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BGG #766
Can't Stop
1980
Designed by Sid Sackson
2–4Players
30 minPlay Time
9+Age
6.9BGG Rating
1.1 / 5Weight
#
#766BGG RankAbout
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.
Rule Books
Official manuals and community creations.
Official RulesVERIFIED SOURCE
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Rule Mods
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Mechanics
Dice RollingPush Your LuckRaceRoll / Spin and MoveTrack Movement
Publishers
Parker BrothersasmodeeBorras Plana S.A.ClipperEagle-Gryphon GamesEdiciones de MenteEditrice GiochiFace2Face GamesförlAgo ABFractal Juegosfranjos SpieleverlagGonggan27Maldito GamesMiro CompanyNew Games Order, LLCOPEN'N PLAYOyaPalitoy Ltd.PlaytePopcorn GamesRavensburgerSwan Panasia Co., Ltd.Vennerød Forlag AS
Where to Play
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