By rearranging cuboro elements, players create paths as long as possible for leading marbles into an empty finish field. The more track elements are used the more points are collected.


Components

  • Board
  • 9 cuboro elements (8 cubes +1 starting tower)
  • basic grids "Starting position 1+2"
  • 4 game pegs for points' course
  • 12 marbles (8 blue, 4 red)
  • 4 marble containers
  • game instructions

Cuboro Elements:






Game Version 1

(from age 6 and as an introduction!)

As for this version, paths are arranged on the surface of the cubes (channels).


Starting position 1

Initial Position

Place the 8 cuboro cubes on the board according to the basic grid "Starting position 1" - pay attention to the align- ment of the channels.

The starting tower remains outside! For each player, place a game peg in the starting field.

As for four players each receives 3 marbles: 2 blue and 1 red (joker). In case of less players split marbles equally (each receives same number/colors).


Game Play

The oldest player starts. The cuboro cubes in the starting positions can be rearranged using a maximum of three types of changing.

The goal is to create as long a path as possible from the empty field (reserved for the starting tower) to one of the finish fields.

Only three types of changing are allowed:

  1. Shifting

    A cube may be shifted into the empty field (without rotating).

  2. Rotation

    A cube may be rotated on its current field position.

  3. Jumping

    A cube may jump into the empty field from any position and also be rotated.


The same type of changing can be used three times or then a mixture of the options. Attention! Move only one cube at a time. It is not allowed to re- move additional cubes from the game field or move two cubes at the same time.

Now the starting tower comes into use and a marble is sent on its way (stopping of the marble because of not enough speed does not count as failure).



Joker

Each player may at one time make a fourth, additional change (red Joker marble). It is allowed to use the Joker during an arbitrary move without advance notice.


Points

Each of the used functions starting tower + channel(s) on the cuboro cubes accords to one point, thus means one field forward on the points' course.

The shortest possible path is from the starting tower directly into one of the finish fields (1 point) - always possible. The longest possible path leads from the starting tower through 9 channels into one of the finish fields (= 10 points).


End of the Game

The starting tower is removed and it's the next players turn. Again, as long a path as possible is to be created ending at another finish field.

Finish fields occupied by a marble cannot be used again.

The game ends when all finish fields are occupied with a marble. Winner is the player who has come the furthest on the points' course.

If two game pegs reach the same point field, they are placed on top of each other. Level-on-points ranks are possible at the end of the game.



Game Version 2

(from age 12)

As for this version, paths are arranged on the surface and the inside of the cu- boro elements (channels and tunnels).


Starting position 2

Initial Position

Place the 8 cuboro cubes on the board according to the basic grid "Starting position 2" - pay attention to the alignment of the channels and tunnels.

The starting tower remains outside!


Game Play

The game play is the same as in game version 1. Here, rotating the cube also includes "turning it upside down".

It is allowed to lift the cubes in order to know the direction of the tunnels.


Points

Each function used - starting tower / channel(s) = 1 point.

Each tunnel function used = 2 points.

The level-changing element 11T counts for a tunnel function (2 points).

The shortest possible path is from the starting tower directly into one of the finish fields (1 point) - always possible. The longest possible path leads from the starting tower through 7 channels + 7 tunnels into one of the finish fields (= 22 points).



Challenging game variations for ambitious players

  • Strategic planning of shorter paths in order to complicate the task for the next player.

  • Assigning minus points for the 2nd and 3rd change e.g.:

    1. Shifting = 0 minus points,
    2. Rotating = 1 minus point,
    3. Jumping = 2 minus points
  • Limit time: One minute per move, each additional 20 seconds =1 Minus Point.

  • Initial position: one of the players could create an individual initial position.

  • Prolonged rounds: Two or more rounds can be added together.

  • It can be played in teams against each other.


Experience and creativity are required to tap the cuboro-Systems' full potential.

The more it is played with the more original and amazing track courses are discovered. Including the tunnel functions poses a challenge even to those loving riddles and tough strategists!


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