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Can't StopPlayers 2 4 Playtime 30 Age 9+ Designer Sid Sackson Publishers Parker Brothers Artists Klemens Franz, Wanjin Gill, Heiko Gnther, Kim Hong Do, Gabriel Laulunen (II), Ronan Le Matre, Walter Pepperle, Monroy Gmez Vernica, Klaus Wilinski, Atelier Wilinski Show More Mechanics Dice Rolling, Push Your Luck, Race, Roll Spin and Move, Track Movement Category Dice In this Sid Sackson classic, players must press their luck with dice and choose combinations
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2-4
30
9+
Sid Sackson
Parker Brothers
Klemens Franz, Wanjin Gill, Heiko Günther, Kim Hong-Do, Gabriel Laulunen (II), Ronan Le Maître, Walter Pepperle, Monroy Gómez Verónica, Klaus Wilinski, Atelier Wilinski
Dice Rolling, Push Your Luck, Race, Roll / Spin and Move, Track Movement
Dice

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.

Can't Stop

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