
- BGG rank
- BGG #9,195
- BGG rating
- 6.4
Mooncake Master
- 1–6 players
- 20–30 min
- Complexity 1.3/5
- 2023

2024
Rules assistance for CubeMelt: Getting Dicey
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
CubeMelt: Getting Dicey is a board game released in 2024 for 1–5 players, 15–20 minutes per game, and ages 8 and up. It was designed by Daryl Chow and its main mechanics are Variable Player Powers, Dice Rolling, and Solo / Solitaire Game.
Life is short - and it's even shorter if you're an ice cube. In CubeMelt: Getting Dicey, players play as CubeMelt, an irresistible ice cube that thirsts for love and adventure. Can you reach your life goals before you melt into a puddle? To set up, each player places their love and adventure tokens on their player board on 0 and their CubeMelt token on 20. On a turn, roll the six dice, then re-roll any you wish, then (if you lower your CubeMelt token by 1) re-roll a second time. The dice have heart eyes (which raise love by 1), star eyes (which raise adventure by 1), a sad face (which lowers CubeMelt by 1), and a droopy face (which also lowers CubeMelt by 1). If one die face appears more often than each of the others, your left and right neighbors receive the effects of these dice, while you receive the effects of all other dice; if not, then you receive the effects of all the dice you rolled. If a player reaches 20 love or adventure, they win immediately! If a player melts away, reaching 0 with CubeMelt, the game ends, and everyone else's score is equal to the lower of their love and adventure tokens. In this case, whoever has the highest score wins. You can also play the advanced game that features different costumed versions of CubeMelt, each of which has a unique game-changing power.
CubeMelt: Getting Dicey supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for CubeMelt: Getting Dicey is 15–20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists CubeMelt: Getting Dicey for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
CubeMelt: Getting Dicey has a complexity rating of 1.0 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
CubeMelt: Getting Dicey belongs to these categories: Humor, Party Game, and Dice. Its main mechanics are Variable Player Powers, Dice Rolling, and Solo / Solitaire Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of CubeMelt: Getting Dicey are: Daryl Chow. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists CubeMelt: Getting Dicey as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.