Cube Zero trap mapping (spoilers)

For both Cube and Cube Zero there was a code embedded in the Cube room numbers which gave its original Cartesian coordinates, and also identified if the room was trapped or not.

About halfway through Cube Zero, when Wynn is working his way through the Cube, he mutters something about “K from K, three odds, and Q, also three odds… Safe.” Obviously this is the code that determines whether the room is trapped or not. But what the hell does that mean? I can’t figure out what formula he’s using to determine that the room is safe.

Also, in the original Cube, the numbers also indicated permutations – every Cartesian coordinate that a room moved to. It didn’t seem like the Cube Zero room numbers (or letters, rather) were that sophisticated, or did I miss that?