Why do you want to move or rotate the 7th cube?
Sorry if this seems like a dumb question, but if you want to select individual cubes to move/rotate under certain circumstances and as a reaction to something, in code, then using the infamous HANDLE and OBJECT commands would be a good way to go.
I'm going to try to explain this using your original a\cube example...
Your type is a\cube, so as you set up your cubes for the first time, use something like this:
NameEntity a\cube,Handle(a)
This will store the handle for every instance of your cube 0 - 200 or whatever and by using the OBJECT command in your later code, you can just select any cube for instant retrieval later.
Let's say that you have an entity moving round about these cubes, as though the cubes were formatted in a maze shape or something. You want any cube to react when your character collides with it, and you want to do this efficiently so you can have many cubes all ready to react.
You would need to set up a collision type for the cubes and one for your player.
;for cubes lets say
global collision_cubes = 1
entitytype collision_cubes
;and for your player
global collision_player = 2
entitytype collision_player
;next ensure the collisions are activated for checking against each other and set up the reaction for a collision.
Collisions collision_player , collision_cubes,1,2
(check out each of these commands in the Blitz docs for more info).
Then in your main game loop check your player for a collision with the cube collision type by setting up a variable for collisions let's call it 'collidedwiththewalls' for now...
collidedwiththewalls = EntityCollided (the_entity_name_of_your_player,collision_cubes)
NOW the clever bit, to find out exactly which cube was collided with by your player entity use the OBJECT command in the following manner.
a.cube = Object.cube(EntityName(collidedwiththewalls))
Now you just do this...
RotateEntity a\cube_mesh ,0,1,0
This is a tricky set of commands to get into, but it is a phenomenally superior way to handle (excuse the pun) large groups of entity's on an individual and instant basis.
Hope that helps you think of how you can control individual entitys in a large group.
Merry Christmas
IPete2.