Quixo
Quixo Rulebook
Table of Contents
Table of Contents
Presentation and Setup
The game uses 25 cubes and a board.
Each cube is identified by the face that is turned upwards. A cube has three kinds of face: a neutral (blank) face, a face marked with a circle, and a face marked with a cross (fig 1).
At the start of the game, all 25 cubes are laid out in the middle of the board with a neutral face upwards (fig 2, fig 3).
The two players, or the two teams, agree who plays the crosses, who plays the circles, and who starts.
Object of the Game
Create a horizontal, vertical or diagonal line of 5 cubes showing your own symbol (fig 5).
Rules for Two Players
Course of Play
Players take turns. On your turn you choose one cube and move it, following the rules below. A player may never pass a turn.
Choosing and Taking a Cube
Take a cube from the edge (the periphery) of the board. The cube you take must be either a neutral cube or a cube already showing your own symbol (fig 3).
On the first turn of the game a player has no choice but to take a neutral cube, since no cube is marked yet.
You may never take a cube showing your opponent's symbol.
Changing the Cube's Symbol
Whether the cube you took was neutral or already showed your own symbol, it is always put back with your own symbol on its upper face.
Replacing the Cube
Taking the cube out leaves incomplete rows. Put the cube back at one end of your choice of those incomplete rows: push at that end, so the whole row slides along and the cube you are holding enters the board at that end.
You may never put the cube back in the place it was taken from.
Fig 4: the cube can be put back on the board by pushing at A, B or C.
End of the Game
The winner is the player who creates and announces a horizontal, vertical or diagonal line of five cubes showing their own symbol.
A player who creates a line of the opponent's symbol loses the game — even if that same move also creates a line of their own symbol.
Rules for Four Players
Teams
The players form two teams of two. Team-mates sit facing each other, and play passes clockwise around the board (fig 6: team A against team B).
Before the game starts, the players agree by convention whether or not team-mates may advise each other during play.
Course of Play
Players take turns. On your turn you choose one cube and move it, following the rules below.
Choosing and Taking a Cube
Take a cube from the edge of the board. The cube must be either a neutral cube, or a cube showing your own symbol whose dot is oriented towards you: the orientation of the dot determines which member of the team may play that cube.
Fig 7: V and W can only be played by player A1; X, Y and Z can only be played by player A2.
On the first turn of the game a player has no choice but to take a neutral cube. You may never take a cube showing the opposing team's symbol.
Changing the Cube's Symbol
Whether the cube you took was neutral or already showed your own symbol, it is always put back with your own symbol on its upper face. You orient the dot to determine which member of your team will be able to play that cube again.
Replacing the Cube
Put the cube back at one end of your choice of the incomplete rows created when you took it: push at that end to replace your cube.
You may never put the cube back in the place it was taken from.
Fig 4: the cube can be put back on the board by pushing at A, B or C.
A player must play on their turn, unless they cannot take any cube from the edge of the board that is either neutral or shows their own symbol with the dot oriented towards them.
End of the Game
The winning team is the team that creates and announces a horizontal, vertical or diagonal line of five cubes showing its own symbol — whatever the orientation of the dots on those cubes.
A team that creates a line of the opposing team's symbol loses the game, even if it creates a line of its own symbol at the same time.
Length of a Game
10 to 20 minutes. In tournament play, it is possible to allot each player a limited amount of time.