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The Cube (game)

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The Cube is a Kokology game about self knowledge and is played by asking a person to imagine and describe a set of three to five objects.

The game

The Cube is a psychological game usually played by two people. One person is designated as the narrator, and the other is the interpreter. Usually these roles are swapped after successful interpretation. The Cube is a way of judging somebody's personality by the way they narrate the following.

The narration phase

A desert as unique as a grain of sand.

While there are slight variations of the game from person to person, the game begins by asking another person to imagine a desert scene. The game then follows by asking the person to place and describe a cube in the scene. Once the cube is completely described, the narrator of the game then asks for the player to describe a ladder that is also placed in the scene. This process continues with a horse, a storm, and finally, foliage and/or flowers.

The element most often excluded is the flowers. Some players also suggest that the storm could also be excluded, though excluding this feature is significantly more uncommon than the exclusion of the flower.

The narrator is encouraged to add as much detail to the descriptions as possible, and to refrain from changing the image in their head as they recite their views. Natural instinct in the description more commonly leads to a correct in-depth analysis.

The interpretation phase

Once the narrator has an understanding of the scene described, he or she may assist the player in interpreting the scene. The general interpretation is often as follows (however, the player should not take these interpretations as gospel, as there are many individual possibilities; encourage the player to "go with your gut"):

  • The desert is intended to represent the player's life. Is it a beautiful desert or a desolate one?
  • The cube is intended to represent the player's image of himself or herself. A cube that is small in the perspective of the scene suggests that the player may think of themselves as insignificant or modest while a larger cube may indicate the opposite. A cube on the ground suggests that the player is "down to earth," while a floating cube may indicate a dreamer. The material of the cube is also of interest as it represents detailed facets of the player's image of themselves.
  • The ladder is intended to represent the player's Friendships. How many rungs are there? What are they made of ex. Wood? Gold?.
  • The horse is intended to represent the player's lover. As with the previous objects, a horse close to the cube is interpreted as more important or intimate (or perhaps possessive) within the love life of the player. The love can possibly also represent anything the player is passionate about, and not just a person.
  • The storm is intended to represent the player's current problems and his or her attitude toward them. A storm covering the entire scene might be interpreted to mean that the player feels overwhelmed by current problems, while a storm in the distance possibly indicates an optimistic attitude toward the future. The storm may also not be negative as certain individuals like to consider some problems as exciting or refreshing.
  • Flowers are intended to represent the player's current or future children, although they can also allegedly represent creative projects or clients—something the player creates and/or takes care of. Flowers close to the cube may be interpreted as a close relationship with children (or creations or clients).

Beyond the basic interpretation, the interpreter may expand on the general meaning of the relationships between the objects. Players speculate that thinking about why you would say what the narrator described often helps to analyze the narration.

The importance of detail

The accuracy of this game increases as more detail is added and interpreted. Seemingly insignificant details are often quite revealing. One of the more fundamental description features is color.

Although different cultures have different meanings to the color spectrum; in the Western use, the following colors are said to cause different emotions: (adapted from the source linked to above)

  • White

Symbolizes innocence and purity. White reflects light and is considered a summer color. White is light, neutral, and universally compatible. However, white shows impurities easily and is therefore more unstable than other colors. Doctors and nurses wear white to imply sterility.

  • Red

The most emotionally intense color, red stimulates a faster heartbeat and breathing. It is also the color of love. It's particularly unreliable in negotiations or confrontations. Red cars are popular targets for thieves as it attracts attention.

The most romantic color, pink, is more tranquilizing. Sports teams sometimes paint the locker rooms used by opposing teams bright pink so their opponents will lose energy.

  • Blue

The color of the sky and the ocean, blue is one of the most popular colors. It causes the opposite reaction as red. Peaceful, tranquil blue causes the body to produce calming chemicals, so it is often used in bedrooms. Blue can also be cold and depressing. Fashion consultants recommend wearing blue to job interviews because it symbolizes loyalty. People are more productive in blue rooms. Studies show weightlifters are able to handle heavier weights in blue gyms.

  • Green

Currently the most popular decorating color, green symbolizes nature. It is the easiest color on the eye and can apparently improve vision. It is a calming, refreshing and relaxing color. Hospitals often use green because it relaxes patients. Dark green is masculine, conservative, and implies wealth.

  • Yellow

Cheerful sunny yellow is an attention getter. While it is considered an optimistic color, people lose their tempers more often in yellow rooms, and babies will cry more. It is the most difficult color for the eye to take in, so it can be overpowering. Yellow enhances concentration, hence its use for legal pads. It also speeds metabolism. An unsettling and lively color.

  • Purple

The color of royalty, purple connotes luxury, wealth, and sophistication. It is also feminine and romantic. However, because it is rare in nature, purple can appear artificial.

  • Brown

Solid, reliable brown is the color of earth and is abundant in nature. Light brown implies genuineness while dark brown is similar to wood or leather. Brown can also be sad and wistful. Men are more apt to say brown is one of their favorite colors.

  • Black

Black is a mysterious and insightful color. It often represents a hidden viewpoint and masked emotion. It is calm, relaxing, and brings a sense of isolation. Because of this, it is often unnerving and uncomfortable, hinting towards depression or solemness. Black is often worn for its calm sophistication.


These colors are quite determinate of one's feelings. For example, someone who goes to describe the sand as yellow with black traces may be suggesting an energetic and eventful life, but consistently hiding the facts from somebody or something. Intuition and elaboration is crucial in this game. The more that is picked up, the more interesting it becomes.

Artifacts such as wear, shine, landscape, vision, touch and positioning can really define the difference between a generic theory and a surprisingly realistic reading. When describing the scenes, it is common to ask for more detail in order to define a more precise image.

Possible ways to start playing

There is no unanimous way to play the game. Some play with people without them knowing, others may say it's a personality game without mentioning how they are doing it, and others play it with both the narrator and interpreter in full knowledge of its method.

Here are a few examples as to the way the game can be started. For example, if explaining for the first time, without giving away its full workings to get an unbiased result, the interpreter can use lines such as:

"I'm going to try and interpret your personality from a few simple questions. I want you to provide me with as much detail as you can, and really let your mind wander. Try not to change the image you see in your head as you describe it."

Once a few basics have been explained, the interpreter can then go on to start asking the questions:

"Now, describe to me a desert:"

At which point, it is often stereotyped. By small encouragements to the narrator, they can be made to elaborate:

"How far does the desert extend?"

"What do you feel?"

"How is the sand laid out?"

Some players also allow the person to make the desert more personal to them by saying:

"You're in a desert. Describe what you see, feel, hear..."

Because the Cube represents them as a person, it is unwise to represent them in the desert as themselves, but by leaving it open to imagination. The interpreter can then go on to say about the cube in the desert. By which point the cube becomes the target of attention and is more easily personified to the narrator's self without having to specify. By doing this, the narrator may theorize how the descriptions can relate to certain features of their life and subconsciously represent their answer as to what their belief of the subject is.

Game background and culture

The game's origins are unknown, although some devotees claim it is of Greek, Turkish, or Sufi origins.

Today, it is often used as a way of 'getting to know one another.' It's often particularly good at revealing life secrets about the players and how they perceive the world. Although readings can be seen like a type of generic fortune telling, because it works on the basis of information influenced by the narrator's perception, with practice, surprisingly realistic interpretations can be made.

Players may use it to introduce two strangers: it's seen as a very entertaining way to make discussion. However, most frequent players agree it works best where there is little distraction or noise so both players can concentrate on inner feelings.

Basis in Psychological Study

References

  • Annie Gottlieb, Slobodan D. Pesic, Secrets of the Cube: The Ancient Visualization Game That Reveals Your True Self, Hyperion