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Tabletop games

Diamant (Incan Gold)

IELLOAlan R. Moon, Bruno Faidutti2005

players
3–8
minutes
30
years
8+

In the box

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

Official rules (PDF, publisher's site)

Box details
Designers
Alan R. Moon, Bruno Faidutti
Artwork
Paul Mafayon
Publisher
IELLO
Mechanics
Push Your LuckSimultaneous Action SelectionBluffing

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Over five expeditions into the cave of Tacora, each player tries to bring back more gems to camp than the others. One card is turned over at a time: a Treasure's rubies are split among those still in the cave, and the same hazard coming up twice makes everyone still inside flee, losing the loot not yet in their chest; between cards, each player secretly chooses to go on or to leave. After the fifth expedition, each ruby in the chest is worth 1 point, each diamond 5, and the richest player wins.

Checked against the official rules · October 2026

The rules, step by step

Setup

3 to 8 players, 15 Treasures, 15 Hazards, 2 Decision cards
  • 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

Turn over 1 card, Share the rubies, Continue or leave
  • 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

Ruby 1 point, Diamond 5 points, Relics in a variant
  • 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

5 expeditions, Richest wins
  • 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.
  • 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.

Going further

Frequently asked questions · In the same family

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.

In the same family

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