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===Overview===
== OVERVIEW ==  


A trick taking game, where the Suits give you special actions to manipulate Crystals, make sure to have the most Crystals in your Vault by end of game
Welcome to the high-stakes card game where you gamble with diamonds! Palm ice away from other players and attempt to secure your crystals in the safe before they find their way into someone else’s showroom. Play your cards right to pull off the perfect heist!


Diamonds is played over a set number of rounds based on number of players. Rules given below are for the standard 3-6 player game, with special 2-player and team/partnership variations at the bottom. 


===Turn===
== SETUP ==  


First, the Dealer chooses between 1-3 cards to be passed, and all players pass that number of cards clockwise
<b>Diamonds</b>


The player to the left of the Dealer is the Leader, this player can play any card they wish to start the trick
Everyone begins the game with 3 diamonds in their “showroom.” Diamonds here are worth <b>1 point</b> apiece at the end of the game ~ but can be stolen.


All other players in clockwise order play a single card, they must follow suit if possible
<b>Safe</b>


If a player cannot play to suit, then they can play any other card and gain an action related to their played suit
Each player has a safe in which to secure their diamonds from theft. Diamonds in the safe are not only protected, they are worth <b>2 points</b> apiece at the end of the game.


Whoever played the highest value card of the lead suit wins the trick, they gain the cards of the trick into a score pile and get to take the action of the lead Suit, then becomes the new Leader
<b>Cards</b>


Everyone receives 10 cards dealt from a 60-card deck. The deck consists of 4 suits (diamonds, hearts, spades, clubs) with cards numbered 1-15.


===Suit Actions===


Diamond - Take a 1-point Crystal from Supply and put it in your Vault
== SUIT BENEFITS ==


Heart - Take a 1-point Crystal from Supply and put it in your Showroom
Each suit grants a special favor when played under the right conditions:


Spades - Take a 1-point Crystal from your Showroom and put it in your Vault
*•  <b>When you can’t follow suit,</b> immediately gain the benefit of the suit you played.


Clubs - Take a 1-point Crytal from an opponent Showroom and put it in your Showroom
*•  <b>When you win the trick,</b> gain the benefit of the suit you played.


There are four ways to gain Suit Actions, some already mentioned
*•  At the end of the round, whoever has the <b>majority cards in each suit</b> gains the matching suit benefit.


If you cannot follow suit
*•  At the end of the round, when you <b>won no tricks</b> at all, take the Diamond benefit TWICE.


If you win the Trick


If, at end of a round, you have the most score cards of that suit
{| class=”wikitable” style=”margin:auto”


If, at end of a round, you won no tricks, gain 2 Diamond actions
|+ SUIT BENEFITS


Note: There are 5-point Crystals for ease of management, but NEVER combine 1-point Crystals from different sources to make this exchange
|-  


| <span style=”color: red;”> Diamonds &diams; </span>  ||  ~ Take a diamond from the supply and put it in your SAFE


===Round End===
|-


The round ends after 10 tricks, all cards played
| <span style=”color: red;”> Hearts &hearts; </span>  ||  ~ Take a diamond from the supply and put it in your showroom


In the following order, Suit actions are performed:
|-


The player with the most Diamond Score cards takes a Diamond action
| Spades &spades;  ||  ~ Put a diamond in your showroom into your safe


The player with the most Hearts Score cards takes a Hearts action
|-


The player with the most Spades Score cards takes a Spades action
| Clubs &clubs;  ||  ~ Pinch a diamond from the player with the thief and place it in your showroom


The player with the most Clubs Score cards takes a Clubs action
|}


Any player who won no tricks takes two Diamond actions




===Game End===
== GAMEPLAY ==  


The game ends after 4-6 rounds depending on player count


Each Crystal in a Showroom is worth 1 point
1. After looking at their cards, the start player decides how many cards players must pass clockwise: 1, 2 or 3.


Each Crystal in a Vault is worth 2 points
: *•  All cards go to a single player. 


The player with the most points, wins!
2. The start player leads the trick. 


If tied, the player with most points from their Vault, wins!
3. Players must follow suit, if possible. 
 
: *•  If unable to follow suit, play any card AND immediately gain its suit benefit.
 
4. Highest card of the leading suit takes the trick and gains the corresponding suit benefit.
 
5. Winner leads the next trick.
 
 
Continue until all 10 cards have been played, then take end-of-round benefits for each suit. 
 
 
 
== THIEF ==
 
 
Each round, the Thief token begins in front of the player to the left of the start player. When you gain a &clubs; suit benefit, take one diamond from the showroom of the player with the Thief token. Then the token moves to the next player clockwise.
 
 
If the player with the Thief token has no diamonds in their showroom, you gain nothing but the token still moves clockwise.
 
 
At the end of the round, the Thief token also moves one player clockwise, unless there is a tie for &clubs; ~ In that case, the Thief stays where it is.
 
 
 
== GAME END ==
 
 
After 4-6 rounds, depending on player count, tally your diamonds: 1 point for showroom diamonds and 2 points for diamonds in the safe. Highest score wins.
 
 
<b>Tie:</b> whoever secured the most diamonds in their safe is the winner!
 
 
 
== 2-PLAYER RULES ==
 
 
Play exactly as above, except that you will play a total of TWO cards each trick. Players take turns playing one card to the table and reaping suit benefits as earned. 
 
 
EXAMPLE:
 
1. Carl leads with 4 &diams;
 
2. Stella follows suit, playing 3 &diams;
 
3. Carl doesn’t have anymore diamonds, so he plays 10 &hearts; 
 
: *•  Because he couldn’t follow suit, he gains the heart suit benefit
 
4. Stella has more diamond cards, so she must continue to follow the original suit. She plays 8 &diams;
 
: *•  Because diamonds were the leading suit, Stella wins the trick with her 8 &diams; and earns the diamond suit benefit.
 
 
 
== 4- AND 6-PLAYER TEAM RULES ==
 
 
Diamonds can be enjoyed in 2 or 3 two-player teams with the following rules modifications:
 
 
*•  After the start player decides how many cards to pass, cards are passed between partners instead of to the player clockwise. <b>The start player may not discuss how many cards to pass with their partner.</b>
 
*•  Each team shares a single showroom and safe.
 
*•  At the end of the round, suit majority is determined by totaling all cards taken by the team.
 
*•  A player who takes no tricks during a round still gains the double diamond suit benefit, even if their partner won tricks.

Revision as of 00:22, 11 August 2024

OVERVIEW

Welcome to the high-stakes card game where you gamble with diamonds! Palm ice away from other players and attempt to secure your crystals in the safe before they find their way into someone else’s showroom. Play your cards right to pull off the perfect heist!

Diamonds is played over a set number of rounds based on number of players. Rules given below are for the standard 3-6 player game, with special 2-player and team/partnership variations at the bottom.

SETUP

Diamonds

Everyone begins the game with 3 diamonds in their “showroom.” Diamonds here are worth 1 point apiece at the end of the game ~ but can be stolen.

Safe

Each player has a safe in which to secure their diamonds from theft. Diamonds in the safe are not only protected, they are worth 2 points apiece at the end of the game.

Cards

Everyone receives 10 cards dealt from a 60-card deck. The deck consists of 4 suits (diamonds, hearts, spades, clubs) with cards numbered 1-15.


SUIT BENEFITS

Each suit grants a special favor when played under the right conditions:

  • When you can’t follow suit, immediately gain the benefit of the suit you played.
  • When you win the trick, gain the benefit of the suit you played.
  • • At the end of the round, whoever has the majority cards in each suit gains the matching suit benefit.
  • • At the end of the round, when you won no tricks at all, take the Diamond benefit TWICE.


SUIT BENEFITS
Diamonds ♦ ~ Take a diamond from the supply and put it in your SAFE
Hearts ♥ ~ Take a diamond from the supply and put it in your showroom
Spades ♠ ~ Put a diamond in your showroom into your safe
Clubs ♣ ~ Pinch a diamond from the player with the thief and place it in your showroom



GAMEPLAY

1. After looking at their cards, the start player decides how many cards players must pass clockwise: 1, 2 or 3.

*• All cards go to a single player.

2. The start player leads the trick.

3. Players must follow suit, if possible.

*• If unable to follow suit, play any card AND immediately gain its suit benefit.

4. Highest card of the leading suit takes the trick and gains the corresponding suit benefit.

5. Winner leads the next trick.


Continue until all 10 cards have been played, then take end-of-round benefits for each suit.



THIEF

Each round, the Thief token begins in front of the player to the left of the start player. When you gain a ♣ suit benefit, take one diamond from the showroom of the player with the Thief token. Then the token moves to the next player clockwise.


If the player with the Thief token has no diamonds in their showroom, you gain nothing but the token still moves clockwise.


At the end of the round, the Thief token also moves one player clockwise, unless there is a tie for ♣ ~ In that case, the Thief stays where it is.



GAME END

After 4-6 rounds, depending on player count, tally your diamonds: 1 point for showroom diamonds and 2 points for diamonds in the safe. Highest score wins.


Tie: whoever secured the most diamonds in their safe is the winner!



2-PLAYER RULES

Play exactly as above, except that you will play a total of TWO cards each trick. Players take turns playing one card to the table and reaping suit benefits as earned.


EXAMPLE:

1. Carl leads with 4 ♦

2. Stella follows suit, playing 3 ♦

3. Carl doesn’t have anymore diamonds, so he plays 10 ♥

*• Because he couldn’t follow suit, he gains the heart suit benefit

4. Stella has more diamond cards, so she must continue to follow the original suit. She plays 8 ♦

*• Because diamonds were the leading suit, Stella wins the trick with her 8 ♦ and earns the diamond suit benefit.



4- AND 6-PLAYER TEAM RULES

Diamonds can be enjoyed in 2 or 3 two-player teams with the following rules modifications:


  • • After the start player decides how many cards to pass, cards are passed between partners instead of to the player clockwise. The start player may not discuss how many cards to pass with their partner.
  • • Each team shares a single showroom and safe.
  • • At the end of the round, suit majority is determined by totaling all cards taken by the team.
  • • A player who takes no tricks during a round still gains the double diamond suit benefit, even if their partner won tricks.