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Mister Diamond box art

Mister Diamond

Players

2-8

Time

?-?

Age

8+

Weight

1

Rating

5.33

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Mister Diamond has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities for players to explore and improve their tactics. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn score, allowing players to grasp the rules and depth of the game within a reasonable time. Overall, Mister Diamond has a strong replayability score of 7.9, making it a game that can be enjoyed multiple times.

Luck profile

Mister Diamond has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Mister Diamond offers a good balance between luck and player agency.

Overview

The main element of the game is an octagonal board, in moulded plastic, with 16 fake pawns fixed to it. Then 26 real pawns are placed randomly on the board. The goal of the game is to catch the most real pawns. Each player on turn tries to take a pawn. If it comes free, the player keeps it. It is a memory game, because you have to remember where the fake pawns are if you want to take the real ones. It is also a game of observation and dexterity, because when taking, or trying to take, a pawn, you often touch the neighbouring ones, and make them move or quiver a little bit. [Awards] 1994 Vuoden Perhepeli (Finnish Family Game of the Year)

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Editions

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Credits

Designers

1
Gunter Baars

Artists

1
Argos

Publishers

2
Ravensburger ?? ???? ???????? ?.?.

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