Tabletop games
Diamant (Incan Gold)
Over five expeditions into the cave of Tacora, bring back to camp more gems than the others, without getting caught by its traps.
- players
- 3–8
- minutes
- 30
You’ll need the game box. Marquoir sums up the rules and keeps score.
Setup
- The game is for 3 to 8 players.
- Lay out the camp board and the 5 Cave Entrance tiles, one per round.
- Shuffle the 15 Treasure cards and the 15 Hazard cards together into a face-down Expedition deck.
- Rubies (worth 1) and diamonds (worth 5) form the supply; you can always exchange 5 rubies for a diamond.
- Each player takes a chest, an explorer and their two Decision cards, Continue and Leave.
How to play
- A round is one expedition: turn over an Expedition card, then each player decides whether to go on.
- Treasure card: its rubies are split equally among all players still in the cave; the remainder stays on the card.
- Rubies picked up along the way are placed next to your chest, not in it: they can still be lost.
- Hazard card: the first appearance of a hazard does nothing. If the same hazard comes up a second time, everyone still in the cave flees, giving back the rubies next to their chest, and the expedition ends.
- Decision: each player secretly chooses Continue or Leave, then everyone reveals at the same time.
- Players who leave pick up, on the way back, the rubies left on the Treasure cards, shared with anyone leaving at the same moment, then put all their loot in their chest, safe until the end.
- The expedition also ends when everyone has gone back to camp.
- Between rounds: remove the Cave Entrance tile just played, return the rubies left in the cave, set aside the second hazard card that caused the flight, and reshuffle the Expedition cards.
Scoring
- Each ruby in the chest is worth 1 point, each diamond 5.
- In the variant, relics score their printed value (5, 7, 8, 10 or 12).
- In Marquoir, enter at the end of each expedition the value each player put in their chest.
End of the game
- The game ends after the fifth expedition.
- The richest player wins; tied players share the victory.
House rules and pitfalls
- Relics variant: add one relic to the deck at the start of each round. Only a player who leaves alone takes the relics revealed; those left in the cave are removed from the game at the end of the round.
Frequently asked questions
What happens to a ruby that cannot be split?
It stays on the Treasure card. Players leaving later will pick it up on the way out; otherwise it goes back to the supply at the end of the expedition.
Can you lose what is already in your chest?
No. Everything put in the chest stays there until the end of the game; only the rubies placed next to it are at risk.
The box
- Released
- 2005
- Age
- Ages 8+
- Designers
- Alan R. Moon, Bruno Faidutti
- Artwork
- Paul Mafayon
- Publisher
- IELLO
- Mechanics
- Push Your LuckSimultaneous Action SelectionBluffing
- Contents
- 1 camp board
- 35 Expedition cards: 15 Treasure, 15 Hazard, 5 Relic
- 16 Decision cards
- 60 rubies and 40 diamonds
- 5 Cave Entrance tiles
- 8 explorers and 8 chests