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Diamonds Club box art
2008 Ranked #1,908

Diamonds Club

Economic strategy game where London gemstone dealers compete for prestige and profit at the turn of the century. Trading, auctions, and market choices create shifting value, so every deal must advance a dealer's standing over the others.

Strategy Games Economic Industry / Manufacturing Set Collection Tech Trees / Tech Tracks

Players

2-4

Play time

60-75 min

Age

10+

Complexity

2.63/5

Rating

7.04

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

London, 1899: in the renowned Diamonds Club meet four successful gemstone dealers in an ambitious competition: they want to equip magnificently their country estates -- with the profit made from the gemstone trade.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

London, 1899: in the renowned Diamonds Club meet four successful gemstone dealers in an ambitious competition: they want to equip magnificently their country estates -- with the profit made from the gemstone trade. To do that, they invest their money in mines, mining rights and the latest technologies. The player who has the most valuable park at the end of the game is the Lord of Diamonds! The goal of the game is to build a magnificent park with many (different) attractions. The game ends, when the first player completes his or her park. Then victory points are scored based on the contents of the parks, technology advancements and achievements gained during the game. The player with the most victory points wins the game. Diamonds Club is played in turns until the end condition is met by the first player. Each turn is divided into different phases. In the first phase players take turns placing coins on a central board to gain several benefits: mines, ships and prospector rights to gain gemstones, technology advancements or wildlife park attractions for the own park. To gain the benefit of a square you have to place one coin plus the sum of all vertical and horizontal placed coins. So as the players take turns, the available benefits grow more and more expensive. Once every player has passed, the players may change a combination of ship, prospector rights and mine into as many gemstones as the lowest value on all of the counters depicts. In the final phase the players can buy new attractions for their park using the earned gemstones. As mentioned above, there are several achievements, for example to be the first player having 5 equal attractions, or a special combination of attractions. Those score later extra points for the player who won this. Also, there are several technologies, which could raise the value of woods in the park, increase the gemstone income of the player or increases the number of coins available each round for the player. On the higher levels those technologies also score additional points in the final scoring.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
60–75 min
Age
10+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

1
Rüdiger Dorn

Artists

1
Franz Vohwinkel

Publishers

1
Ravensburger

Linked items

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