Cubeo
A boardless game inspired by Hive of pinning opposing pieces and merging one's own until one player either runs out of moves (and loses) or merges enough pieces (and wins).
Inventor: Marek Kolcun
Rules
Goal
Achieve one of the following to win:
[Add treatment of repetition]
Materials
Setup
Place 1 piece of each color adjacent to eachother in the center of the table (adjacency is always edge to edge, not corner to corner)
The remaining pieces of each player go to their hands to be placed during the game
Red starts
Structure
I'm not sure if there's a name for what in Hive is called the Hive, but I will use the word “Structure” to refer to it. The Structure is the contiguous block of pieces on the table (not in players' hands) which grows, shrinks, and evolves throughout the game. The following rules restrict how it may change, and are essentially unchanged from its inspiration, Hive. I've even kept the names because why come up with a different name for something which already has one?
One Hive Rule
Freedom to Move Rule
A piece may never move somewhere it cannot slide to without disturbing the Hive
Unlike in Hive, where this rule does not apply when placing new pieces, in Cubeo this rule always applies, even when placing new pieces or removing them via merging (otherwise Beetle Factories would be too strong, since there are no Beetles or Pillbugs to fight an Inner Hive Game with)
Gameplay
Each turn, take one and only one of the following actions (passing is illegal):
Place a piece from your hand onto the board (if your hand is empty or you cannot follow all these restrictions, you may not take this action)
It must be adjacent to at least one friendly piece
It must not be adjacent to any opposing pieces
It must be able to slide into place from the outside without disturbing the structure of already placed pieces (cf.
Freedom to Move Rule)
It must be placed indicating rank 1
Move one of your pieces already on the board (if you cannot follow all these restrictions, you may not take this action)
It must not break the structure in the moment it's lifted for the first step (cf.
One Hive Rule)
It must move one face at a time around the edge of the structure exactly as many times as its rank, but it may double back
It must change the board position (ie, you can't simulate a pass)
It must not make any step through a gap which is too narrow to fit without disturbing the structure (cf.
Freedom to Move Rule)
Merge one of your pieces (A) into another one of your pieces (B) (if you cannot follow all these restrictions, you may not take this action)
You must have at least 3 pieces in the Structure before merging
Piece A must not break the structure in the moment it's lifted to merge (cf.
One Hive Rule)
Piece A must be adjacent to piece B
Piece A must be able to move to where piece B is directly in one step without disturbing the structure (this rule does not concern itself with the rank of piece A) (cf.
Freedom to Move Rule)
Piece A must be able to reach the outside of the Structure without disturbing it (cf.
Freedom to Move Rule)
Increase the rank of Piece B by the rank of Piece A, then return Piece A to your hand
Variants
Of these variants, only three piece/rank size changes are implemented on Abstract Play: d8, d10, and d12, with the recommended goals (9, 11, and 13, respectively.
Hive-esque Cubeo
To experience the game of Cubeo with the geometry and Hive Structure of Hive, use 14 hexagonal pieces per side with 14 possible ranks (rank 15+ wins), on an infinite hex grid.
AI generated
Cubeo
A boardless dice game. Walk your dice, merge pairs to raise pip values, and race to a winning merge — or leave the opponent with no move.
Inventor: Marek Kolcun
Rules
Goal
You win by completing a merge that reaches the goal value (7 on d6, which is recorded as a winning merge), or if the opponent has no legal move.
Setup
Two dice of pip 1 start adjacent: player 1 at (0,0), player 2 at (1,0). The grid grows as pieces move. Default: six-sided dice, merge goal 7.
Gameplay
Each die walks a path of length equal to its pips on empty cells of the formation (including backtracking). A pinned die (blocked in) cannot walk. The walk must end on a different cell than it started (default); strict also forbids walks that only rotate or reflect the whole formation.
Merge: if you have at least three dice, you may slide one unpinned die that can leave the formation onto an orthogonally adjacent friendly die that shares its row or column. Pips add. Reaching the merge goal wins immediately.
Variants
Stricter movement
The formation after a walk cannot be a rotation or reflection of the start.
d8 / d10 / d12
Eight, ten, or twelve cubical dice per side; merge goals 9, 11, and 13.
Further details
Version history
Links