Rules of Play
Box of Can't Stop

Board game · 1980

Can't Stop

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 space…

Players
2 to 4
Duration
30 min
Age
9 and up
Complexity
Beginner

Sid Sackson · Miro Company · Parker Brothers · Parker · Asmodee Éditions · Ravensburger

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The three moments to know before you start. Each step opens the video at the right spot.

  1. Set up Matériel et Mise en Place 00:33
  2. Play a turn Tour de Jeu 02:18
  3. End the game Fin de Partie 13:24

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In brief

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.

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