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Diamonds

Game ID: GID0093975
Collection Status
Description

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!

Year Published
2014
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 4 · mix 1 · neu 1 · neg 0
Mentions per page
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Showing 1–6 of 6
Video qPnVI64nQNg Our Family general_discussion at 14:00 sentiment: positive
video_pk 12822 · mention_pk 37439
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Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video sZFqdWgbZk8 Three Minute Board Games game_review at 3:17 sentiment: neutral
video_pk 12439 · mention_pk 36310
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Overall sentiment (raw)
neutral
Pros
  • alternative option for trick-taking fans
Cons
  • not the main focus of the video
Thematic elements
  • abstract/trick-taking with shared mechanics
  • A different trick-taking experience used as a point of reference
  • abstract/card-play emphasis
Comparison games
  • The Crew
  • The Crew 2
Mechanics (from transcript analysis)
  • Trick-taking — another trick-taking game suggested for comparison
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video GqhCzE_lb24 Board Game Club playthrough at 0:49 sentiment: mixed
video_pk 10390 · mention_pk 30623
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Overall sentiment (raw)
mixed
Pros
  • Fast-paced, tense push-your-luck decisions
  • Engaging group banter and lively dynamics
  • Clear channels for content and entertainment during a live playthrough
Cons
  • Relic rules can be a bit fiddly for newcomers
  • Luck plays a strong role, which can lead to variable outcomes
Thematic elements
  • risk-taking, treasure collection under time pressure
  • cave exploration and ruby mining
  • humorous, light-hearted adventure
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video pInvgnKl-iw Broken Meeple general_discussion at 12:16 sentiment: positive
video_pk 9833 · mention_pk 28975
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Overall sentiment (raw)
positive
Pros
  • excellent value at €10; accessible
  • engaging twist on a classic mechanic
Cons
  • length can feel long for a trick-taking game
Thematic elements
  • diamond collection and value maximization
  • gem trading; showroom and vault
  • light trick-taking with economic twist
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video K1zi-13k_VI The Broken Meeple general_discussion at 24:50 sentiment: positive
video_pk 7224 · mention_pk 21403
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Overall sentiment (raw)
positive
Pros
  • Easy to teach and quick to play
  • Clear, approachable rules with satisfying end-game scoring
  • Good entry point for non-gamers and families
Cons
  • Can get chaotic with many players
  • May lack deeper strategic complexity for regular gamers
  • Potential variability in round length depending on player count
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video PdvEFGCOETI Davidson solitaire general_discussion at 2:25 sentiment: positive
video_pk 2514 · mention_pk 7331
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Overall sentiment (raw)
positive
Pros
  • Familiar mechanic for players who know Hearts/Spades
  • Simple entry point for classroom use
Cons
  • May lack depth for more experienced gamers
Thematic elements
  • trick-taking flavored with scoring twists
  • abstract card game with color/shape cues
  • classic card-play feel with accessible familiarity
Comparison games
none
Mechanics (from transcript analysis)
  • Trick-taking — Players compete in tricks using standard card play; scoring has unique twists.
Video topics + discussion points
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
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