Last Updated on April 18, 2025 by The Official Game Rules Team
In Cubitos, 2 to 4 players take on the roles of quirky racing champions competing in the annual Cube Cup. Each racer is backed by a support team of specialized dice, which players use to generate movement, currency, and powerful abilities. The game combines push-your-luck dice rolling with strategic planning and engine building. Here’s a breakdown of the rules:
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How to Play Cubitos
Game Overview
Players control a runner on the racetrack and a growing team of dice. Dice are rolled to provide movement (), money (), and special abilities. At the start of each round, players draw and roll dice from their draw pool. They must decide whether to stop rolling and keep what they’ve gained or press their luck and roll more dice—risking a bust, which results in losing all progress that round but gaining consolation rewards.
With their rolled results, players move along the racetrack, use dice abilities, and purchase new dice to strengthen their pool. New dice are added to a discard area and eventually drawn and rolled in future rounds, allowing players to build combos and synergistic strategies. The race continues until one or more players cross the finish line. The winner is the racer who traveled the farthest.
Objective
Be the first player to reach or pass the finish line on the racetrack. If multiple players cross the finish line in the same round, the one who traveled the farthest is declared the winner.
Components
- 28 Light Gray Dice (basic starter dice)
- 12 Dark Gray Dice (slightly stronger starter dice)
- 80 Ability Dice in 8 colors (10 per color)
- 1 Start Player Die
- 56 Ability Cards (1 per die color per ability set)
- 4 Player Boards (used to organize dice zones)
- 8 Runner Figures (2 per player, 1 for the race, 1 for the fan track)
- 4 Phase Tokens (track player decisions during rolling)
- 2 Double-sided Racetrack Boards (4 tracks total)
- 1 Fan Track Board
- 25 Draw Tokens (expand draw capacity)
- 40 Credit Tokens (used to buy dice and activate effects)
- 24 1-point Tokens
- 16 5-point Tokens
- 12 Dice Boxes (for sorting dice by color)
- 1 Storage Box (organizes all game components)
Setup
Player Setup
Each player chooses a color and receives:
- 2 Runner Figures (one placed at the starting space of the racetrack, one placed at the beginning of the fan track)
- 1 Player Board (divided into Draw Zone, Roll Zone, Active Zone, and Discard Zone)
- 1 Phase Token (start with the green “Ready” side up)
- 7 Light Gray Dice (basic starter dice)
- 2 Dark Gray Dice (slightly better starter dice)
All dice begin in the player’s Draw Zone.
Ability Cards and Dice
Select 1 ability card for each of the 8 colored dice. You can use a predefined set listed in the rulebook or create a custom set. For the first game, use the “Race 1” recommended set:
- Smelly Cat (yellow)
- Rich Dog (green)
- Mr. Soldier (red)
- Rock On (orange)
- Dugout (blue)
- Rollosaurus (light green)
- Reckless Cheese (purple)
- Bob (black)
Place each chosen card next to the tray or box containing the corresponding colored dice.
Racetrack and Tokens
- Place one of the racetracks in the center of the table.
- Place all runners on the starting space of the track.
- Place the second figure for each player on the fan track.
- Lay out all dice boxes and ability cards near the racetrack for easy access.
- Sort and place token trays with Credits, Draw Tokens, and point tokens nearby.
Determine Starting Player
Choose a player at random to receive the Start Player Die. This player goes first during the round.
Dice Types and Symbols
Each die face may contain one or more of the following symbols:
- Movement (): Each symbol allows you to move your runner 1 space forward.
- Money (): Used to buy new dice or activate certain abilities. Can also be spent during movement in some cases.
- Credit Tokens (): Persistent currency that stays between rounds; mainly gained from the Start Player Die or ability spaces.
- Ability Symbols: These icons correspond to powers listed on the associated ability card of that die color. Effects range from gaining more movement or money to manipulating dice.
- Power Symbols: These are advanced versions of regular abilities, often stronger or more complex. Only appear on high-cost dice.
Dice Rolling and Ability Use
Rolling Dice
At the start of the Roll Phase, each player draws a number of dice from their Draw Zone equal to their current draw limit (9 at the start). Dice are rolled in the Roll Zone.
- Hits: Any die that shows a non-blank face is a hit and is moved to the Active Zone.
- Misses: Dice that roll blanks remain in the Roll Zone and may be rerolled if the player chooses to continue.
Ability Timing
Ability symbols on dice are triggered according to the keyword printed on the ability card:
- Now: Activate the effect immediately when the die enters the Active Zone.
- Active: Effect remains available as long as the die stays in the Active Zone.
- Run: Can only be activated during the Run Phase.
Players may choose to push their luck and reroll remaining dice in the Roll Zone, or they may pass, locking in their current results.
Busting
If a player rolls 3 or more dice with no symbols (i.e., misses) in a single roll, they bust:
- All dice in their Active Zone are moved to the Discard Zone (they gain nothing that round).
- They do not get to move or buy dice that round.
- However, they advance their figure on the fan track and receive the associated reward (usually Credits or Draw Tokens).
Game Rounds
Each round consists of several distinct phases:
Roll Phase
- Draw Dice: Draw up to your current draw limit from the Draw Zone.
- Roll Dice: Roll all dice in the Roll Zone.
- Resolve Hits: Move hit dice to the Active Zone.
- Push or Pass: Decide to reroll remaining dice or end rolling for the round.
- Bust Check: If busting occurs, apply the penalty and gain a fan track bonus.
Run Phase
- Use Run Abilities: Activate any abilities labeled “Run” on dice in your Active Zone.
- Movement: Move your runner 1 space per symbol. You may convert 4 into 1 for an additional movement.
- Buy Dice: Spend your remaining and to purchase up to 2 different dice. New dice go to the Discard Zone.
- Cleanup: Move all dice in the Active Zone to the Discard Zone.
Track Space Types
Racetracks include a variety of special spaces:
- Standard Spaces: No additional effects; just normal movement.
- Water Spaces: Cannot be entered unless you have a specific ability that permits it.
- Reward Spaces: Offer bonuses such as Credits, free dice, or movement on the fan track.
- Movement Boosters:
- Shortcut: Spend a to skip forward multiple spaces.
- Jet Pack: Doubles the effect of your remaining symbols.
End of Game
As soon as one or more players reach or pass the finish space, the round is completed. Then:
- The player who has traveled farthest past the finish space is the winner.
- If tied, continue playing full rounds until one player is clearly ahead.
Cubitos is a vibrant dice game full of strategy, risk-taking, and dice-fueled combos. Each turn presents players with meaningful decisions—whether to play it safe or press on for greater rewards. With modular abilities and varied racetracks, every race is a new experience, combining tactical depth with the unpredictability of the roll. The path to victory is never the same, and only the boldest racer will take home the Cube Cup!








