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Ramhorn's Board Game Cube
(360 Card Cube)
Ramhorn's Board Game Cube
Cube ID
Art by Paul BonnerArt by Paul Bonner
360 Card Multiplayer Vintage Cube3 followers
Designed by Ramhorn

Howdy, welcome to my Board Game Cube.

As I think over my lifetime of playing Magic, it really does blow my mind how many different ways players have re-invented their favorite game into entirely new play experiences, with new formats and supplements to tailor their beloved game. Every cube someone makes is in some sense a love letter to Magic, and lately, my relationship to this game has become somewhat of an interesting one.

Magic is the world's best collectible card game. But the initial spirit of the game was more akin to a collectible board game. New sets would be released as potential expansions to a preexisting pool of cards. Both Wizards of the Coast and fans would create new rules, supplements, cards and even formats to play their favorite game in. Magic can be a wonderful game no matter what power level or medium you're playing it in, and while designing my new cube I wanted to explore both the cards that I love playing with the wonderment I experienced having Magic as a social experience as a person just getting introduced to the game.

That's when I had the idea for the Board Game Cube, a 360-card cube that can be enjoyable played and drafted on its own, or as a board game with 4 players.

If you want to play the Board Game Cube, here's what you need to know:

  • The 4 players (planeswalkers) will start a regular draft from the 360-card cube. One player at the end of the draft will be randomly selected and revealed to be the Archenemy.

  • The Archenemy will be fighting the three other players at the table at once. However, the Archenemy is a clever planeswalker who's not to be reckoned with.

  • The Archenemy receives the following boons:

    • A special 15-card pack from a pool of 45 cards with spells and
      creatures not available to the rest of the players.
    • A 10 card Scheme deck that they get to craft out of 8 common schemes
      and 2 rare schemes (rare schemes are singleton).
    • The Archenemy has the starting turn and draws on their first turn.
    • The Archenemy starts the game with 40 life.
    • The Archenemy starts the game with a Fractured Powerstone in play.
  • The game also starts with a shared planar deck between all players. Every player on their turns gets one free roll of the planar die, and each additional roll cost the player (1) additional mana for the remainder of that turn (i.e., rolls would progress to free, (1), (2), (3) and beyond).

  • The Archenemy's opponents share a turn, in the same way that teammates do in Two-Headed Giant. You each untap your permanents during your team's untap step, you each draw a card as your team's draw step begins, and so on.

In adding these supplements and additional rules, it's my hope to create a board game experience that is reminiscent of a boss fight in D&D or a JRPG, a multiversal adventure where a team of heroes has a multi-dimensional battle through time and space to defeat a nearly omnipotent tyrant. Take a trip down memory lane to locations in Magic both new and old. Cast broken cards as the Archenemy, or cream the Archenemy with a broken Planar effect. Sit down for an evening and night of goofy fun, or take three hours to set up a board game only to have it unceremoniously end in 15 minutes.

There are many things the Board Game Cube is, but a controlled environment isn't one of them!

To see the list of supplement cards, i.e planes, schemes and unique Archenemy cards, see this cube list below:

https://cubecobra.com/cube/overview/TBGCS

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