CUBE — The Game
CUBE — The Game
One set of dice. Ten ways to play. A colorway for every table—browse the gallery and find yours.
One set of dice. Ten ways to play. CUBE is a premium collectible game system that transforms a single set of Black and White dice into ten distinct games of strategy, skill, and chance. Elegant in design. Infinite in possibility.
How to Play
1. CUBE
The objective is to build your own small dice formation. Roll three Black dice to claim three dice from the center. Roll four white dice to return the dice to the center. The winner of the first roll sets the rules—either all Black or all White dice may be taken. To conclude, all players return their dice to the center, continuing until one player accumulates the most points. One point is awarded for returning a complete cube to the center, granting that player rule-setting privileges. The last dice returned at the end of play wins an additional point.
2. Dice Chess
A two-player game played on a chess board using Black and White dice as pieces. Roll six to win first play, then roll again to advance and capture your opponent's dice according to the number rolled. Each player has two rolls per turn and must move the front dice first. The game continues until all opponent dice are eliminated. Only dice directly in front and available may be taken. If no move is possible, the player forfeits that roll. All moves are vertical.
3. Dice Chesser
Roll six to claim first play. Dice are stacked in two rows—white on white, black on black—mirroring a standard chess formation. Players may mix colors at their discretion when setting rules. Roll to advance and capture the opponent's dice, taking them from the top down. Dice may be placed in any order provided the correct count is maintained. Movement is horizontal, vertical, or diagonal. Jumping over your own dice to capture an opponent's piece is permitted.
4. Dice Draft
Inspired by Draughts, each roll determines which opponent dice may be captured—a roll of five captures the opponent's five, provided the count and position are exact. Jumping to capture is permitted according to count. Only hexagonal moves are allowed, and dice may bounce off the board's walls. A player may roll a second time per turn and may retrieve their own dice to reposition and return them to their side.
5. Dice Drafter
A variation of Draughts played with dice. Roll to determine which opponent dice may be taken—the number rolled must match the opponent's dice exactly by count and position. A second roll per turn is permitted. Once a dice has been won, it may be rolled back to your side at any time. Players may retrieve and reposition their own dice freely.
6. Dice Drafters
Dice are stacked in pairs. Roll six to begin. Movement follows Draughts' rules at a diagonal angle. The number rolled determines movement—dice may bounce off the sides of the board to land on an opponent's position. Top dice are played first. One player plays Black, the other White. Dice colors may be mixed according to the winner's rules. Movement is horizontal, diagonal, or vertical and must not exceed the number rolled. The cube must land on the exact count to capture an opponent's piece.
7. Dice Drafts
One player is Black, and the other is White. Roll six to begin. Roll your dice and capture the opponent's dice by matching number. Upon capturing, the opponent's dice change color. Any dice on the board may be rolled from any position. If no move is possible, the opponent rolls twice. A dice may be moved to a position without capturing. You may capture a dice whose top number matches your roll. Only one dice is taken per turn.
8. Dice Slabs
Choose your colour and play to capture and exchange your opponent's dice. Two dice are stacked per position. Upon capturing an opponent's dice, stack it on your own. Movement is horizontal, vertical, and diagonal. If two dice share the same number, that dice may be rolled again to attempt a second capture. The game concludes when all dice have been exchanged. There is no runner-up — the winner takes all. One point awarded per game won.
9. Single Towers
Place a tower of dice in the centre of the board. Roll six for first play. Roll White to take dice from the centre tower and stack them to build your own. Roll Black to return dice to the centre. After two rounds, players may choose either colour freely. Towers grow taller as play continues. The player with the tallest tower at the end of the game wins. If a tower falls, that player is eliminated. One point is awarded to the winner.
10. Tower Dice
Roll six for first play. Each player builds a small tower in front of them. Roll White to take dice from the centre tower; roll Black to return dice to it. Play continues until the centre tower is depleted, then players continue until no further play is possible. In a two-player game, the starting side (left or right) is agreed before play begins, with the game winner setting the rules. Players may choose one colour and switch upon winning. The last dice returned to the centre wins one point.