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Cube Quest box art

Cube Quest

Players

2

Time

?-?

Age

8+

Weight

1.1

Rating

6.81

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Cube Quest has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Cube Quest offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Cube Quest has a strong replayability score of 7.9.

Luck profile

Cube Quest has a moderate influence of luck. Random elements like dice rolls and card draws play a notable but not exclusive role in determining the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the gameplay.

Overview

Cube Quest is a dexterity game in which lightweight hollow cubic dice are flicked across custom rubber mats. Cubes that leave the mats are defeated. Play alternates until someone wins by defeating the enemy king. Cubes also risk defeat in enemy territory; if they land "shadow" side up, they have been captured and must be rolled, like dice, to determine whether they escape. The cubes have different strengths and special abilities, such as taking extra flicks, immobilizing enemy cubes, reviving lost cubes, and hiding before strategic re-positioning. The game allows for custom army building using a simple point system. Pre-battle setup involves a tactical selection of cubes worth a total of 40 points maximum to fight alongside their king. Each player also chooses how to position their cubes, creating individual attack and defense formations and structures!

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Oliver Sibthorpe Gary Sibthorpe

Artists

4
Katharina Fuchs Jonathan Kirtz Paul Mafayon Andreas Resch

Publishers

1
Gamewright

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