Card Game Rules

Social deduction game · Game 346 of 388 ♦

Diamond Heist

The Boss's pile of diamonds goes round the table, and it comes back lighter – now the Boss has to find out who helped themselves.

Players
5–12
Duration
20 min
Age
10+
Difficulty
medium
Cards
up to 26 cards from a 52-card deck: number cards, black Aces and Jacks, red Kings
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood lively

Collections: Games for five · Games for six or more · No score pad needed · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Boss wants every stolen diamond back.
  • Treasure: 15 red number cards (diamonds) + roles (see back). Boss hides 0–5 diamonds, passes the rest face down to the left.
  • Once round: look, remember, secretly take diamonds (thief) or one role card – never nothing, never both.
  • First player may first hide one role card for good. Empty, or last player takes nothing → street kid.
  • Boss counts and questions; all may lie.
  • "Empty your pockets!": thief → out, diamonds back · innocent → apology (none left: Boss out) · agent → agent wins.

Cheat sheet

Players Loyal / Agent / Driver / Apology
6 1 / 1 / 1 / 0
7 2 / 1 / 1 / 0
8 3 / 1 / 1 / 1
9 4 / 1 / 1 / 1
10 4 / 2 / 1 / 1
11 4 / 2 / 2 / 2
12 5 / 2 / 2 / 2

Black 2–10 loyalist · black A agent · black J driver · red K apology (face up by the Boss).

  • All diamonds back: Boss + loyalists win.
  • Agent accused: that agent wins alone, at once.
  • Boss out: the thief still in with the most diamonds wins (tie: all tied), plus every street kid.
  • Driver: wins if the player on their right wins.
  • Out: show your card, stay silent. Breaking the taking rules → out when found.

Full rules

  1. Overview
  2. The cards
  3. The roles
  4. Setup
  5. Taking from the treasure
  6. The questioning
  7. End of the game
  8. Tips for beginners
  9. Variants

Overview

Diamond Heist is a party game of stealing, lying and cross-examining. One player is the Boss. The Boss's treasure – a face-down pile of diamond cards and a few role cards – goes once round the table, and every player secretly takes something from it: diamonds (then you are a thief) or one role card (then you are whatever that card says). When the treasure comes back, the Boss questions the players and accuses them one by one.

The Boss wins by getting all the stolen diamonds back. Accusing an innocent player costs the Boss dearly, and accusing the undercover agent ends the game at once. If the Boss fails, the thief with the most diamonds wins.

Like Werewolf, it is all about who is lying – but here there is just one round of taking and one round of questioning.

  • Players: 5–12 (the Boss included); best with 7–10.
  • You need: up to 26 cards from a standard 52-card deck (see below). A small box, a cup or an envelope for the treasure is nice, but a face-down pile works too.

Diamond Heist is our own adaptation for an ordinary deck, inspired by Mafia de Cuba (Loïc Lamy and Philippe des Pallières, 2015). The names and texts are our own; the rules follow the original, with playing cards instead of diamonds and character tokens. It has not been playtested yet.

The cards

Cards Meaning How many
Red number cards (2–10 ♥ ♦) Diamonds 15
Black number cards (2–10 ♠ ♣) Loyalist – on the Boss's side 1–5
Black Aces (A♠ A♣) Undercover agent 1–2
Black Jacks (J♠ J♣) Driver 1–2
Red Kings (K♥ K♦) Apology – stays with the Boss 0–2

The ranks of the number cards don't matter: every red number card is one diamond, every black number card is a loyalist.

The roles

  • Boss: wins by getting back every stolen diamond. The loyalists win with the Boss.
  • Thief (took diamonds): wants to keep them. If the Boss fails, the thief still in the game with the most diamonds wins (on a tie, all tied thieves win).
  • Loyalist (black number card): wins with the Boss, so helps to find the thieves.
  • Undercover agent (black Ace): wins alone – and at once – if the Boss accuses them. With two agents, only the accused one wins.
  • Driver (black Jack): wins if the player on their right wins.
  • Street kid (took nothing): wins if a thief wins. Street kids like to draw suspicion onto themselves, so that the Boss wastes an apology.

Setup

  1. Choose the Boss – ideally the player who knows the game best. The Boss sits where everybody can see them.
  2. The Boss makes up the treasure from this table (the number of players includes the Boss):
Players Diamonds Loyalists Agents Drivers Apologies
6 15 1 1 1 0
7 15 2 1 1 0
8 15 3 1 1 1
9 15 4 1 1 1
10 15 4 2 1 1
11 15 4 2 2 2
12 15 5 2 2 2

The apology cards (red Kings) lie face up in front of the Boss; they don't go into the treasure. Everything else goes back in the box.

  1. The Boss secretly takes out 0–5 diamonds and keeps them hidden (e.g. in a pocket). So the treasure starts with 10 to 15 diamonds, and only the Boss knows how many.
  2. The Boss puts the treasure face down into the box, cup or envelope – or squares it into a neat pile – and hands it to the player on the left.

Taking from the treasure

The treasure goes once round the table, clockwise. When it reaches you, turn away or hold it under the table so nobody can see, look through it and remember what is in it – you will be asked about it later. Then take one of these, secretly:

  • any number of diamonds (at least one) – you are a thief; or
  • exactly one role card of your choice – you are that role.

You may not take nothing, and never a mix of diamonds and a role card. Keep what you took hidden – in your pocket, or face down under your hand – until the Boss demands it. Then pass the treasure on to your left.

The first player (left of the Boss) may, before taking, secretly remove one role card and hide it separately in a pocket for the rest of the game. It doesn't count as their role – nobody has it. Diamonds may not be removed this way. Then they take as usual.

Empty treasure: if the treasure reaches you empty, you are a street kid. Pretend to take something anyway, so the others can't tell.

The last player may choose to take nothing and become a street kid – but should still pretend to take something.

Anyone who breaks these rules (takes nothing when they shouldn't, takes both kinds) is out as soon as it comes to light.

The questioning

The Boss gets the treasure back and looks at it secretly. Now the Boss knows how many diamonds are missing. The Boss questions the players in any order – "How many diamonds were in it when you got it?", "Which role cards did you see?", "What did you take?" Everybody may answer truthfully, lie, stay silent or butt in uninvited.

When the Boss thinks they have found a thief, the Boss points at them and says "Empty your pockets!" This is the only way to make a player show what they took. The player shows it:

  • Diamonds: they go back to the Boss. The thief is out.
  • No diamonds (loyalist, driver, street kid): the Boss was wrong and must give the player one apology card. The player stays in. If the Boss has no apology left, the Boss is out and the game ends.
  • Undercover agent: the agent wins alone, and the game ends at once. Agents don't take apologies.

The Boss goes on until all missing diamonds are back or the game ends.

Players who are out reveal their card, stay at the table and say nothing more for the rest of the game.

Example: 7 players; Anna is the Boss. The treasure: 15 diamonds, 2 loyalists, 1 agent (A♠), 1 driver (J♣); no apologies with 7 players. Anna secretly keeps 2 diamonds, so 13 go round. Ben, the first player, hides the driver in his pocket, then takes 3 diamonds. Carla takes the agent. Dan takes 2 diamonds. Emil and Eva each take a loyalist. Finn sees 8 diamonds and nothing else; he takes 2. The treasure comes back with 6 diamonds, so 7 are missing. Anna asks around; Dan's story doesn't match Eva's. "Dan – empty your pockets!" Two diamonds – Dan is out. Five still missing. Anna now accuses Emil – a loyalist. She has no apology to give, so Anna is out. The thieves still in the game show their diamonds: Ben has 3, Finn 2. Ben wins.

End of the game

  • All stolen diamonds are back: the Boss and the loyalists win.
  • The Boss accused an agent: that agent wins alone.
  • The Boss is out: the thieves still in the game show their diamonds. The thief with the most wins (a tie: all tied thieves), and every street kid wins too.
  • In every case, a driver wins if the player on their right is one of the winners.

The winners choose the next Boss. Change seats between games.

Tips for beginners

  • Remember the numbers. The count of diamonds when you got the treasure and when you passed it on is the Boss's best clue – and the best lie.
  • As a thief: take a few diamonds, not all of them – the fewer you take, the easier it is to blend in. But the thief with the most diamonds wins.
  • As an agent: act a little suspicious, so the Boss accuses you.
  • As the Boss: with no apologies left, one mistake ends it. Ask the same question to neighbours and compare the answers.

Variants

  • 5 players: only 1 loyalist and 1 agent go into the treasure (with the 15 diamonds), and the Boss has no apologies. Recommended only once you know the game well.
  • Easier or harder: give the Boss one apology more (easier for the Boss) or one fewer (easier for the thieves).
  • Gunman (for experienced groups): replace one loyalist with the Q♠. The gunman plays like a loyalist, but when the Boss says "Empty your pockets!", the gunman may shout "Bang!" before the accused shows their card. If the accused is an agent, the gunman wins alone. Otherwise the gunman and the accused are both out; if the accused was a thief, the diamonds go back to the Boss, and the Boss gives no apology.

Background & history

  • Family: Social deduction game (hidden roles, questioning)
  • Origin: Adaptation written for this site (2026), inspired by Mafia de Cuba (Loïc Lamy and Philippe des Pallières, France 2015)
  • Also known as: –
  • Related games: Mafia de Cuba, Werewolf, Intrigue, King and Assassin

Diamond Heist is not a traditional game: it was written for this site so that you can play a Mafia de Cuba-style game with an ordinary deck instead of a cigar box full of plastic diamonds. The rules follow the original – fifteen diamonds, of which the boss may secretly keep up to five, the box that goes once round the table, the choice between diamonds and one role, the first player's chance to hide a role, the street kid who finds the box empty, and the questioning in which the boss has a limited number of apologies. The character counts per player number are those of the original. The names, the texts and the deck mapping are our own. If you enjoy Diamond Heist, the original with its real box is well worth buying.

Mafia de Cuba was designed by Loïc Lamy and Philippe des Pallières and published in 2015 by the French publisher Lui-même, with illustrations by Thomas Vuarchex. Philippe des Pallières is also known for The Werewolves of Miller's Hollow. The story is set in Havana at the end of 1955: the Godfather has to leave the table for a meeting and leaves his cigar box – with a false bottom full of diamonds – in the care of his men. According to BoardGameGeek, the game was nominated for the Golden Geek award for the best party game of 2015 and for the French As d'Or in 2016. The expansion Mafia de Cuba: Revolución (2015) added new roles and a fake diamond.

Our mapping: the red number cards are the diamonds, the black number cards the loyalists, the black Aces the undercover agents, the black Jacks the drivers and the red Kings the boss's apologies; the optional gunman is the Q♠.

Sources