Can't Stop (1980)
ag.gameitem.AGID:
Playtime: 30
Min. Age: 9
Number of Players:
2 - 4
ag.gameitem.publisher:
Swan Panasia Co., Ltd.,
Ediciones de Mente,
franjos Spieleverlag,
Editrice Giochi,
Popcorn Games,
Parker Brothers,
Palitoy Ltd.,
Vennerød Forlag AS,
Miro Company,
Playte,
Eagle-Gryphon Games,
Asmodee,
förlAgo AB,
Borras Plana S.A.,
Maldito Games,
New Games Order, LLC,
Face2Face Games,
Ravensburger,
Fractal Juegos,
OPEN'N PLAY,
Gonggan27,
Oya,
Clipper
Designers:
Sid Sackson
Artists:
Monroy Gómez Verónica,
Wanjin Gill,
Gabriel Laulunen (II),
Atelier Wilinski,
Klemens Franz,
Klaus Wilinski,
Walter Pepperle,
Ronan Le Maître,
Heiko Günther,
Kim Hong-Do
Mechanics:
Push Your Luck,
Dice Rolling,
Race
Beschreibung
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-24 14:40:01.833