
Diamonds Club
- Players
- 2-4
- Best withThe player count this game plays best at.
- 4 players
- Play timeHow long a full game runs once everyone knows the rules.
- 75 min
- AgeThe minimum age printed by the publisher.
- 10+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.6 / 5
- Year
- 2008
About the game
Diamonds Club sets four gemstone dealers in Victorian London against each other as they invest in mines, mining rights, and cutting-edge technology to build the most magnificent country estate. Players place coins on a shared board to claim benefits, with each spot growing pricier as more coins stack on it, then convert mines, ships, and prospector rights into gemstones to purchase attractions for their personal park. Technology upgrades and achievement bonuses add extra scoring layers on top of the core building race. Designed by Rüdiger Dorn for two to four players, it runs about seventy-five minutes and rewards efficient long-term planning. The game ends the moment the first player completes their park, triggering final scoring.
Hobbli's Notes
Diamonds Club is a satisfying, if understated, worker-placement and bidding hybrid from a designer known for tightly-tuned euro systems. The escalating coin-placement mechanic creates real tension over when to commit resources. It leans dry thematically, but for players who enjoy optimization puzzles with meaningful player interaction, it delivers.
What we like
- Satisfying escalating-cost placement mechanic drives tense decisions.
- Deep technology-track progression rewards long-term planning.
- Strong player interaction through shared bidding spaces.
- Well-realized Victorian gemstone-trading theme.
Keep in mind
- Downtime can build noticeably with four players.
- Can feel dry and abstract for theme-focused gamers.
- Requires several plays to learn efficient strategies.
Who it's for
Good for experienced euro-strategy players in groups of two to four, ages 10 and up, who enjoy worker placement and resource optimization.











