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Cube Checkers box art

Cube Checkers

Players

2

Time

?-?

Age

6+

Weight

2

Rating

5.63

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Cube Checkers has a moderate level of direct confrontation and strategic depth. Players need to be aware of and react to each other's strategies frequently. However, there is limited emphasis on cooperation in the game.

Replay value

Cube Checkers offers a high level of variability in each playthrough with a diverse gameboard and multiple paths to victory. The presence of expansions adds additional content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Cube Checkers has a strong replayability score of 7.95 out of 10.

Luck profile

Cube Checkers has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Play is essentially the same as standard Anglo-American Checkers with short jumps, but with the addition of a "roll-over" stage at the end of non-capture moves. Each player begins with twelve six-sided dice with the "one" faces showing in the standard Checkers initial arrangement. Maximal jumping captures are mandatory, but after non-capture moves, a player increases the number on any other die by one (unless the die moved is that player's last piece). Any die showing a "six" is a standard Checkers king that may move or capture backwards or forwards. Pieces that reach the opposite last row also become kings immediately, but the turn ends. US Patent 5636841. Game invented by Robert Burroughs.

Media

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Editions

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Files

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Credits

Designers

2
Rick Gillepsie Henry Rolling

Artists

1
(Uncredited)

Publishers

2
DCP, Limited Make Your Move, Inc.

Linked items

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