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Quip Qubes

Quip Qubes Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • To Begin
  • The Play
  • Wild Cubes
  • New Sentences
  • How to Score
  • End of Game
  • The Winner
  • Team Play
  • Examples of Sentence Formation and Scoring

Contents

Playing Board 27 Red Cubes 27 Blue Cubes 1 Red Tumbler 1 Blue Tumbler Score Pad

Object

To compete for high score while forming interlocking sentences, crossword fashion, on the board. Sentences of any length may be used. Punctuations such as question marks, periods, commas, etc., are implied but not actually shown on the cubes.

To Begin

Each player takes a matching set of 27 cubes and tumbler.

The Play

(For two players)

  1. The first player takes a turn by shaking all 27 cubes in the tumbler and tossing them out. Using the words that appear on the tops of the cubes, the player forms ONE complete sentence of any length and places it on the board across or down (diagonally not permitted) with one word cube covering the star in the center of the playing board. The player then records the score for the turn (See rules 7 and 8) and places the remaining cubes into the tumbler, ending the first turn.
  2. The second player then takes a turn by tossing his cubes and adding one or more words to those already played so as to form a NEW SENTENCE. He records his score and returns all remaining cubes to the tumbler.
  3. If at any time a player cannot form a sentence with a toss of the cubes, he records a zero for that turn on the score sheet and his turn ends.
  4. Players alternate turns.

Wild Cubes

  1. The cubes printed with a star are wild and may be used as any word desired. When playing a wild cube the player must state what word it represents, after which it cannot be changed during the game.

New Sentences

  1. A new sentence may be formed by: a. Adding one or more words to a sentence or words already on the board. The player gets full credit for all sentences formed or modified by his play. b. Placing a sentence at right angles to a sentence already on the board. The new sentence must use one of the words already on the board or must add a word to it. (See examples: Turns 2 and 3.)

How to Score

  1. Sentences are scored by multiplying the number of cubes in the sentence by that number. For example: 3 word sentence = 9 points (3 X 3 = 9).
  2. If a cube covers any numbered Bonus Square, that number is added to the player's score for that turn. Bonus points are applied only in the turn in which they are first covered.

End of Game

  1. The game ends when both players have completed 10 turns.

-OR-

When one player uses all his cubes. This player receives an added bonus score of 3 points for EACH of the opponent's unused cubes.

The Winner

The player with the highest score is the winner.

Team Play

(For four or more players)

Team members alternate turns making sentences. All other rules remain the same.

Examples of Sentence Formation and Scoring

In these illustrations, the cubes used for each turn are shown in heavy outline. The scores shown are the correct scores when the word MOST is placed on the center star square.

Example Sentences Scored:

  • Turn 1 (RED): THEY LAUGH THE MOST = 16 (4 x 4) points
  • Turn 2 (BLUE): LOOK AT THE CLOWN = 16 points
  • Turn 3 (RED):
    • LET US FACE THE CUTE BABY = 36
    • LOOK AT THE CLOWN FACE = 25
    • LET on 5 pt. Bonus Square = + 5
    • 66 points
  • Turn 4 (BLUE):
    • LET US FACE THE CUTE BABY AGAIN = 49
    • AGAIN on 5 pt. Bonus Square = 5
    • 54 pts.

The sheet also shows a board diagram for each turn (not reproduced in text). Captions as printed:

  • Turn 1: SCORE 16
  • Turn 2: SCORE 16
  • Turn 3: SCORE 66
    • NOTE: LET cube covers a 5 pt. Bonus Square.
  • Turn 4: SCORE 54
    • NOTE: AGAIN cube covers a 5 pt. Bonus Square and LET cube no longer counts as a 5 pt. bonus.