Cube Quest is a dexterity game in which lightweight hollow cubic dice are flicked across custom rubber mats. Cubes that leave the mats are defeated. Play alternates until someone wins by defeating the enemy king. Cubes also risk defeat in enemy territory; if they land "shadow" side up, they have been captured and must be rolled, like dice, to determine whether they escape.
The cubes have different strengths and special abilities, such as taking extra flicks, immobilizing enemy cubes, reviving lost cubes, and hiding before strategic re-positioning.
The game allows for custom army building using a simple point system. Pre-battle setup involves a tactical selection of cubes worth a total of 40 points maximum to fight alongside their king. Each player also chooses how to position their cubes, creating individual attack and defense formations and structures!
Top 10 Mechanisms: Dice Games
Dicequest preview play and impressions
- Engaging dice-building mechanic with meaningful escalation as you progress
- Strong hero/equipment synergy and clear progression from recruitment to leveling
- Fast play time (roughly 30–45 minutes) with a satisfying arc across nine rounds
- Accessible core loop: recruit, equip, quest, and advance through upgrades
- Clear guidance on not getting emotionally attached to heroes, which helps manage risk
- Solid recommendations for similar games (Quacks of Kredinberg, Dice Forge)
- Luck-dominated dice outcomes can undercut strategy, especially in a shorter game window
- Nine-round limit amplifies the impact of failures (two failed quests can swing the game)
- Limited hero slots (three) and equipment management can constrain long-term strategic depth
- Occasional misalignment of quest pool with available heroes can stall options
- Overall lightness may feel repetitive after a few plays, with less meaningful variance between sessions
- hero collection, leveling, equipment enrichment, and dungeon-style trials
- fantasy dungeon-crawl milieu where heroes explore, gain power, and tackle quests across nine rounds
- procedural play with escalating quest challenges and procedural hero progression
- Quacks of Kredinberg
- Dice Forge
- Resist
Mechanics (from transcript analysis)
- Character progression — recruit, graduate (retire) heroes to gain points and unlock more powerful options.
- dice-building / dice manipulation — build and optimize a dice pool, reroll and convert runes, and use equipment to alter outcomes.
- pool management — maintain a growing pool of heroes and corresponding equipment to handle increasingly difficult quests.
- quest resolution — select quests, assign heroes, roll dice to meet symbol requirements, and mitigate wounds with shields.
- Resource management — manage gold, treasure, and equipment cards to improve hero capabilities.
- Track advancement — recruit, graduate (retire) heroes to gain points and unlock more powerful options.
Video topics + discussion points
Quotes (from this video)
- Dice Quest is a one to four player bag building game in which players... it's not really bag building. It's dice building.
- You're building up your hero pools, collecting equipment, and taking down a variety of challenges across nine rounds.
- This is a good starting first quest.
- I really like this deadly dummy as a good starting first quest.
- It really does have a nice degree of escalation in a game that's fairly short.
- The main holdback for the game is it is very much a lighter beer and pretzels kind of game.
- If you lose a hero, you lose their equipment.
- You could take risks and go on all the crazy quests and see how that plays out.
References (from this video)
- Engaging mix of luck and strategy
- Deep item/hero interaction and upgrade paths
- Strong table talk and cooperative vibe
- Flexible player counts and modes
- Heavy reliance on dice luck; swingy outcomes
- Rule changes during development may affect final rules
- Some UI/rule clarifications needed (advanced side on heroes)
- team-building, dungeon delving, boss battles
- fantasy dungeon-crawl with heroes recruited between rounds
- episodic quests that upgrade heroes and culminate in a final boss
- Sky Terror Horde
- Sky Terror
- Onward
Mechanics (from transcript analysis)
- boss battler — two rounds before act three boss fight; final boss with multiple tokens
- boss fights and act structure — two rounds before act three boss fight; final boss with multiple tokens
- Cooperative Game — co-op shares a win condition; competitive races to VP
- cooperative vs competitive modes — co-op shares a win condition; competitive races to VP
- Dice rolling — colored dice with attack/defense mechanics to resolve actions
- Equipment and inventory — items can be equipped; backpack holds items; equipment is consumable or unlocks effects
- hero recruitment and leveling up — buy/graduate heroes to gain powers and VP
- quest cards and skulls/damages — quests require dice results to complete; skulls damage heroes
- rerolls and reroll tokens — reroll dice using runes and roll tokens to improve outcomes
- tavern phase and money system — spend money to recruit or graduate; money influences VP and final score
- threat cards and boss boosts — threats attached to quests boost boss abilities if not completed
Video topics + discussion points
Quotes (from this video)
- This is a game of luck.
- This is a ton of fun.
- The combination of items is really cool.
- In competitive, it's a race to victory points.
- It's a dice game that is pretty random, but it does not mean there isn't meat on the bone.
References (from this video)
- Reasonably priced with a transparent three-payment option
- Deluxe add-ons presented clearly with perceived value and no-retail stance
- High-quality components (neoprene playmat, custom dice, Meeples, foil cards, tokens)
- Accessible to both gamers and younger audiences while remaining strategy-forward
- Short playtimes (roughly 15–45+ minutes) and quick setup facilitate social play
- Strong track record and vendor relationships noted by the reviewer, boosting confidence
- Explicit delivery timeline promises six-month production and delivery targets
- Clear rule booklet and downloadable rule resources improve teachability
- Video content and previews exist to support understanding, with room for improvement
- Shipping from Europe introduces currency conversion quirks and perceived costs
- The on-page marketing video was absent or perceived as lazy, which hurts initial impact
- Some confusion around the external author vs Sky Tier Games team structure and publishing model
- BGG page history and inconsistent company lineage created initial confusion about trust and pedigree
- Possible added cost for deluxe add-ons despite the base price being affordable
- Limited publicly visible ratings (e.g., low initial counts) may raise questions about early reception
- Dice-driven power-building, hero progression
- Fantasy quest world where players recruit heroes and undertake quests.
- Procedural, quest-based progression with strategic card and dice interactions.
- Super Fantasy Brawl
Mechanics (from transcript analysis)
- Component-driven immersion — Premium components (neoprene playmat, custom dice, meeples, tokens) enhance tactile gameplay and perceived value.
- Cooperative Game — Game supports both solo/coop play and competitive play across 1-4 players.
- Cooperative or competitive play — Game supports both solo/coop play and competitive play across 1-4 players.
- dice pool building — Players roll a pool of dice to activate abilities and trigger combos, with outcomes shaped by rolls and rerolls.
- Hero progression / leveling — Heroes level up and gain new powers, enabling stronger actions and longer-term strategy.
- Narrative choice — Players select paths within quests to influence routes, objectives, and risk-reward decisions.
- Path and choice — Players select paths within quests to influence routes, objectives, and risk-reward decisions.
- Quest deck / card-driven objectives — A deck of quest cards drives events, encounters, and scoring opportunities.
- Resource and timing management — Players manage dice resources, timers, and potentially tokens to optimize action economy.
- Resource management — Players manage dice resources, timers, and potentially tokens to optimize action economy.
- Solo mode support — Rules and optional expansion content enable solo play, broadening accessibility.
- Tournament-style play / scoring symmetry — Clear scoring paths and endgame conditions encourage competitive balance and replayability.
Video topics + discussion points
Quotes (from this video)
- Final grade is a positive one.
- This is fantastic.
- The price is right.
- Three payments of $12. I love that.
- Deluxe add-ons no retail just 19 bucks.
- Deliver a top quality game in just about six months.
References (from this video)
- Dice provide multiple surfaces for design
- Multi-level strategies with stacking
- Team selection adds variety
- Capture mechanics add depth
- Dice are harder to control than discs
- Castle defense
- King elimination
Mechanics (from transcript analysis)
- Elimination target (king piece)
- Flicking
- flicking dice
- player elimination
- Reversible pieces
- Special Powers
- Stacking pieces
- Unique player powers
- variable setup
Video topics + discussion points
Quotes (from this video)
References (from this video)
- interesting decisions and tactical depth
- distinct cube-based characters with unique abilities
- can be fiddly and requires careful setup
- strategy and tactical micro-management
- castle defense with cube-based troops
- fun, brainy with bluff and planning
- Target
- Bandu
Mechanics (from transcript analysis)
- deck / resource management with dice-like cubes — allocate points to buy troops; flick cubes; manage attrition and combat outcomes
Video topics + discussion points
Quotes (from this video)
- This is stupid. It ain't falling over once.
- Growing up can't be that bad if I get to be like you.
- Timmy, you can come out now. It's like scalletwick.
- There's nothing super about being crushed by 10 tons of brick and mortar.
- Are you okay? Did you eat mommy's mango body butter as well?
References (from this video)
- fun, chaotic, group-friendly
- strong production values
- rules can be dense for newcomers
- fantasy battle with variable cube powers
- flicking dice-based miniature army skirmish
- silly, chaotic
Mechanics (from transcript analysis)
- flicking / dice-based combat — dice cubes with different abilities are flicked and manipulated
- hidden army / deck-building feel — build and surprise opponent with a secret set of units
Video topics + discussion points
Quotes (from this video)
- this is top 100 games for adam in wales
- it's entirely subjective right
- there are going to be some games on this list that are objectively poor games but i've had a fantastic time with them in the past
- the emotional connection is what drives the list
- happy salmon was a huge hit
- it's chaotic but it's really really fun
- I was hooked because I loved ice games
- this is a roll and write game
- it's a memory element
- it's the only collectible card game that i've ever played
- the sheriff's badge
References (from this video)
- light plastic dice
- simple rules
- funny
- quick
- silly
- hilarious fun
- flicking
- dexterity
- Catacombs
- Crokinole
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Formula D is really the epitome of roll and move games in the modern era
- Settlers of Catan which was perhaps the most significant euro game that really sparked this whole new wave of modern board games
- Yahtzee has become a mechanic in its own right
- epitomises dice games really and how far they've come
- this is a bit of a tricky one to learn, it's well worth the effort
- ridiculously more fun than it should be
- playing with children it's fantastical
- absolutely brilliant
- this is my top 10 different ways to use dice in wooden board games