Incan Gold (Diamant) — Rules, Hazards & Artifacts
Continue exploring or return to camp? Collect shared treasures, avoid repeated hazards and seize artifacts by escaping alone.
Incan Gold is a family-friendly push-your-luck board game by Alan R. Moon and Bruno Faidutti. Everybody enters a temple looking for gems, but explorers choose secretly when to turn back. The longer they stay, the greater the potential reward—and the risk that a repeated hazard will erase their unbanked treasures.
This complete guide explains simultaneous decisions, treasure distribution, shared trail leftovers, Artifact collection, the five expeditions and how Incan Gold compares with Diamant.
The big risk–reward decision
Leaving the temple makes your carried loot safe. But staying can earn more gems, while leaving alone is the only way to secure valuable Artifacts resting on the path.
Game at a Glance
1. Explore
Reveal treasure, hazards or an Artifact.
2. Decide
All remaining explorers choose Torch or Camp.
3. Bank
Bring gems safely back to your Tent.
4. Score
Total banked gems and Artifacts after five rounds.
Incan Gold setup and contents
Incan Gold is a push-your-luck game by Alan R. Moon and Bruno Faidutti, generally played by 3–8 explorers. Each person takes a Tent and two decision cards: Torch for continuing and Camp for leaving. Arrange the five numbered Temple cards to mark five expeditions.
The Incan Gold edition contains 15 Treasure cards, 15 Hazard cards (three copies of each of five different hazards), and five Artifact cards. Put a separate Artifact facedown underneath each Temple card. Prepare turquoise (1-value), obsidian (5-value) and gold (10-value) treasure pieces. The starting player begins expedition one.
How an expedition works
At the beginning of each round, reveal that Temple’s Artifact, then shuffle it into the Quest deck along with remaining available cards. Previously revealed Artifacts that were not yet encountered may remain in the deck. Reveal the first Quest card to start the trail.
Before each subsequent card reveal, everybody still exploring secretly chooses Torch (continue) or Camp (leave). Reveal decisions simultaneously. Returning explorers bank their treasure; those continuing expose the next Quest card and resolve it. Continue until everybody leaves or a hazard is repeated.
How treasures are divided
When a numbered Treasure card is revealed, divide its value equally among the players still in the Temple, ignoring remainders. Each player puts their share beside their Tent—it is not safe yet. Any leftover treasure pieces stay on that Quest card along the trail.
Example: a Treasure card worth 11 is revealed while four people explore. Each takes two points’ worth of turquoise stones; three stones remain on the path. When players later choose to return, those leftovers can become valuable extra treasure.
What happens when explorers return to camp?
Returning players share all treasure pieces previously left on the path, divided as evenly as possible among just those returning in that decision. Any remainder stays behind. They combine those shares with treasures already carried from the expedition and place everything inside their Tents, permanently banking it.
Example: the trail holds seven unclaimed turquoise stones. Two players return together, taking three each; one remains. If only one returns, that player takes all seven. Every explorer who returns sits out the remainder of that expedition.
How the Artifact cards score
Artifacts are placed on the temple trail when revealed; nobody collects them immediately. If exactly one person chooses to return to camp during a particular decision, that explorer collects every Artifact currently on the path. If two or more leave together, they collect no Artifacts.
The first three Artifacts successfully returned are worth five points each. Further successfully returned Artifacts score ten points each. Their order of recovery determines value in this rules edition, not simply the number of the expedition in which they appeared.
Artifacts still on the path at the end of an expedition are lost and removed. An Artifact introduced into the deck but not yet revealed may still be available in a later expedition.
Hazards: when does the expedition end?
The 15 Hazard cards are five types with three cards per type. The first revealed hazard of a particular type is a warning and stays visible in the path. When a second hazard of that same type appears during the expedition, the round ends immediately.
Everyone still inside the temple must return the treasures they were carrying from that expedition. Previously banked treasure inside Tents stays safe. The second matching Hazard card is removed from the game, while the remaining Quest cards are prepared for the following expedition.
Example: a spider and a fire hazard appear; neither ends the round. A later second spider ends the expedition, even if no second fire has appeared.
Five expeditions and final scoring
The game lasts five expeditions. After each expedition, the starting-player role passes clockwise and the relevant cards are gathered and reshuffled according to the rulebook, with any second matching Hazard removed. After expedition five, everybody opens their Tents and totals their wealth.
Turquoise pieces score 1, obsidian 5, and gold 10. Add the value of any Artifacts successfully returned. The player with the highest total wins; on a tie, the tied player with the most Artifacts wins. If still tied, the result remains a tie.
Incan Gold vs Diamant: what changes?
Diamant is the original title of the Moon–Faidutti design. Incan Gold keeps the core shared-treasure and simultaneous stay-or-leave gameplay while adding Artifact cards. The original Diamant can be played using the Incan Gold rules without Artifacts.
More recent editions of Diamant may include relic or artifact variants, with printed values differing from the first-three-five-points arrangement described here. Always check the components and rulebook of your edition rather than mixing together two different relic systems.
Eight useful Incan Gold strategy ideas
- Count visible dangers. The next copy of any hazard type already revealed can end the expedition.
- Watch other players’ likely exits. Leaving alone is uniquely valuable when Artifacts remain on the path.
- Distinguish carried from banked treasure. A large unbanked haul is worth nothing if a repeated hazard appears before you escape.
- Consider the remainder on the trail. Odd treasure distributions leave extra stones for returning explorers.
- Do not treat one hazard as failure. Only a second of the same type ends the round.
- Adapt to the remaining expeditions. A player far behind in round five may need more risk than the leader.
- Remember that leaving is final for the round. Once safe at camp, you cannot re-enter until the next expedition.
- Avoid automatic risk-taking. More remaining explorers dilute treasure shares; fewer remaining explorers face the full hazard risk.
These are original editorial deductions from published rules rather than claimed personal playtesting.
Incan Gold FAQ
Is Incan Gold the same as Diamant?
They share the same core design. Incan Gold adds Artifact rules, and some modern Diamant editions include their own relic variants.
How many rounds are played?
Five expeditions.
How do players decide to continue?
Secretly select Torch or Camp, then reveal simultaneously.
Who receives treasure from a newly revealed card?
Only the explorers still inside the Temple, divided evenly.
Where does undivided treasure go?
It remains on the trail until players return or the expedition ends.
When is treasure safe?
Only after its explorer returns and banks it inside their Tent.
Can two returning players claim an Artifact together?
No. Exactly one explorer must return during that decision.
What ends an expedition with hazards?
The second revealed Hazard of the same type.
Does a hazard erase treasure from earlier rounds?
No. Previously banked treasures remain safe.
What breaks a tie at the end?
The most collected Artifacts among tied players.
Who should play Incan Gold (Diamant)?
Best for groups who enjoy quick simultaneous risk decisions, bluffing about when they will retreat and dramatic shared outcomes. The five expeditions provide recurring opportunities to recover; it is less suited to two-player groups or those seeking extensive tactical control.
Similar games and what to play next
If you are comparing this game with other titles on BoardGameArchive, these guides explain genuinely different mechanics and player experiences:
- Deep Sea Adventure — Both reward returning safely from an expedition; Deep Sea Adventure adds dice movement and shared oxygen.
- Spots — A different push-your-luck experience where dice risk is resolved on individual turns.
- No Thanks! — For compact risk valuation with numbered cards and chips rather than temple hazards.
Sources and editorial scope
- Official Incan Gold English rulebook
- Searchable full Incan Gold rules
- IELLO official Diamant edition overview and newer rules
Sources reviewed October 12, 2026. Original examples and strategic interpretations; no claim of personal playtesting. Check artifact/relic variants against the printing you own. Editorial policy and corrections.