Posted in Board Games

Game-a-Day Fortnight: Day 9 – Cube Quest

Cube Quest! Flick cubes, kill kings!

Or more likely, flick your soldier right past the defending army and into oblivion.

Cube Quest is a laugh-out-loud funny dexterity game, where each player’s physical ineptitude, fluke shots and the sheer silliness of the gameplay create the humour.

Soon, blood will fill these quiet fields.

Any cube knocked off the board is defeated. You win by using your cubes to knock your opponent’s King off the board. The rules indicate that, if you accidentally defeat your own King, your opponent wins. Just like in real war.

First, both sides secretly assemble their armies. Your King starts in your castle, but you can form up your other forces however you’d like. Then reveal and start flicking, once per turn. If your King is ever knocked out of the castle, but still on the board, you can spend your turn to place him back in the castle.

Armies assembled! Protect the King! Kill the King!

All cubes, except the King, have shadowed faces on some sides. If your cube lands in enemy territory with a shadowed face up, it is captured. You roll it, and if non-shadowed face comes up, it escapes back to your castle. Otherwise, it’s out of the game.

Grunts, the orc-like warriors, are plentiful and expendable. They’ve got lots of shadowed faces, so are likely to be captured. When not hurtling them to their likely death in enemy territory, they’re good as meat shields, living walls of flesh protecting their King.

Strikers have only one shadowed face, so they’re far more likely to survive in enemy territory, or escape capture. You only have four, though.

The King, having no shadowed faces, can never be captured. So your King can rampage with impunity across enemy territory, giving the game a high-risk, high-reward scenario of a King taking the battle straight to the enemy King. You’ll never be captured, but the risk of defeat is dangerously high!

The King is dead!

Other cubes come with the game, such as healers that revive defeated cubes, ice monsters that freeze enemy cubes in place, knight’s that can give you a headstart by moving twice (if the first move ends in your territory), and skulks that can hide in enemy territory.

Enemy skulk spotted in our territory!

Cube Quest is simple, and great. However, some warnings: the big mousepad-like play mats that come with the game don’t fit in the box without folding. We’ve had ours under heavy books for a year to get out the creases, and there are still bumps that won’t go away. This affects the gameplay, obviously, as the play mat is intended to be flat, not wavy.

Also, while the cubes are very light (much lighter than a standard die) the flicking may still hurt a little for delicate fingers.

Lastly, dice will fly off the table. Play somewhere uncluttered where you can easily find the stray dice.

War. War never changes.

Those things said, we encourage everyone to at least try this game. You’ll be laughing very quickly, as your solider charges into enemy territory only to pull up right in front of the enemy King, whose forces proceed to pile onto the grunt and fling their King off the map.

Cube Quest is not deep, but is very silly and very fun. Again, like in real war, any strategy can quickly go out the window as chaos ensues as soon as the battle begins. It’s a fun game, quick and light, silly and simple. Sometimes that’s all you want in a game.



I live in Canberra, Australia. I love games and stories.

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