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Can't Stop (board game)

Can't Stop is a board game designed by Sid Sackson originally published by Parker Brothers in 1980; however, that edition has been long out of print in the United States. It was reprinted by Face 2 Face Games in 2007. An iOS version was developed by Playdek and released in 2012. The goal of the game is to "claim" (get to the top of) three of the columns before any of the other players can. But the more that the player risks rolling the dice during a turn, the greater the risk of losing the advances made during that turn.

Can't Stop
Sample "game in play"
DesignersSid Sackson
GenresBoard game
Players2–4
Setup time< 1 minute
Playing time3–45 minutes
ChanceMedium
Age range10 to adult
SkillsStrategy

Equipment edit

The game equipment consists of four dice, a board, a set of eleven markers for each player, and three neutral-colored markers.

The board consists of eleven columns of spaces, one column for each of the numbers 2 through 12. The columns (respectively) have 3, 5, 7, 9, 11, 13, 11, 9, 7, 5 and 3 spaces each.[1] The number of spaces in each column roughly corresponds to the likelihood of rolling them on two dice.

Rules edit

On each turn, the player rolls the four dice, then divides them into two pairs, adding up each pair. (For example, a player rolling a 1, 2, 3, and 6 could group them as 5 and 7, 4 and 8, or 3 and 9.) If the neutral markers are off the board, they are brought onto the board on the columns corresponding to these totals. If the neutral markers are already on the board in one or both of these columns, they are advanced one space upward. If the neutral markers are on the board, but only in columns that cannot be made with any pair of the current four dice, the turn is over and the player gains nothing. This is generally called 'going bust.'

After moving the markers, the player chooses whether or not to roll again. If the player stops, they put markers of their color in the location of the current neutral markers. If the player restarts this column on a later turn, they start building from the place where they previously placed their markers. If the player does not stop, they must be able to advance one of the neutral markers on their next roll, or lose any advancement made this turn.

When a player reaches the top space of a column and claims it then this column is won, and no further play in that column is allowed. A player claims three columns to win the game.[1][2][3]

The official rules merely say "If you can place a marker, you must...", not stating if that applies before or after a player decides how to subdivide the four dice. This rule is potentially confusing for the following reason:

Suppose the player has a neutral marker in the 7-column, with two un-played. The player now rolls 2-2-5-5. Of course, the player wants to declare two sevens. The player still has an unplayed neutral marker, so is the rule interpreted such that the player must place their remaining two neutral markers, playing on 4 and 10? The rule may have only been intended to apply to requiring that all die-pairs be played, if possible. For instance, if the player rolls 3-4-1-2, they may choose to make a 7 and a 3, advancing their 7 marker, and they must also place their 3 marker even though they would prefer to hold it in reserve.

Variants edit

Variants exist including Sid's own "Speed" variant, which results in players jumping over their opponents' markers. This variant leads to fast-paced gameplay and a shorter game.

For a slower variant, try "Blocking", where players are not allowed to end their turn if one of their markers is on top of another player's marker. Note that this variant makes it very difficult to pass a player with an established position on the columns on the side of the board (like 2 and 12).

Another game, Can't Stop Express, was published in 1989 by Hexagames. In Can't Stop Express, players roll dice to score points. [4] A review for the Games International magazine commented that "Like most of Sid's games this is easy to learn yet offers considerable replay value."[4]

Reception edit

The game was recommended by the Spiel des Jahres jury in 1982, with the jury stating that "[with] Can't Stop, author Sid Sackson proves that he also knows how to use dice".[5] The reviewer Mikko Saari from Lautapeliopas considered the game to be "very simple" and praised the engagement due to the push-your-luck mechanism.[2]

Reviews edit

References edit

  1. ^ a b Glenn J, Aloi C (2009). . Proceedings of the Twenty-Second International FLAIRS Conference: 421–426. Archived from the original on 2015-12-09. Retrieved 2016-08-06.
  2. ^ a b Aulusanoo, Tapani (2009-03-21). "Can't Stop -lautapelin arvostelu > Lautapeliopas". Lautapeliopas (in Finnish). Retrieved 2022-07-19.
  3. ^ Hiwiller, Zack (2018-08-14). The Game Designer's Playlist: Innovative Games Every Game Designer Needs to Play. Addison-Wesley Professional. ISBN 978-0-13-487329-9.
  4. ^ a b Walker, Brian (September–October 1989). "General Games". Games International (9): 7.
  5. ^ "Can´t stop". Spiel des Jahres. Retrieved 2022-07-22.
  6. ^ "GAMES Magazine #20". November 1980.
  7. ^ "GAMES Magazine #21". January 1981.
  8. ^ "GAMES Magazine #33". November 1982.
  9. ^ "Jeux & stratégie 09". June 1981.
  10. ^ https://archive.org/details/familygames100be0000unse/page/48/mode/2up

External links edit

  • Can't Stop at BoardGameGeek
  • Can't Stop in the Board Game Arena in English

stop, board, game, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, stop, board, game, news, newspapers, books, schol. This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Can t Stop board game news newspapers books scholar JSTOR October 2018 Learn how and when to remove this template message Can t Stop is a board game designed by Sid Sackson originally published by Parker Brothers in 1980 however that edition has been long out of print in the United States It was reprinted by Face 2 Face Games in 2007 An iOS version was developed by Playdek and released in 2012 The goal of the game is to claim get to the top of three of the columns before any of the other players can But the more that the player risks rolling the dice during a turn the greater the risk of losing the advances made during that turn Can t StopSample game in play DesignersSid SacksonGenresBoard gamePlayers2 4Setup time lt 1 minutePlaying time3 45 minutesChanceMediumAge range10 to adultSkillsStrategy Contents 1 Equipment 2 Rules 3 Variants 4 Reception 5 Reviews 6 References 7 External linksEquipment editThe game equipment consists of four dice a board a set of eleven markers for each player and three neutral colored markers The board consists of eleven columns of spaces one column for each of the numbers 2 through 12 The columns respectively have 3 5 7 9 11 13 11 9 7 5 and 3 spaces each 1 The number of spaces in each column roughly corresponds to the likelihood of rolling them on two dice Rules editOn each turn the player rolls the four dice then divides them into two pairs adding up each pair For example a player rolling a 1 2 3 and 6 could group them as 5 and 7 4 and 8 or 3 and 9 If the neutral markers are off the board they are brought onto the board on the columns corresponding to these totals If the neutral markers are already on the board in one or both of these columns they are advanced one space upward If the neutral markers are on the board but only in columns that cannot be made with any pair of the current four dice the turn is over and the player gains nothing This is generally called going bust After moving the markers the player chooses whether or not to roll again If the player stops they put markers of their color in the location of the current neutral markers If the player restarts this column on a later turn they start building from the place where they previously placed their markers If the player does not stop they must be able to advance one of the neutral markers on their next roll or lose any advancement made this turn When a player reaches the top space of a column and claims it then this column is won and no further play in that column is allowed A player claims three columns to win the game 1 2 3 The official rules merely say If you can place a marker you must not stating if that applies before or after a player decides how to subdivide the four dice This rule is potentially confusing for the following reason Suppose the player has a neutral marker in the 7 column with two un played The player now rolls 2 2 5 5 Of course the player wants to declare two sevens The player still has an unplayed neutral marker so is the rule interpreted such that the player must place their remaining two neutral markers playing on 4 and 10 The rule may have only been intended to apply to requiring that all die pairs be played if possible For instance if the player rolls 3 4 1 2 they may choose to make a 7 and a 3 advancing their 7 marker and they must also place their 3 marker even though they would prefer to hold it in reserve dd Variants editVariants exist including Sid s own Speed variant which results in players jumping over their opponents markers This variant leads to fast paced gameplay and a shorter game For a slower variant try Blocking where players are not allowed to end their turn if one of their markers is on top of another player s marker Note that this variant makes it very difficult to pass a player with an established position on the columns on the side of the board like 2 and 12 Another game Can t Stop Express was published in 1989 by Hexagames In Can t Stop Express players roll dice to score points 4 A review for the Games International magazine commented that Like most of Sid s games this is easy to learn yet offers considerable replay value 4 Reception editThe game was recommended by the Spiel des Jahres jury in 1982 with the jury stating that with Can t Stop author Sid Sackson proves that he also knows how to use dice 5 The reviewer Mikko Saari from Lautapeliopas considered the game to be very simple and praised the engagement due to the push your luck mechanism 2 Reviews edit1980 Games 100 in Games 6 Games 21 7 1981 Games 100 in Games 1982 Games 100 in Games 8 Jeux amp Strategie 9 9 Family Games The 100 Best 10 References edit a b Glenn J Aloi C 2009 A Generalized Heuristic for Can t Stop Proceedings of the Twenty Second International FLAIRS Conference 421 426 Archived from the original on 2015 12 09 Retrieved 2016 08 06 a b Aulusanoo Tapani 2009 03 21 Can t Stop lautapelin arvostelu Lautapeliopas Lautapeliopas in Finnish Retrieved 2022 07 19 Hiwiller Zack 2018 08 14 The Game Designer s Playlist Innovative Games Every Game Designer Needs to Play Addison Wesley Professional ISBN 978 0 13 487329 9 a b Walker Brian September October 1989 General Games Games International 9 7 Can t stop Spiel des Jahres Retrieved 2022 07 22 GAMES Magazine 20 November 1980 GAMES Magazine 21 January 1981 GAMES Magazine 33 November 1982 Jeux amp strategie 09 June 1981 https archive org details familygames100be0000unse page 48 mode 2upExternal links edit nbsp Wikimedia Commons has media related to Can t Stop board game Can t Stop at BoardGameGeek Can t Stop in the Board Game Arena in English Retrieved from https en wikipedia org w index php title Can 27t Stop board game amp oldid 1188568268, wikipedia, wiki, book, books, library,

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