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Unofficial Unstable Unicorns Fan Game All guides

Guide 3 min read

Diamond Edition

Four Diamond Unicorns start in a Vault, and a die you roll every turn moves them in and out of Stables.

  • 4 Diamond Unicorns
  • A roll every turn
  • Can't be destroyed
  • Can still be stolen

What's in the box

Diamond Edition is the second-edition base deck plus four Diamond Unicorns and a four-sided Diamond die. The Diamonds never go into the deck. They start face up in the Vault, in the middle of the table.

Diamond Unicorn
Diamond Unicorn
Diamond Unicorn
Diamond Unicorn

Open the Vault, next to the deck and the discard pile, to see which Diamonds are left.

From Season 2, Bot League games and Find match tables in the Rival League play Diamond Edition.

The Diamond Phase

Your turn gets a new phase between Beginning of Turn and Draw. The game rolls the Diamond die for you, and you must do what it shows.

  1. Roll the horn (1)Move a Diamond Unicorn from the Vault into your Stable.
  2. Roll a 2Move a Diamond Unicorn from another player's Stable into yours. If no one else has one, take one from the Vault instead.
  3. Roll a 3Return a Diamond Unicorn from another player's Stable to the Vault. If no one else has one, nothing happens.
  4. Roll a 4Return one of your own Diamond Unicorns to the Vault. If you have none, nothing happens.

When only one Diamond Unicorn fits the roll, it moves without asking you.

Diamond Unicorn rules

  • Each Diamond Unicorn counts as one Unicorn toward winning.
  • They can't be destroyed, sacrificed, or returned to a hand. An effect that would send one anywhere but another Stable does nothing to it.
  • They can still be stolen, or moved from one Stable to another.
  • A Diamond's effect triggers every time it enters a Stable, including when the die moves it.

Cards that change Diamonds

  • Pandamonium turns your Diamonds into Pandas. They stop counting toward winning, and the die can't move them out of your Stable.
  • Blinding Light blanks a Diamond's effect, so nothing happens when it enters.
  • Flare Gun skips your Beginning of Turn and Draw phases, but you still roll.
  • A die move isn't a STEAL, so Fishing Rod can't redirect it.

In two-player games, the same cards leave the deck as in the second edition, and all four Diamond Unicorns stay.

Read the full two-player rules