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You probably have all you need to play Six Cubes somewhere in your house. I learned to play the forbearer game while on a camping trip. You've seen it as Farkle, 10,000, Greed, or any of a group of games. You roll a handful of dice, hoping to find triples, six-long straights, or ones or fives to continue your turn. On every turn, you must score something by setting aside at least one die. If you don't, you're broke and you score nothing.
Why the Fun and Games Group decided to repackage this game makes sense: there are some people who will pay twenty dollars for a big box of air and six dice that you can buy at the local department store for $2. The game adds a few wrinkles, but they mostly get in the way, and if you play just with the dice, you won't miss them. in addition, I'm hesitant to spend my gaming dollars on a game that coins the word "strollegy". Oy.
First is the "break in" line. To get on the board, you must score 700 points during your turn. That means you either need a six-long straight for 1,500 points, or a triple and some ones and fives. More than likely you'll have to score all of your dice, and then start again. You can't stop and bank your points until you have at least 700 points, so the people who get a lucky roll will be off to the races, and the other players will spin their wheels waiting to get on the board. Not fun.
Next is the Incentive Square. Three squares on the board (which goes by 50s from 0 to 10,000) are Incentive Squares. If you bank your points and stop on an Incentive Square, you move ahead 1,000 points. It's a clever idea, but you could just as well accomplish the same thing with a pad of paper and writing down three different random numbers, and you've saved yourself roughly $18.
The last additions have to do with ways to score. One is the Six Cubes bonus. If you roll six of a kind, you score 6,000 points. If you're insane enough, or far enough behind, you can risk that for more, but why bother? That bonus is rare enough to be innocuous, but the other changes are not. Two of the dice are of different colors; one is red, the other green. If you roll a colored six that isn't part of a scoring set, your points are doubled (green) or halved, rounded down (red), and your turn is over. When playing the game, we probably missed the colored sixes more times than we found them. The company tried to add "value" to the game by having different ways to score, but this just gets in the way.
In the end, you're paying for a board that counts by 50s to 10,000 and pawns that you don't need, Incentives and bonuses that are either silly or distracting, and a game that isn't as much fun as the game that you learned from your older cousin at the family Christmas party. There is no reason to own this game unless you have every game in the history of mankind, and this will complete your collection. And even then I'd think twice.