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Red Diamond Rules

Version: 7.5.2025


Welcome to the Red Diamond Trading Card Game™. In this game, you will use all manner of creations to out-play your Opponent in this war of wits, and claim Victory! Everything you need to start playing with comes in this Starter Pack. Collect additional cards to improve and personalize your Deck, and discover all-new play styles!

This is the official Red Diamond rulebook. If you’re a new player, try to keep this handy; it will help guide you through your first few games.

Win Condition

To win a game of Red Diamond you must:

  • Score Victory Points equal to or larger than the “Goal” set at the beginning of the Game.


Play Essentials

To play a game of Red Diamond, you’ll need:

  • A Deck consisting of up to 60 cards. Each card in a Deck must be unique; meaning that no two cards in a Deck may share the same name.
    • Proxies of cards may be used; however, misprinted cards, outdated versions of cards, cards banned from the format, or proxies with altered information shall not be allowed for use in any match.
  • A game playmat
  • A coin and a (d6) dice
  • (Optional) A handful of game counters: small dice, colored disks, glass stones, etc….

Card Anatomy

Here is a look at a typical Base Card. These cards make up the majority of the cards in your deck, and are used to help score your Victory Point cards. Base cards have a blue bottom-border, while VP cards have a red one:

Base Card Example

Card Artwork

Each card comes with its own unique artwork depicting the “real-world” object(s) that the card represents. Card Art is purely aesthetic and has no bearing on the rules or outcome of the game; however, cards can have multiple official published artworks by talented artists, from different print runs. Collect the ones that you like best!

Card Name

The Card Name is always found between the two “≡” symbols, right above the card’s main text box. During the game, players shall refer to cards by their official card name as it is written on the card (with a little wiggle-room for pronunciation). Multiple copies of cards (with the same name) are not allowed in your Deck.

Card Attributes

Attributes physically describe the real-world features of the object that the card represents. A card’s Attributes can always be found as the first line of text between “⧫” Symbols. When Attributes show up in card text, they are found in quotes (“ ”). When multiple Attributes for a card are listed in a row, only those specific cards that contain all of those attributes (presented in any order) count for the purposes of that card effect.

Card Effects and Conditions

The main part of the card’s textbox is dedicated to your card’s effects and play conditions. Play conditions always show up first; these must be followed each time you play this card. Second, comes your VP scoring conditions (on VP cards only). Lastly, all of your card effects are listed (see Text➔Card Effects).

Card Stats

A card’s Level, Attack (ATK), Defense (DEF), Speed (SPD), Weight (WGT), and Height (HGT) are all considered card “Stats”. Stats are always found at the bottom row of every card. Cards with missing Stat information (left-blank) cannot be affected by card effects that refer to that information, (unless the card effect specifically gives that card a Stat). Cards without Stats are actually some of the most powerful cards in the game!

Card Level

A card’s level represents the “apparent” power of a card. Don’t be fooled, though: low-level cards can still be very powerful and versatile. A card’s level is always found at the bottom-left corner of the card.

Attack (ATK)

This Stat represents the destructive potential of the card. Having this Stat allows you to declare an Attack (see Battle➔Battle Rules). A high ATK stat is usually a great thing for playing aggressively (winning lots of Battles).

Defense (DEF)

This Stat represents how tough the object on the card is. It is usually better if your card doesn’t have this Stat, because then, it can’t be targeted for Attacks. Usually, though, you’ll want a high Defense for it to last a long time on the field!

Speed (SPD)

This Stat represents how fast the object reacts or moves in the field. Faster cards can sometimes give you an edge in gameplay, depending on card effects.

Weight (WGT)

This Stat generally represents how heavy the object on the card is. Almost every card in the game has this Stat; meaning that this is the most consistent Stat to use for targeting Card Effects.

Height (HGT)

This Stat generally represents how large, tall, or high up the object is on the field. If your card’s Height is 2 or more levels greater than another card on the field, that card cannot affect or target yours. The HGT stat of any card or pile in the game is always limited to 7. Card height becomes very important in advanced play (see Piles➔Card Piles).

Your Playmat

Base Card Example

On your Playmat there are seven (7) distinct zones of play. Cards on your playmat are the cards that you control:

  • The Main Deck (MD)
  • The Open Deck (OD)
  • The Victory Pile (VP)
  • The Field (Center)
  • The First Recycle Pile (I)
  • The Second Recycle Pile (II)
  • The Third Recycle Pile (III)

The zones may be mirrored left-right (horizontally) to accommodate left-handed players.


Main Deck

At the beginning of the game, you will separate out your cards so that the Main Deck comprises of everything except your Victory Point Cards. The Main Deck serves as the Player’s hand, where you can directly pick-out and choose the cards that you would like to play. You may organize, rearrange, or shuffle the cards within your Main Deck at any point. Whenever you are not using your Main Deck, it should be placed face-down at the bottom right hand corner of your play-area (see Playmat). The cards within your Main Deck are considered Private Information, so only you are allowed to review them. If at any point you “Reveal” a card from your Main Deck to your Opponent, it is then immediately sent from your Main Deck to the Open Deck (see).

Open Deck

At the beginning of the game, your Open Deck is made up of all your Victory Point Cards, but will grow to include the majority of your Deck by the end of the game. The Open Deck is always placed directly above the Main Deck on the Playmat (see Playmat). All the cards in your Open Deck are played face-up and represents public information that you and your opponent can check at any time (see Playmat➔Public Information). Keep in mind that the cards in the Open Deck can be more easily targeted by card effects than those found in your Main Deck.

Victory Pile

The Victory Pile is always found directly above the Open Deck on the Playmat (see Playmat). Players move Victory Point (VP) Cards from their field, whose scoring conditions have been met, to this pile, before “scoring”. At the beginning of your next turn, you can “score” these cards, by placing them off to the side of your playmat in separate “Scored” piles (see Scoring). All of the cards within the Victory Pile are considered Public Information (see Playmat➔Public Information).

Although the general wisdom with VP cards, is to “score” your VP cards, as soon as possible; Players who hold-off scoring their individual cards can increase their score by scoring several cards together in “Sets”.

The Field

Your field is comprised of 15 “open spaces” (3 Horizontal Rows, and 5 Vertical Columns) where you can play your cards. Base Cards on your field can be used to battle, activate card effects, and help fulfill your Victory Point conditions. Victory Point cards also require being on the field while their VP conditions are being met. By definition, you control the cards on your field. When you “steal” or “give” away cards, those cards move to the opposite side of the field (always facing their original owners) to express that change in control. In card text, “the field” refers to both sides of the field: both your and your Opponent’s field.

Recycle Pile

There are 3 Recycle Piles: “The First” (I), “The Second” (II), and “The Third” (III). Discarded cards go to the First Pile, unless otherwise noted. At the beginning of your turn, the Recycle Piles slide to the next consecutive pile, in this sequence:

  • The cards from Pile III are sent to the Open Deck,
  • The cards from Pile II are moved to Pile III, and
  • The cards from Pile I are moved to Pile II.

When you control an Opponent’s card (see Playmat) and it is destroyed, it gets discarded to your Opponent’s Recycle Pile, and not yours (see Ownership➔Stealing & Giving Cards).


Public Information

All face-up cards in this game are considered “public information”, meaning that at any point during the game, players may ask to see and read these cards. Upon request, a player may pass their Opponent a single card or the entire deck or pile. After reviewing, the card(s) must be put back in the same location. When a player is asked a question that involves Public Information (like how many cards are in a pile on their field), their Opponent must answer truthfully and accurately.

Mistakenly showing a card, during gameplay, either by dropping a card or by accidentally playing an Action when the conditions cannot be met, replaces that Action with the “Reveal” Action (from your Main Deck) or “Flip” Action for face-down cards on your field.

Turn-Order and Game Actions

Starting a Game
  • Before the start of each game, Players must agree on the number of Victory Points required to win the game (also known as the “Goal”).
    • During official events, the “Goal” will be provided by the organizers.
  • Players then decide who goes first with dice rolls or a coin flip. Player alternate turns until one player wins the game.

Your Turn

At the beginning of your turn, you always start with five (5) Action Points (AP). AP are used to pay for card effects and perform Actions, during the game. AP can be actively used during your turn or defensively during your opponent’s turn. You lose any remaining APs that you haven’t used at the end of your Opponent’s turn.

Here are some Actions you can perform on your turn, for free:

  • Play card(s) from your Open Deck or Main Deck to any open-space on your field.
  • Activate Voluntary Card Effects by paying their incorporated AP costs (see Text➔Card Effects).
  • Flip a Face-down Card on your field, Face-up.
  • Reveal a card (from your Main Deck to your Opponent); it is sent to your Open Deck.
  • Score a Victory Point Card; automatically happens once the “Score:” conditions are met.
  • Score a Victory Point Set; you can only do this at the start of your turn (before taking any other Actions).

Special Actions cost one (1) AP to perform:

  • Declare an Attack using one of your Base cards (see Battle➔Battle Rules).
  • Discard a card from your field that you own (see Ownership➔Card Ownership & Control)

Once you are done performing actions, you “end your turn”, signifying the start of your Opponent’s turn.


Your Opponent’s turn

During your Opponent’s Turn, your play options are different. When your Opponent declares any Action, you can always perform one (1) Action that occurs right before theirs. Here, you may use your saved up AP to try and block your Opponent’s objectives. You can:

  • Play a “Quick-play” card from your Deck and activate one of its effects. (see Text➔Play Conditions)
  • Flip one of your face-down cards with a “Trigger”-type card effect. (see Text➔Trigger Effects)
  • Activate a Voluntary Card effect on a face-up card, on your field.

The “Turn-player” : The player whose turn it currently is (could be you or your Opponent). On card text, unless otherwise noted, all of the Actions of turn-player happen during their turn. The “next turn” for the turn-player is always their Opponent’s (next) turn.

Card Text

Card text can be broken up into a few categories: Card Effects, Play Conditions, and VP Scoring Conditions (see Scoring).


Card Effects

Card effects come in two main varieties, Voluntary and Mandatory:

  • Voluntary card effects are represented by open number symbols (ex. ⓪ , ① , ② …).
  • Mandatory card effects are represented by closed number symbols (ex. ⓿ , ❶ , ❷ …).

The number inside each symbol is the AP cost that is used to activate the card effect.

All voluntary card effects are “once per turn”, meaning that you can only activate them one time before the beginning of your next turn (i.e., either during your turn or during your opponent’s turn).

A player can choose when and if they activate a voluntary card effect when playing a card; however, mandatory card effects activate automatically each time the conditions for activation are met. Since they activate automatically, mandatory card effects are not considered “Actions” by the player.

Each time you play out any card effect, make sure the conditions for playing the effect are present. If your Opponent changes the state of the game so that the conditions can no longer be met, or the card effect is negated, the declared card effect is considered spent, and cannot be played again until your next turn.

Negate: When an Action is Negated: Reverse all of the steps of the Action (including paying back any AP costs associated with the Action). That action cannot be played again until your next turn.

Trigger Effects

Trigger Effects are card effects that can be immediately played as soon as all of their Trigger Conditions are met, e.g. (“TRG: [Trigger Condition…]”). They are considered “instant” Actions that can disrupt the Actions of any player, including other Trigger effects. Trigger effects resolve in the order of declaration. Trigger Effects are generally tied to the constantly-changing state of the game, so whoever declares their “Trigger!”, first is the one who gets to activate it. Ties for declaration are handled with a coin flip.

When a Trigger Condition is declared by a player, both players may flip any face-down cards on their field they want (including the original card with the Trigger Condition). Face-down Trigger declarations that do not meet the required Trigger Conditions are handled as a card effect negate, with all the “revealed” cards remaining face-up. Only one Trigger effect can be activated in response to the Actions occurring as a result of a card effect. Regular Actions performed during the turn can be used at any time during the turn, to initiate a Trigger declaration.


Play Conditions

Many cards have specific requirements in order to “Play:” a card. These include Actions that are executed after this card is played, existing game state conditions that must be met, extra AP costs, and timings when a card is allowed to be played. If the required resources or conditions needed to play a card cannot be or are not met, that card may not be played to the field. Below are a few common terms you may see as Play conditions:

  • Anti-Play – This card is played to your Opponent’s side of the field.
  • Quick-play – This card can instantly be played from the Main Deck to the field when this card’s Trigger effect condition(s) are met; the Trigger effect then instantly activates.
  • Self-Defense – When this card is Attacked, it simultaneously Attacks back: comparing its own ATK with the Opponent’s DEF. If both cards succeed in the Battle, both are destroyed and discarded.
  • Protector – When your Opponent declares an Attack, you may change the Target to be this card.
  • Free-For-All – Any player can score or activate this card’s effects (regardless of who controls it).

Some Play conditions require a number (X) to adequately describe them:

  • Build X. – Build a pile, with this card becoming the Top card (see Piles➔Card Piles). “X” cards are piled underneath the Top card. Each piled card below the Top card adds 1 Height to the Top Card’s HGT stat.
  • Delay X. – This card may not activate Card Effects or be sent to the VP Pile (to score) until “X” turns after this card is played to the field.
  • Range: X. – This card can affect any card on the field with “X” height or lower (including Battle and card effects).
  • Max. HGT: X. – The maximum combined height of a pile. Additional cards cannot be added to the pile.

Proceeding to Battle

Battle Rules

Both Base cards and Victory Point cards can be involved in battles.

You can declare an Attack using any face-up card you control that has an attack (ATK) Stat. Then you must state the Attack target; you may only target cards that your Opponent Controls and have a defense (DEF) Stat. When you target a face-down card for attack, you must point to that card and the opponent must reveal that card (flip it face-up). As Battles are considered an Action, your Opponent will have one chance to play an Action of their own, as a response, before the Battle commences.

After attack declaration, the attacking card’s attack (ATK) value is compared to the target card’s defense (DEF) value. If the ATK value is equal to or greater than the DEF value, the targeted card is “destroyed”. Destroyed cards are discarded and sent to the first Recycle Pile (I), (see Playmat➔Recycle Pile).

Scoring Victory Points

Scoring

“Scoring” involves removing VP cards from your VP Pile, and placing them off to the side of your playmat, into neatly, separated “Scored” piles. To get VP cards into your VP pile, in the first place, you must first meet all of the VP conditions written on that VP card you currently control. Then, at the beginning of your turn, before you perform any other Actions, you may “score” your VP cards, and gain Victory Points (VP):

  • Each single VP card that you score is worth the VP value shown on that card.
  • Scoring multiple VP cards together in a “Set”, allows you to multiply their VP values, giving you an even bigger score!
    • The smallest “Max” VP (found after the VP value) of a “Set” limits the total score of that “Set”.

    While scoring, you are allowed to break up your pile into any number of “Sets” and single cards. Any cards that you choose not to score, remain in your VP pile. You may not alter any already “Scored” piles by adding to it, or removing cards from it. Your total score is the sum of all the “Scored” piles, found to the side of your playmat.

    A “Set” Scoring Example:

    • You want to score VP cards with VP values of 2, 3, and 4, and “Max” VP values of 40, 30, and 20 VP:
      • First, multiply all VP values of the “Set”: 2 x 3 x 4 = 24 VP,
      • Note that the lowest “Max” VP value in the Set is 20 VP,
      • Since 20 is less than 24, the scored value of this set becomes 20 VP.

Card Piles

In this game, you can sometimes play cards in piles on open spaces on your field, instead or regular single cards.


Card Piles

Some cards have Play Conditions that require you “Build” a “pile” on your field. Those cards are called “Top cards” and they represent the “Pile”, as a whole.

To build a “pile”:

  • First, add cards from your Open Deck or field equal to your “Build” number (written on the card).
  • Then, place the “Top card” – the card with the “Build” condition – on top of the pile.

You may not change the order of the cards in a pile after you build the pile.

The card “pile” acts like any single card on your field, except:

  • The top card of a Pile must always remain face-up (and is immune to all card flipping effects).
  • And, when the top card of your pile is removed from the field, for any reason, you must discard all the cards in the pile.

Additional “Building” to a pile increases that Pile’s height (HGT). The total height of the “pile” is the height (HGT) of the Top card plus the number of other cards in that pile. When your pile’s HGT is greater than another card or pile by 2 or more: then, your pile cannot be targeted by that card’s attacks or card effects (Voluntary or Mandatory).

Card Movement & Control

Card Ownership & Control

Cards you Control: The cards on your (side of the) field are the cards you control. When you control a card, it allows you to perform actions with those cards while they remain on the field, such as Attacking and activating their card effects. The only exception to this rule is Victory Point Scoring: either player may trigger a scoring condition at any time.

Cards you Own: Any Cards that you brought with you in order to play the game. Cards you own are always oriented so you can normally read the text (with the card name pointed away from you), even when those cards that are controlled by your Opponent (on your Opponent’s field). When cards you own leave the Opponent’s field, they always return to your deck/pile, instead of your Opponent’s.

Stealing & Giving Cards

*** You may NEVER actually steal someone's cards! ***

When you steal a card (via card effect), you take control of that card by moving it from your Opponent’s side of the field to your own. Stolen cards can be placed on any open space on your field, retaining any counters they may have on them. Stolen cards always face their original owner, to help keep track of whose card it originally was. When stolen cards leave the field, they return to their owner’s deck or pile, instead of your own. “Giving” cards is the same, except that your Opponent gets to decide where to place the card on their field.

Note: When a card effect has you “send/move” a card, it is not considered the same as “stealing” or “giving”. “Stealing” and “giving” are considered special actions.

General Advice for First-Time Players

Deck Building
  • New players should try to maximize the number of Cards in their Deck. A suggested deck ratio is having approximately four to five (4 - 5) Base cards for each VP card.
Game Setup
  • For your first game, try setting a Goal of 30 Victory Points (VP). That will give you a good feel for the different tactics in a game. Goals will typically range between 20 and 150 VP. The larger the Goal, the longer the game tends to be.
Gameplay

Some ideas for your first few turns:

  • Play some face-down cards with higher defense (DEF) values or cards with Trigger effects so that your Opponent won’t be able to so easily discard your cards.
  • If you think you can play and score a Victory Point card on your first turn, then go for it!
  • Don’t flip face-down cards face-up unless you are planning to do something with them.
  • Blocking your Opponent may be fun, but don’t forget about your own goals.
  • Use your APs wisely, if you can’t block what the Opponent is about to do, consider improving your tactical position, instead.
Tournaments
  • Always Review the Ban List, before coming to a Tournament, if you play any banned cards, you might have to forfeit the match! Tornament organizers may use and post an alternate ban list for special events.
  • Always try and come to a tournament venue, at least half an hour early to set-up and sign up & pay any entry fees.
  • In tournament matches, wins count as 1 point and losses count for 0 points. In the unusual case of a tie, both players score ½ a point.
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