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Diamantina cards

  • Writer: Newt
    Newt
  • Apr 15
  • 12 min read

We have made packs of diamond shaped cards designed to enable new kinds of 2-dimensional card play. Here is the standard pack with courts, aces and jokers:

The Diamantina courts pack
The Diamantina courts pack

We've also made one in Royal Ace style, with 1-12 spots, a Royal Ace, and two best-bower cards. We did this to complete the packing space of pips on a diagonal:

Royal Ace deck
Royal Ace deck

And we have a 500 deck made from a combination of the two.

We have also made a Zodiac Deck with the Astrological symbols for the Matador cards, using 19th century printers' cliches:

Zodiac Diamantina pack
Zodiac Diamantina pack

While there have been other diamond shaped cards in the past, they have been novelty packs rather than cards designed for play. They have always had problems with the index markers which don't enable fanning to see the values. We have solved this problem by having overlayed markers. Here are the 9 of Hearts and the 8 of Spades, showing how the pips work:

Overlaid index markers
Overlaid index markers

Here is a hand of five cards with the index markers clearly visible:

A fanned hand of 5 cards
A fanned hand of 5 cards

The diamond aspect with four index markers means that games of tessellation become practical, as they can overlap in four directions. A branching Fantan or Napoleon's Tomb, for example. We've also made a game called Cornerstones which uses a baseball diamond and batter-fielder analogy (see below) to celebrate the layout.

You can buy the cards printed on demand at MPC:

  • the standard courts version of Diamantina here,

  • the Royal Ace version of Diamantina here,

  • the Zodiac version of Diamantina here,

  • the 500 version (combining Courts and Royale) is available here.


Diamantina Branching Fantan

A four-directional adaptation of Fantan for diamond-shaped cards

Introduction

Branching Fantan is a multi-player card game designed specifically for Diamantina diamond-shaped cards. It extends the traditional Fantan concept by allowing play in four directions, creating a dynamic branching pattern across the table.

Components Required

  • A complete Diamantina deck

  • 3-8 players (optimal with 4-6)

  • Tokens or chips for scoring (optional)

Setup

  1. Shuffle the deck thoroughly.

  2. Deal all cards evenly among the players. It's acceptable if some players receive one card more than others.

  3. The player with the 7 of Diamonds (or equivalent in your deck) places it in the center of the table to start the foundation pile.

  4. If using the Royal Aces deck, the middle card value (6 or 7) begins play.

  5. If using the Zodiac deck, use the Earth signs (Taurus, Virgo, Capricorn) as the starting cards.

Objective

Be the first player to play all your cards by adding them to the branching structure in valid sequences.

Gameplay

Basic Rules

  1. Play proceeds clockwise from the player who placed the first card.

  2. On your turn, you must play a valid card if possible.

  3. If you cannot play a valid card, you must pass your turn.

  4. A player who successfully plays all their cards wins the game.

Building the Structure

Unlike traditional Fantan where play is limited to ascending and descending sequences from the 7s, Diamantina Branching Fantan allows play in four directions:

  1. Cardinal Directions - From each starter card:

  2. Upward: Build in ascending sequence (7→8→9→...→K)

  3. Downward: Build in descending sequence (7→6→5→...→A)

  4. Leftward: Build in ascending, alternating colors

  5. Rightward: Build in descending, alternating colors

  6. Branching Mechanism:

  7. When a card is placed that creates an opportunity for play in multiple directions, new branches form.

  8. Any card that has an open adjacent position can be the start of a new branch.

  9. Branches must follow the directional rules based on their orientation.

Valid Plays

A card can be played if it meets one of these conditions:

  1. It continues an existing sequence in the correct direction.

  2. It starts a new valid branch from an existing card.

  3. It connects two existing branches (must satisfy both sequences' requirements).

Special Cards

  • Aces and Kings: When placed, these can serve as terminal points that don't allow further building in that direction.

  • Royal Cards (J, Q, K): Can be placed to start a completely new foundation if you cannot make any other play.

  • Zodiac Cards (if using that deck): Each zodiac has a special power that can be used once per game:

    • Fire Signs: Can be played out of sequence

    • Earth Signs: Can serve as foundation starters

    • Air Signs: Can be played as any value in the correct suit

    • Water Signs: Can be played regardless of color rules

Multi-Dimensional Play

The key innovation in Branching Fantan is that the tableau grows in four directions simultaneously, creating a complex web of interconnected sequences rather than linear runs.

  1. Junction Points: When sequences meet at a junction, the card at that junction must satisfy both sequence requirements.

  2. Crossing Sequences: Sequences can cross over each other (thanks to the diamond shape), creating complex patterns.

  3. Territory Control: Players may strategically block directions to hinder opponents from playing their cards.

Scoring

Standard Scoring

  • First player to go out: 25 points

  • For remaining players: 1 point for each card played

  • Penalty: -2 points for each card still in hand

Tournament Scoring

  • Play multiple rounds

  • First player to reach 100 points wins

  • Penalty points for cards remaining in hand carry over to the next round

Variants

Royal Aces Variant

When playing with the 1-12 deck, use the middle value (6) as the foundation starter. Royal Aces serve as wildcards that can be played anywhere.

Zodiac Variant

In addition to the special powers listed above, the complete zodiac cycle creates a special scoring opportunity. If you play all cards of a particular zodiac sign, score 10 bonus points.

Diamond Force

After three consecutive passes, the next player MUST play a card even if it creates a disadvantageous position, or draw a penalty card from a separate penalty deck.

Strategy Tips

  • Monitor the development of branches carefully

  • Try to create junction points that only your cards can satisfy

  • Save cards that can serve as versatile connectors between branches

  • Be mindful of which branches offer the most potential for future plays

Cornerstones Patience

A patience game for Diamantina diamond-shaped cards

Introduction

Cornerstones is a single-player patience game designed specifically for Diamantina cards - diamond-shaped playing cards that enable gameplay in four directions. This game creates fascinating fractal-like patterns similar to Sierpinski triangles as sequences build outward from central points.

Components Required

  • A complete Diamantina deck (any of the three variants will work)

  • Sufficient table space to build expanding patterns

Setup

  1. Shuffle the deck thoroughly.

  2. Deal one card face up in the center of the playing area as the "Origin Stone."

  3. Deal four cards face up in a diamond pattern around the Origin Stone (above, below, left, and right) - these are your initial "Cornerstones."

  4. Place the remaining deck face down as a draw pile.

Objective

Build sequences outward from each Cornerstone in all four directions, creating a fractal-like pattern. Win by successfully placing all cards from the deck or by placing at least 40 cards.

Rules for Building

1. Cornerstone Building Rules

  • Above the Origin Stone: Build in ascending sequence (A→2→3→...→K)

  • Below the Origin Stone: Build in descending sequence (K→Q→J→...→A)

  • Left of Origin Stone: Build in alternating colors, ascending (red→black→red...)

  • Right of Origin Stone: Build in alternating colors, descending (black→red→black...)

2. Branching Rules

  • When you place a card that forms a "junction" (a point where two sequences meet), you must start a new branch from that card.

  • New branches follow rules based on their position relative to their "parent" junction:

    • Upper branches follow ascending sequences

    • Lower branches follow descending sequences

    • Left branches require alternating colors, ascending

    • Right branches require alternating colors, descending

3. Card Movements

  • Draw three cards at a time from the draw pile.

  • You may place a card directly from your hand if it follows the building rules.

  • Cards can only be placed adjacent to existing cards, forming continuous sequences.

  • You can go through the draw pile three times total.

4. Special Rules

  • Royal cards (J, Q, K) can serve as new Cornerstones, allowing you to start a new sequence in any empty adjacent space.

  • Zodiac cards (if using that deck) have special powers: they can break sequence rules once per game per zodiac.

  • Aces can be used as either high or low cards, but once placed, their value is fixed.

Challenge Elements

  • You must maintain the integrity of all sequences simultaneously.

  • When branches meet, the cards at the intersection must satisfy rules for both sequences.

  • You can only start new branches from junctions or cornerstone cards.

  • No sequence can "dead end" - it must either terminate at the edge of your playing space or connect to another sequence.

Winning

Complete successful sequences from all four original Cornerstones and place at least 40 cards from the deck to win.


Diamond Baseball

A two-player asymmetric card game for Diamantina diamond-shaped cards

Introduction

Diamond Baseball is a strategic card game that simulates the back-and-forth nature of baseball using Diamantina diamond-shaped cards. One player takes the role of the Offense, trying to advance runners and score points, while the other player serves as the Defense, attempting to create outs and prevent scoring.

Components

  • One complete Diamantina deck

  • Optional: Tokens to represent runners and track the score

Setup

  1. Shuffle the deck thoroughly.

  2. Deal 7 cards to each player as their starting hand.

  3. Place four cards face up in a diamond pattern representing the baseball diamond:

  4. Home plate (bottom position)

  5. First base (right position)

  6. Second base (top position)

  7. Third base (left position)

  8. Place the remaining cards face down as a draw pile.

  9. Decide who will start as the Offense player and who will be the Defense player.

Gameplay Overview

The game alternates between "innings" where players swap roles. During each inning:

  • The Offense player tries to advance runners around the bases to score points

  • The Defense player tries to create three outs to end the inning

  • After three outs, players swap roles and a new inning begins

  • A complete game consists of 9 innings (or fewer by agreement)

Card Values and Actions

Card Rankings

  • Numerical cards (A-10): Ranked by their number (Ace is low)

  • Court cards (J, Q, K): Ranked in that order above 10

  • If using the Royal Aces deck: 1-12 values with Royal Aces as special cards

  • If using the Zodiac deck: Numbers plus zodiac cards with special powers

Card Suits

  • Hearts and Diamonds: "Red suits" (favorable to Offense)

  • Clubs and Spades: "Black suits" (favorable to Defense)

Base Cards

The four cards in the baseball diamond layout are called "Base Cards" and have special significance:

  1. Each Base Card shows the minimum card value needed to safely reach that base

  2. Base Cards are oriented with their points facing counterclockwise (the direction runners move)

  3. Base Cards can be modified during play by both players

Turn Structure

Offense Turn

  1. Draw a card

  2. Play one of these actions:

  3. Hit Attempt: Play a card to attempt advancing a runner

  4. Sacrifice: Discard a card to move one runner forward one base

  5. Steal Attempt: Play a card to attempt stealing a base with an existing runner

  6. Substitution: Replace a Base Card with a card from your hand

Defense Turn

  1. Draw a card

  2. Play one of these actions:

  3. Defensive Play: Play a card to challenge a Hit Attempt

  4. Pickoff Attempt: Play a card to try removing a runner already on base

  5. Defensive Shift: Replace a Base Card with a card from your hand

  6. Relief Pitcher: Discard and draw two new cards

Detailed Rules

Batting and Hitting

  1. The Offense player plays a card face up as a Hit Attempt

  2. The card's value and suit determine the potential outcome:

  3. Card below Base Card value: Potential out

  4. Card equal to Base Card value: Single (advance one base)

  5. Card one rank above Base Card: Double (advance two bases)

  6. Card two ranks above Base Card: Triple (advance three bases)

  7. Card three or more ranks above: Home Run

  8. Red suit cards receive +1 bonus to their effective rank

Defense Challenge

  1. The Defense player may play a card to challenge any Hit Attempt

  2. If the Defense card is higher value than the Hit card:

  3. An out is recorded

  4. Both cards are discarded

  5. If the Defense card is equal or lower value:

  6. The hit succeeds as indicated

  7. Defense card is discarded

  8. Black suit cards receive +1 bonus to their effective rank

Baserunning

  1. When hits occur, imaginary runners advance the appropriate number of bases

  2. Multiple runners can be on bases simultaneously

  3. Each runner that crosses home plate scores one point for the Offense

Outs

Three ways to create outs:

  1. Successful Defense challenge of a Hit Attempt

  2. Successful Pickoff Attempt (Defense card > Base Card + runner's safety margin)

  3. Failed Steal Attempt (Offense card < next Base Card value)

Special Cards

When using the standard court deck:

  • Jacks: Can be played as "fielder's choice" to get a force out at any base

  • Queens: Allow the player to look at the top three cards of the deck and rearrange them

  • Kings: Cancel any play and force opponent to discard a card

When using the Royal Aces deck:

  • Royal Aces: Act as wildcards that can represent any value

When using the Zodiac deck:

  • Fire Signs: Automatically successful hits (cannot be challenged)

  • Earth Signs: Can replace any Base Card without using an action

  • Air Signs: Allow drawing extra cards

  • Water Signs: Can be played out of turn to cancel opponent's play

Winning the Game

The player with the most points after 9 innings wins the game. Tie games can go into "extra innings" until a winner is determined.

Variants

Quick Game

Play just 3 innings instead of 9 for a faster game.

Solitaire Version

Can be played solo by alternating between Offense and Defense roles and trying to maximize score differential.

Tournament Play

Players can keep track of wins across multiple "games" in a series.

Strategy Tips

For Offense

  • Save high cards for crucial scoring opportunities

  • Use Substitution to make bases easier to reach

  • Create "rallies" by setting up sequences of hits

For Defense

  • Use Defensive Shifts to make bases harder to reach

  • Save high cards to challenge the most threatening Hit Attempts

  • Use Pickoff Attempts strategically to remove dangerous runners


Diamond Baseball: Sample Game

A demonstration of gameplay using Diamantina diamond-shaped cards

Game Setup

Initial Deal:

  • Player 1 (starting as Offense): 7♥, 3♦, 10♠, K♣, 5♥, 8♦, Q♠

  • Player 2 (starting as Defense): 9♣, 2♠, 6♦, J♥, 4♣, A♠, 10♥

Initial Diamond Layout:

  • Home Plate (bottom): 6♥

  • First Base (right): 4♠

  • Second Base (top): 8♣

  • Third Base (left): 5♦

Starting Score: 0-0

First Inning - Top Half

Player 1's Turn (Offense)

Turn 1:

  • Draw: K♦

  • Action: Hit Attempt with 7♥

  • Analysis: First Base card is 4♠. 7♥ is 3 ranks higher, plus +1 for red suit = effective 8, which is 4 ranks higher = Home Run!

  • Result: Home run! No challenge from Defense.

  • Score: Player 1: 1, Player 2: 0

Player 2's Turn (Defense)

Turn 1:

  • Draw: 3♥

  • Action: Defensive Shift - Replace First Base (4♠) with 9♣

  • Result: First Base now requires a much higher card to reach

  • Current Diamond:

    • Home Plate: 6♥

    • First Base: 9♣ (changed)

    • Second Base: 8♣

    • Third Base: 5♦

Player 1's Turn (Offense)

Turn 2:

  • Draw: 2♣

  • Action: Substitution - Replace Home Plate (6♥) with 3♦

  • Result: Home Plate now requires a lower card to reach

  • Current Diamond:

    • Home Plate: 3♦ (changed)

    • First Base: 9♣

    • Second Base: 8♣

    • Third Base: 5♦

Player 2's Turn (Defense)

Turn 2:

  • Draw: 7♠

  • Action: Relief Pitcher - Discard J♥ and A♠, draw 5♣ and Q♦

  • Result: Player 2 now has fresh cards for defense

Player 1's Turn (Offense)

Turn 3:

  • Draw: 9♦

  • Action: Hit Attempt with 8♦

  • Analysis: Home Plate is 3♦. 8♦ is 5 ranks higher, plus +1 for red suit = effective 9, which is 6 ranks higher = Home Run!

  • Defense Response: Challenge with 10♥

  • Challenge Result: 10♥ (10) beats 8♦ (effective 9) - Defense wins!

  • Result: Out #1

  • Outs: 1

Player 1's Turn (Offense)

Turn 4:

  • Draw: 6♣

  • Action: Hit Attempt with 5♥

  • Analysis: Home Plate is 3♦. 5♥ is 2 ranks higher, plus +1 for red suit = effective 6, which is 3 ranks higher = Triple!

  • Defense Response: Challenge with 7♠

  • Challenge Result: 7♠ (effective 8 with black suit bonus) beats 5♥ (effective 6) - Defense wins!

  • Result: Out #2

  • Outs: 2

Player 1's Turn (Offense)

Turn 5:

  • Draw: J♦

  • Action: Special Card Action - Play Q♠ to look at top three cards of deck (4♥, K♠, 2♥)

  • Result: Rearranged top cards to: K♠, 4♥, 2♥

Player 2's Turn (Defense)

Turn 3:

  • Draw: J♠

  • Action: Defensive Shift - Replace Second Base (8♣) with Q♦

  • Result: Second Base now extremely difficult to reach

  • Current Diamond:

    • Home Plate: 3♦

    • First Base: 9♣

    • Second Base: Q♦ (changed)

    • Third Base: 5♦

Player 1's Turn (Offense)

Turn 6:

  • Draw: K♠ (from previous arrangement)

  • Action: Hit Attempt with K♦

  • Analysis: Home Plate is 3♦. K♦ is much higher, plus red suit bonus = definite Home Run!

  • Defense Response: Challenge with J♠ (special defense against Kings)

  • Result: Out #3

  • Outs: 3

End of Top Half InningScore: Player 1: 1, Player 2: 0

First Inning - Bottom Half

Players switch roles: Player 2 is now Offense, Player 1 is now Defense

Current Diamond:

  • Home Plate: 3♦

  • First Base: 9♣

  • Second Base: Q♦

  • Third Base: 5♦

Player 2's Turn (now Offense)

Turn 1:

  • Draw: 4♥

  • Action: Substitution - Replace Home Plate (3♦) with 2♠

  • Result: Home Plate value lowered

  • Current Diamond:

    • Home Plate: 2♠ (changed)

    • First Base: 9♣

    • Second Base: Q♦

    • Third Base: 5♦

Player 1's Turn (now Defense)

Turn 1:

  • Draw: 2♥

  • Action: Defensive Shift - Replace Home Plate (2♠) with 6♣

  • Result: Home Plate value increased again

  • Current Diamond:

    • Home Plate: 6♣ (changed)

    • First Base: 9♣

    • Second Base: Q♦

    • Third Base: 5♦

Game Analysis

This sample demonstrates the key strategic elements of Diamond Baseball:

Strategic Base Manipulation

Both players actively modified the base values to either make hitting easier (Offense) or more difficult (Defense). This creates a constantly evolving "field" that players must adapt to.

Hit Attempts and Defense Challenges

The Offense tried to play cards exceeding base values while the Defense successfully challenged with higher cards to create outs. The suit bonuses (+1 for red suits on Offense, +1 for black suits on Defense) added another layer of strategy.

Special Card Actions

Cards like the Queen (viewing and rearranging the deck) and Jack (special defense capability) introduced powerful special abilities that influenced gameplay.

Tension and Momentum

The game creates natural moments of tension, as shown when Player 1 hit a potential home run but was stopped by Player 2's defensive play. Each at-bat becomes a meaningful confrontation.

Diamond-Shaped Card Advantages

The diamond shape of the Diamantina cards creates a natural visual representation of the baseball diamond, with card orientations reinforcing the counterclockwise movement of runners.

This sample game illustrates the first inning of Diamond Baseball, showing the core mechanics and strategic elements. A full game would continue for nine innings with players alternating offensive and defensive roles.

 
 
 

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