runs for five rounds; the player with the most rubies banked by the end wins.
- push-your-luck — Players decide after each tile whether to continue deeper into the cave or retreat to the camp; continuing can yield more rubies but incurs risk of traps that can wipe out loot.
- Relic and card interactions — Relics interact with the timing of leaving the cave; they can influence end-game scoring and strategic retreat timing.
- Relics for end-game scoring — Relic cards grant bonus points and create strategic tension about leaving the cave as the leader; some relics are worth five rubies at the end.
- Trap deck and round end condition — There are three types of traps; when two of the same type appear, the round ends and unbanked rubies are at risk of being lost for those still in the cave.
- Treasure banking — Rubies are banked when players leave the cave; banked rubies count toward end-game scoring and are safe from round-end losses.
Video topics + discussion points
Quotes (from this video)
- this week we're playing Diamonds designed by Alan R Moon and Bruno fiduti and published by ELO games
- it's a push your luck game
- Bank their rubies
- it's a very simple game
- the walk of shame
- be brave
- I am the bravest
- this game hates me
- I actually think this is a very straight laced very Catholic game
- masturbation in board game club
References (from this video)
- excellent value at €10; accessible
- engaging twist on a classic mechanic
- length can feel long for a trick-taking game
- diamond collection and value maximization
- gem trading; showroom and vault
- light trick-taking with economic twist
Mechanics (from transcript analysis)
- showroom/vault scoring — end of round reveals ownership of diamonds and actions based on suits won
- Trick-taking with a twist — standard trick-taking where suits grant actions; most tricks won grants end-stage bonuses
Video topics + discussion points
Quotes (from this video)
- temper your expectations people
- i want board games to be different
- it's the hotness news at the moment
- i definitely want publishers to push the envelope
- i'm not hyped about this at all
References (from this video)
- Easy to teach and quick to play
- Clear, approachable rules with satisfying end-game scoring
- Good entry point for non-gamers and families
- Can get chaotic with many players
- May lack deeper strategic complexity for regular gamers
- Potential variability in round length depending on player count
- Diamonds and collection-driven scoring with suit-based powers
- A trick-taking card game with a diamond-themed scoring mechanism where diamonds can be stored in a vault or showroom.
- Abstract with a light thematic flavor tied to diamonds and vaults
- The Crew
- Root (Leder Games)
Mechanics (from transcript analysis)
- Drafting/pass the cards — At round start, players pass 1–3 cards to a neighbor, influencing choices and table dynamics.
- Set/collection scoring via diamonds — Diamonds collected are placed in a vault or showroom and score differently; diamonds can be stolen or moved based on round outcomes.
- Suit-powered abilities — Winning a trick grants a power associated with the suit played, affecting how diamonds move or are gained.
- Trick-taking — Players play a card; others must follow suit; highest card in the led suit wins the trick.
Video topics + discussion points
Quotes (from this video)
- this channel is consumer focused
- hashtag support small creators
- life's too short time is precious
- bad rule books they will just destroy your game
- it's only a game
References (from this video)
- Familiar mechanic for players who know Hearts/Spades
- Simple entry point for classroom use
- May lack depth for more experienced gamers
- trick-taking flavored with scoring twists
- abstract card game with color/shape cues
- classic card-play feel with accessible familiarity
Mechanics (from transcript analysis)
- Trick-taking — Players compete in tricks using standard card play; scoring has unique twists.
Video topics + discussion points
Quotes (from this video)
- it's a jousting game that's kind of vicious and it's based on colors and numbers
- Sushi Go Party is an adorable and really easy to learn and teach drafting
- Splendor is addictive but they just can't quit
- Diamonds because it's a trick-taking game so kids who have played hearts or spades tend to like it
- Castle Panic has been a huge hit in my classroom
- Escape the Dark Castle
- Azul is one of those evergreen games