Building the plaza: rooms, cubes and covers
Why Cubrevia is laid out as four rooms on a square instead of one long list of games.
Most game sites open with a wall of thumbnails. We wanted something you could find your way around in a few seconds, so we grouped the twelve games by how they play and gave each group a room: the Reel Hall, the Classic Alcove, the Card Room and the Felt Room.
Why rooms
The rooms tell you what kind of evening a game offers before you open it. The Reel Hall has bonus rounds and longer swings. The Classic Alcove keeps things short. The Card Room rewards decisions, and the Felt Room has the two tables with fixed, well-known rules.
The covers
Every cover was designed for its game: a buffalo crossing the grass, koi above a lotus pond, a ruby seven between two bells. We kept them bright and bold so you can spot a game at a glance, and kept them free of anything that suggests money, real-world brands or rewards.
What comes next
We add games slowly and only when they bring something new to a room. When a game changes, its page says so, and the Journal records why.