Game Goal
In Cubitos, players take on the role of runners in the annual Cube Cup, a race of strategy and luck. Each player manages a runner on the racetrack and a support team represented by dice. The goal is simple: the player who reaches the finish space first wins and becomes the new Cubitos Champion!
Setup
- Set Up Players: Each player chooses a color and takes 2 Runner figures, 1 Player board, 1 Phase token (placed with the green Roll Phase side up), 7 Light gray starting dice, and 2 Dark gray starting dice. Starting dice are placed in the Draw Zone.
- Choose Card Set: Select a set of ability cards (e.g., "Race 1 [First Game]"). Unused cards are returned to the box.
- Set Up Racetrack: Place the chosen racetrack in the center. Place one Runner figure on the start space and another Runner figure on the bleachers of the fan track. Place the chosen ability cards around the racetrack.
- Set Up Dice Trays: Place dice boxes next to their matching color ability card with trays facing up. Place corresponding dice in each tray. Keep a pile of unused gray dice nearby.
- Set Up Token Trays: Use the remaining boxes as trays for credits and draw tokens, splitting them roughly evenly.
- Determine Start Player: Select a player at random and place the start player die in their Roll Zone.
Game Flow
The game is played in a series of rounds. Each round consists of two main phases that all players complete before moving to the next:
- Roll Phase: Players simultaneously draw and roll dice, deciding whether to push their luck for more hits or pass to secure their results.
- Run Phase: Players use the dice in their Active Zone to activate abilities, move their runner, and buy new dice.
Once the Run Phase ends, the start player die is passed to the next player clockwise, and a new round begins.
Actions and How to Play
The Roll Phase
- Draw: Move dice from the Draw Zone to the Roll Zone until you reach your draw amount (starting at 9). If the Draw Zone is empty, move dice from the Discard Zone to the Draw Zone first.
- Roll: Roll all dice in the Roll Zone.
- Hit: Any die showing something other than a blank side.
- Miss: Any die showing a blank side.
- Move Hits to Active Zone: All hits move to the Active Zone; misses stay in the Roll Zone.
- Push or Pass:
- Pass: Your Roll Phase ends. Flip your phase token to the red Run side.
- Push: Roll again. However, if you have 3 or more dice in your Active Zone, you risk busting.
Busting: If you risk busting and roll all misses, you bust. You must move all dice from the Active Zone to the Discard Zone. You may also move any dice from the Roll Zone to the Discard Zone. Finally, advance your runner 1 space on the fan track and gain any credits or draw tokens shown on that space.
The Run Phase
- Use Abilities, Resolve, Determine Total: Use Run abilities. Players then compare the total of specific symbols in their Active Zone to resolve red card effects.
- Move: For every movement symbol, move your runner 1 space. You may spend 4 credits and/or money to gain 1 movement. Ending your turn on a reward space (if you didn't start there) grants its reward.
- Movement Effects: Shortcuts and jet packs can be activated mid-movement by paying the required cost.
- Water: Normally cannot be moved into unless an ability allows it.
- Buy: Spend credits and/or money to buy up to 2 dice of different colors per round. New dice are placed in the Discard Zone.
- Discard: Move all dice from the Active Zone to the Discard Zone. Dice in the Roll Zone stay there for the next round.
Dice and Abilities
- Gray Dice: Light gray and Dark gray dice are both considered gray dice. They have a cost of zero and cannot be bought.
- Start Player Die: A "free" die that doesn't count toward the draw amount. It provides credits and breaks ties.
- Ability Timing:
- Now: Used immediately when placed in the Active Zone.
- Active: Used as instructed while the die is in the Active Zone.
- Run: Used only during the Run Phase.
- Power Symbols: These provide the regular ability plus an additional effect listed on the card.
End of Game and Scoring
The game is triggered to end when any runner figure reaches the finish space. The current round is finished, and the winner is determined as follows:
- Single Winner: If only one player reaches the finish space during the round, they win.
- Tiebreaker: If 2 or more players reach the finish space in the same round, the player who goes the most distance beyond the start space wins.
- Further Ties: If still tied, players play additional rounds until the player who goes the most distance beyond the start space wins.
Tips for Winning
- Manage Your Risk: Be careful when choosing to push; once you have 3 or more dice in your Active Zone, you risk busting and losing all those dice.
- Utilize the Fan Track: Advancing on the fan track (via busting or specific abilities) permanently increases your draw amount, allowing you to roll more dice in future rounds.
- Strategic Buying: Use your credits and money to buy dice that complement your strategy, keeping in mind you can only buy 2 dice of different colors per round.
In English
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Cubitos - Tutorial & Full Playthrough
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Show Me How to Win Cubitos
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How to Play Cubitos
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Cubitos - Tutorial & Playthrough
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Cubitos Gamesplained - Part 1
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Cubitos: Learn to Play
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How to Play Cubitos
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LIVE - Cubitos - Playthrough & US/CAN Giveaway
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The Great awSHUX Baking Show: Cubitos, Cake and Cubes
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Jojo Teaches Cubitos + Fowl Play (Featuring Tuxedo Cat)
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Tom Teaches Cubitos (Rules Overview & Gameplay with Mistakes)
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Come Play With E!- Cubitos Edition