wp69d5ebe1.png
wp2c0db174.png
wp50ff1d66.png
wp80099802.gif
wp93dd06fa.png
wpd686aad0.png
wpf773f4ad.png
wpb9211599.png
The original CUBEWORD game ― and its growing family of variants ― is the invention of Hugh Woodhouse, a former comedy scriptwriter, advertising executive, author and teacher, who holds the copyright in all CUBEWORD games.

Hugh has spent years in studying the development of table-top games.    He grew up in a pre-television, pre-computer age when indoor pastimes were largely limited to card games and board games, often played around the family fireside ― a far cry from today’s high-tech computer games based on animated graphics and virtual-reality simulations played either solo or via the Internet.   None the less, he detects a continuing enthusiasm for mind-sports, and a ‘braining-up’ reaction to the perceived ‘dumbing-down’ of much contemporary popular culture.

It was to meet this enthusiasm that he invented CUBEWORD ®.   ‘Back in 1995,’ he says, ‘I used to play Scrabble regularly with a group of friends.  But we soon found it quite limited as a game.   So we changed the rules to make it more skilful and challenging ― and that’s when the idea for CUBEWORD was born.  A six-faced cube opens up all sorts of possibilities you don’t get with a one-sided tile.’

So what’s the secret of a good game?  Hugh Woodhouse is in no doubt.  ‘It must be simple,’ he says.  ‘For instance, the most basic moves in chess are only six in number ― and anyone can learn them in just a few minutes.   So how many ways are there of manipulating a CUBEWORD cube?   Only five ― but the number of options they offer you is huge.    All the complexity lies below the surface, in the distribution of the letters, which is a formula unique to CUBEWORD.’
wp672ac7ae.gif
wpbdea32c1.png
wp9a999c03.png
wp0c877638.png
wpe655cf96.png
wp20615245.png