Six faces. Two players. Claim the Qube.
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Six faces. Two players. Claim the Qube.
Qube is played across 6 faces. On each face, you and your opponent activate lines and fight for ownership of nine letter tiles. Your activated-letter scores carry from face to face.
After Face 6, the value of every tile you still own is added to your score. Highest combined total wins the Qube. Winning the most individual faces does not necessarily win the match.
Each face is a 3 × 3 grid with 8 playable lines: 3 rows, 3 columns and 2 diagonals.
To activate an unfinished line, play an accepted word containing its three letters in the same order. Extra letters can appear anywhere, including between the grid letters.
LEMON activates the top row. The extra E and O do not score. Only the three grid tiles score: L₁ + M₃ + N₁ = 5 points.
Every line can also be read backwards. For example, TRANSFORM contains T → S → R, activating the bottom row in reverse.
A word must be accepted by the Worderful dictionary and activate at least one unfinished line. Ordinary English words, common inflections and UK/US spellings are intended to be accepted; names, abbreviations and obscure word-game vocabulary are not the aim. The dictionary is still being refined.
Each line can be activated in either direction, but only once. For example, the bottom row R–S–T can be read R → S → T or T → S → R.
Both words contain the same line in opposite directions. Once one has activated it, the other cannot score that line again.
A single word can activate more than one unfinished line. On a fresh board, FLORIST contains L → O → R down the left column and R → S → T across the bottom row.
The unique tiles are L, O, R, S and T. They are each worth 1, so the two-line move scores 5 points. The shared R is counted only once.
Multi-line moves can be powerful, but completing several lines also removes future routes through the board.
Qube uses familiar Scrabble-style letter values. A move scores the unique grid tiles it activates, not every letter in the word.
LEMON scores 5 on the top row. FLORIST also scores 5 on two lines because its five unique tiles are each worth 1. Points already earned are never taken away.
Scoring a tile also makes it yours. Player 1 is blue and Player 2 is red. The last player to touch a tile owns it.
Suppose Player 1 opens with FLORIST, claiming the left column and bottom row for 5 points.
Player 2 then plays WRAPPING, which contains R → P → N along the unfinished diagonal.
WRAPPING scores R₁ + P₃ + N₁ = 5 points and steals R. Player 1 keeps the original 5 points; only ownership changes.
Another example is OPAQUE, which activates O–P–Q for 14 points. If the right column remains unfinished, INQUEST can later activate N–Q–T for 12 points and steal the valuable Q.
These are alternative examples on the same board, not one continuous sequence of moves.
Corners belong to 3 lines, edge-centres to 2, and the centre belongs to 4.
A tile remains vulnerable while an unfinished line passes through it. Once every line through that tile is complete, its ownership is locked for the rest of that face.
For example, Q belongs to the middle row and right column. If OPAQUE claims the middle row, Q can still be stolen through the right column. Once both routes are complete, Q is locked.
Letter values matter twice: first when a move scores them, and potentially again if you still own them at the end of the match.
OPAQUE scores 14, but it may expose Q to a 12-point INQUEST. Stealing and locking high-value letters such as J, Q, X and Z can be more valuable than taking a bigger-looking move elsewhere.
Players alternate words. In a 1 Player game, you always start Face 1. In a 2 Player game, Face 1 starts randomly.
From Face 2 onward, the player behind on the cumulative activated-letter score starts the next face. The Colour Bonus is not included. If those scores are tied, the opening advantage switches to the player who did not start the previous face.
Unlimited is the default. There is no countdown or timeout; play continues until all lines are completed or both players pass.
In Settings, you can choose the optional 2-minute chess clock. Each player receives 2 minutes on every face, only the active player's clock runs, and both clocks reset for the next face.
If a player's time expires, they can no longer make a move on that face. The opponent may continue while they still have time. The face ends when all lines are complete or neither player can continue.
If you cannot find a move, leave the word box empty and press ENTER to pass. One pass does not end the face. Two consecutive passes end it.
A face also ends immediately when all 8 lines have been activated.
A complete game contains 6 different grids. Your activated-letter score never resets between them.
The six face counters show your progress. A completed face is blue if Player 1 leads on that face's word score, red if Player 2 leads, or half-blue/half-red if tied. The current face has a strong outline.
During the final ownership count, each face's colour is updated to reflect its word score plus ownership bonus. These colours are visual indicators; they do not add points or change the match-winning rule.
After Face 6, Qube revisits all six faces in reverse order. Every coloured tile is worth its letter value to whoever owns it at the end.
The live face result shows each player's original word score, ownership points being added, and final face total. A face winner is shown after its count completes.
Activated-word points + Colour Bonus = Final Score. Highest combined score across all six faces wins, regardless of how many individual faces each player won.
Once the match has completely ended, select any of the six face counters to revisit that face. The cube turns to its final ownership state and the review panel shows each player's word score, ownership bonus, final face total and the words played, in order, with their scores and line counts.
The selected face keeps its winner colour and gains a strong outline. Review mode is read-only: it does not change the result, restart clocks or allow new moves.
In a 1 Player game, choose a level from 1 Beginner to 10 Expert.
Lower levels favour familiar words, simpler tactics and more human choices. Higher levels progressively unlock broader vocabulary, stronger stealing and locking strategy, multi-line awareness and more accurate move selection.
At 10, expect no mercy.
Applies to 1 Player games.
Difficulty is fixed for the current match.
Level 1 uses familiar everyday words and is designed as a challenge for a child. Level 5 is the former Beginner strength. From there the Computer gets smarter faster than its vocabulary gets stranger; obscure words become occasional weapons mainly at the highest levels. Level 10 is God.