Twisty Tracks is a little Rubik´s Cube like game i designed for fun. Think of Labyrinth on a Rubik´s Cube.
The game is constructed by printing out the parts and gluing them on a real Rubik´s Cube. I bought this Cube: Gritin Magic Cube but you could also print one from Thingiverse. For me it was faster and easier to order one from Amazon than to print it by myself. The Pieces are constructed for a standard size cube. You should be able to pick a random one from Amazon as a base. If you buy a larger/smaller one you have to scale them accordingly.
Please have a look at the Rules-Section below to learn how to play.
I strongly advise to print the pieces as shown in the picture. By having the pieces floating on support 2mm above the build plate and only supporting 45° angles you don´t have to calibrate your printing height 100% correctly and can remove the support easily without any scarring.
To prevent Cura from automaticly dropping the Models to the ground after lifting them up go to Preferences->ConfigureCura->Disable "Automaticly drop models to the build plate"
tl;dr Print the models with support excatly like they are oriented in the STLs. Lift the model 2mm above the build plate.
- Twisty Tracks Gamecube
- 2 Locomotives (1 for each Player)
- 8 Goal Markers (4 for each Player)
- Put the Goal Markers randomly on spot at the corner of the cubes.
- Put the Locomotive pawns randomly on a spot in the middle of the cube.
- Twist the cube randomly several times.
How to Play
Twisty Tracks is played in 4 successive rounds for each player. In each round the current player:
- Can twist the cube. You have to keep track of how often each Player twists the cube. Twisting it by 45° or 90° both counts as one twist.
- Can move his Locomotive to any location connected to his current position by an uninterrupted track how often and whenever he likes.
The round ends when the current player collects one of his goal markers by moving his locomotive to the position of the marker and removing it from the cube.
It´s perfectly legal to move the locomotive on a segment of the cube, rotate this segment and the locomotive on it and then move it to a connected track afterwards. This counts as 1 twist.
The game ends after both players collected each of their 4 goal markers. The player which used the least twists wins.
For normal difficulty the order in which the goal markers are collected is up to the player. For harder difficulty the markers have to be collected in the right order (A to D).