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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

  1. 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)
  2. The remaining pieces of each player go to their hands to be placed during the game
  3. 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?

Gameplay

Each turn, take one and only one of the following actions (passing is illegal):

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

See BoardGameGeek: Cubeo.

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