|On-site Staff||Jon Caruana, Michael Hilsdale, Ellen Chisa, Tom Rudick, Kenny Young, Dana Young, Ben Andrews|
Teams enter a room with six Sifteo Cubes spread about. A proctor explains the rules:
- The four cubes around the perimeter are fixed and cannot be moved; players can pick them up for convenience, but are not allowed to move them further.
- The two remaining cubes switch roles between countdown timer and manipulator. Players are free to move these two cubes as they please.
- Cubes will respond to being tapped together along their edges. Blue arrows on the cubes' displays indicate when this action may apply.
- Players may press the face of each cube as they would a pushbutton. This may or may not have an effect.
The cubes start out intro mode. The four fixed cubes are blank (plain white screen); the two mobile cubes have some intro text.
Tapping the two mobile cubes together puts the game into study mode. All the cubes' displays now show content.
Tapping the two mobile cubes together again puts the game into play mode. The goal is to then figure out how to win the round.
The game continues for up to seven rounds, with some of the rules changing each time. Each time, the goal is to figure out what the changed rules are, how to deal with them, and how to win the round.
This puzzle cannot be solved online.