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CubeMelt: Getting Dicey thumbnail

CubeMelt: Getting Dicey

CubeMelt: Getting Dicey Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Components
  • Setup
  • Flow of a Turn
  • Dice Effects
  • Resolving the Dice
  • End of the Game and Victory Conditions
  • Expansion Rules

Game Overview

Turns are taken clockwise. On your turn, roll the dice and resolve the result. Each player does their best to keep their CubeMelt from melting away while gaining Love (heart) and Adventure (star). The game ends when any player gains 20 Love or 20 Adventure, or when a player's Melt token reaches 0 and melts.

Components

  • 6 CubeMelt dice
  • 15 tokens (3 kinds x 5): Love (heart), Adventure (star), Melt
  • 10 player boards (5 sets of 2 boards, double-sided): front side = base (normal) rules, back side = expansion (full game) rules

Setup

  1. Each player takes a set of player boards in the same colour. Decide whether to play the base rules or the expansion rules, and place the 2 boards side by side in front of you with the side for this game face up. For the base rules use the front side; for the expansion rules use the back side. Everyone must use the same side. For the expansion rules, read "Expansion Rules" below.
  2. Each player takes one token of each of the 3 kinds (Melt, Love, Adventure). Place your Melt token on space 20 of your board. Place the Love and Adventure tokens on space 0.
  3. The player who most recently drank a drink with ice in it is the start player. The start player takes the 6 CubeMelt dice and begins the game.

Flow of a Turn

Each player takes their turn following these 4 steps and resolves the result of the dice rolled. When re-rolling you may choose any dice to re-roll. After resolving the dice, the turn passes clockwise to the next player.

  1. Roll the 6 dice.
  2. Once only, re-roll any number of dice (you choose which to keep and which to re-roll).
  3. By reducing your Melt token by 1 space, you may re-roll the dice again (any dice of your choice).
  4. Apply the dice results to the target players' boards (detailed rules on the next section).

You can freely choose which dice to re-roll and which to keep in steps 2 and 3.

Dice Effects

Each die has several faces, each with a different effect.

  • Heart eyes: gain 1 Love.
  • Star eyes: gain 1 Adventure.
  • Sad face: Melt 1 space (move your Melt token down 1).
  • Drooping face: Melt 1 space (move your Melt token down 1).

The Sad face and Drooping face have the same effect, but they count as different faces when checking the number of each face as explained in the next section.

Resolving the Dice

To apply the dice results to each player's board, first check the number of dice showing the same face among the dice rolled. Apply the effect of the face that appears most often to the boards of the players to the left and right of the active player. Then apply the effects of the remaining dice faces to the active player's board.

Note: the effect of the most frequent face is NOT applied to the active player's board.

Examples:

  • Four Heart-eyes dice and two Star-eyes dice: Heart-eyes is the most frequent face, so the players on each side gain +4 Love. The active player gains +2 Adventure (the two Star-eyes dice).
  • Three Sad-face dice, one Heart-eyes die and two Drooping-face dice: Sad face is the most frequent face, so the players on each side Melt -3 spaces. The active player gains +1 Love and Melts -2 spaces.

If there is no most frequent face (several faces are tied for the highest count), the effects of all dice faces apply only to the active player's board.

Examples: two Heart-eyes, two Star-eyes and two Sad faces: the active player gains +2 Love, +2 Adventure and Melts -2. Or three Heart-eyes and three Drooping faces: the active player gains +3 Love and Melts -3.

End of the Game and Victory Conditions

The game ends when any player gains 20 Love or 20 Adventure, or when a Melt token reaches 0.

  • If one or more players have gained 20 Love or 20 Adventure, those players win immediately.
  • If one or more players' Melt token has reached 0, check the Love and Adventure of the other players, and take the lower of the two as each player's final score. The player with the highest final score wins. If multiple players are tied, they win together.

Expansion Rules

Once you have played the base rules once, try the expansion rules. In the expansion rules each player has a special ability. This ability can be applied every time its condition is met.

  • Cat: If the players to your left or right gain 3 or more Love or Adventure, you gain 1 of the same kind of Love or Adventure.
  • Dragon: When you reduce the Melt of the players to your left or right, you gain 2 Love or Adventure.
  • Knight: If 2 or more Melt would be lost because of dice faces, convert 1 of them into Love or Adventure.
  • Ninja: If 5 or more dice show the same face, the active player may apply that effect to their own board. The effects of the remaining dice are applied to the other players' boards.
  • Unicorn: If all dice faces (4 kinds) are rolled, the active player additionally gains 2 Love or Adventure.

Solo mode (English) and other comics are available on the game page via the QR code on the manual.