Cubitos

2021 · Racing

Cubitos

Players compete as racers in an annual Cup, advancing a pawn along a modular racetrack while managing a pool of dice that represents their support team. Each turn, players draft and roll dice, allocate results to move, purchase new dice to improve their pool, and activate abilities printed on dice faces. A push-your-luck element rewards riskier rolls but can cause a bust and lost progress. Players balance short-term movement, dice upgrades, and tactical use of abilities to cross the finish and score points.

Players
2–4 best 4
Playing time
30–60 min
Age
10+
Complexity
2.2 / 5
7 on Ludoyafrom $47.99DiceDice RollingDeck, Bag, and Pool BuildingMovement Points

On Ludoya's tables

Full stats in Ludoya
540
Plays logged
608
Players
55m 46s
Average play
149
In collections
28
On wishlists

7.0/10

from 67 Ludoya reviews

  • Toni Cutillas7.0

    - Base -

  • Guillermo Rodríguez7.0

    2-4 Best 4

  • setropo7.0

    Juego de Carreras sencillo que me recuerda a otros como el Automobiles o el Quest for El Dorado, por su componente "building". Muy fácil de aprender. Pueden salir combos que potencian la mecánica de push your luck, que lo hacen muy divertido.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When do I use a die’s “Now” effect — immediately when it’s rolled, or later in the Run Phase?

Now abilities are used immediately after the die with that symbol is placed in your Active Zone; Run abilities may only be used during the Run Phase (see p. 9). Many card clarifications also explicitly require using the Now ability at the time it is rolled (see p. 14).

If I bust, do I still get to use my Run abilities or keep dice in my Active Zone?

When you bust you must move all dice from your Active Zone to your Discard Zone (so you cannot use Run abilities that round), you may optionally discard dice from your Roll Zone, and you advance 1 space on the fan track and gain its rewards (see p. 10). Card notes confirm that if you bust you cannot resolve Run abilities that were on dice moved to discard (see p. 14 and p. 17).

What’s the difference between pushing and passing — and can I choose to push even after misses?

After moving hits to your Active Zone you choose to push (roll again) or pass (end your Roll Phase); pushing returns you to the Roll step and may make you risk busting if you have 3+ dice in Active Zone or have already risked busting (see p. 10). Passing flips your phase token to Run and waits for all players to finish rolling (see p. 10).

When do I buy dice and where do purchased dice go?

Buying happens in the Run Phase (step 6); you may spend coin and/or cubes to buy up to two dice per round (they must be different colors), and bought dice are placed in your Discard Zone (see p. 11). Note coin is spent only for the round while cube tokens persist (see p. 11).

Does the start player die count toward my draw amount when I draw dice?

No — the start player die is an extra die rolled by the start player and does not count toward your draw amount (see p. 9 and reminder on p. 11).

If I end my Move step on a reward space but I started the round in that same space, do I get the reward?

No — you only gain a reward space if you end your Move step in that reward space and you did not start the round in that space; moving through a reward space also gives nothing (see p. 12).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.