How to Play

Clever Cubed

1-4 players 30-30 min 7.5 Board Game Geek Rating

Players select dice and record numbers in corresponding colored sections to create complex scoring chains. Unused dice smaller than your chosen die become available to opponents, ensuring constant engagement. Victory comes through maximizing points via strategic dice selection and clever chain combinations across multiple scoring categories.

Published 2020

Clever Cubed

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Distribute player materials
Each player receives a game sheet and a marker
2
Determine starting player
The unluckiest player takes the 6 dice and starts the game
3
Set round count by player number
Play 4 rounds with 4 players, 5 rounds with 3 players, or 6 rounds with 1-2 players
4
Understand the dice
The game uses 6 dice: yellow, turquoise, blue, brown, pink, and white (joker)
5
Locate the silver platter
Use the silver platter printed in the game box for discarded dice

On Your Turn

What you can do during your turn.

1
Roll all dice
As the active player, roll all 6 dice at the start of your turn
2
Select first die
Choose one die, place it on the top die field, and mark the corresponding color area on your sheet
3
Use white die as joker
The white die can be used as any color (yellow, turquoise, brown, pink, or combined with blue)
4
Discard lower dice
Place all dice showing lower values than your chosen die onto the silver platter
5
Roll remaining dice
Roll all dice not on die fields or the silver platter for your second roll
6
Select second die
Choose another die, place it on the second die field, and mark your sheet accordingly
7
Repeat discarding
Place dice lower than your second choice onto the silver platter
8
Complete third roll
Roll remaining dice, select a third die for the last die field, and mark your sheet
9
Handle running out of dice
If choosing high dice early eliminates all options, you cannot roll further that turn
10
Skip if unable
If you cannot or choose not to use a die, leave that die field empty
11
Yellow area mechanics
Cross out fields matching the die value; active players use row I on roll 1, row II on roll 2, row III on roll 3; passive players only use gray fields
12
Yellow bonuses
Earn bonuses when both fields directly above and below a bonus symbol are crossed out
13
Turquoise area mechanics
Cross out fields matching the rolled number in the appropriate column
14
Turquoise multiple crosses
As active player, cross additional fields in the same column for each die on your die fields showing the same number
15
Turquoise passive bonus
As passive player, cross additional fields for each die on the silver platter showing the same number
16
Blue area mechanics
Always add the blue and white die values together, regardless of which you chose
17
Blue area progression
Enter numbers in empty fields adjacent to the center 7, going left (numbers decrease by 1) or right (numbers increase by 1)
18
Blue area reset
You may enter a 7 after any number to reset the sequence
19
Brown area mechanics
Cross out fields matching the rolled number, moving only left to right from your last crossed field
20
Brown area skipping
You may skip fields, but skipped fields cannot be crossed later
21
Pink area mechanics
Enter values from left to right without skipping; choose between bonus or points
22
Pink bonus option
Halve the die value (rounded up), enter it, and receive the printed bonus
23
Pink points option
Multiply the die value by the star number above the field and enter that value; cross out the bonus
24
Wait for dice serving
After the active player finishes, all remaining dice go to the silver platter
25
Choose from platter
Each passive player simultaneously selects one die from the silver platter
26
Multiple players same die
Dice remain on the platter, allowing multiple players to choose the same die
27
Alternative die source
If no platter dice work, you may use a die from the active player's die fields
28
Voluntary pass restriction
If you voluntarily skip choosing from the platter, you cannot use the active player's dice
29
Activate ?-bonuses immediately
When earned, choose a number 1-6 and mark the corresponding color area following normal rules
30
Use black ?-bonus flexibly
Choose both color and number when activating the black question mark bonus
31
Receive round bonuses
In rounds 1-4, all players receive the bonus shown under that round number
32
Circle action spaces
When earning an action, circle the next available space in that action row from left to right
33
Use re-roll action
As active player only, re-roll all just-rolled dice (not those on die fields or silver platter)
34
Use any number action
Treat a chosen die as showing a different number for your entry; the actual die value remains for all other purposes
35
Use extra die action
At the end of your turn, choose any of the 6 dice (including already-used ones) to use once more
36
Combine extra die with any number
You may use both actions together for maximum flexibility
37
Respect yellow positioning
When using extra die for yellow, the die's position determines which row you can mark
38
Collect fox bonuses
Foxes provide extra points during final scoring, not during play
39
Calculate fox points
Each fox scores points equal to your lowest-scoring color area

Winning

How to claim victory.

1
Trigger game end
The game ends after the last active player completes their turn in the final round and passive players have chosen from the silver platter
2
Use remaining actions
All players may use remaining Extra Die and Any Number actions; Re-roll actions cannot be used
3
Score yellow area
Count crosses in each of the 3 rows and reference the scoring table for points per row
4
Score turquoise area
Count crosses in each of the 5 rows and reference the scoring table for points per row
5
Score blue area
Add points shown above your two outermost filled fields, plus 4 bonus points for each number ≤4 or ≥10
6
Score brown area
Count total crossed fields and reference the scoring table for points
7
Score pink area
Sum all entered numbers for your pink area total
8
Score foxes
Multiply your number of foxes by your lowest color area score
9
Record all scores
One player records everyone's scores on the back of their sheet
10
Determine winner
The player with the highest total points wins
11
Break ties
In case of a tie, the player with the highest single area score wins; if still tied, multiple players share victory

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FULL rules

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