For the Red Hot Chili Peppers song, see Can't Stop (song)
Can't Stop is the name of a game designed by Sid Sackson, one of the most prolific board game designers of all time. The game was published by Parker Brothers in 1980, and is now out of print. 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 you risk rolling the dice during a turn, the greater the risk of losing the advances made during that turn.
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. The number of spaces in each column roughly corresponds to the likelihood of rolling them on two dice.
After moving the markers the player chooses whether to roll again or not. If he stops, then he puts markers of his color in the location of the current neutral markers. If he on a later turn restarts this column he starts building from the place he previously claimed. If he does not stop then he must be able to advance one of the neutral markers on his next turn, or all previous progress on this turn is lost.
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. When a player claims three columns he has won the game.
One potentially confusing rule is that "if you can place a marker, you must". Suppose you have a neutral marker in the 7-column, with two unplayed. You now roll 2-2-5-5. Of course, you want to declare two sevens. However, you still have an unplayed neutral marker, so you must choose 4 and 10, placing your remaining two neutral markers. The official rules that come with the game are unclear on this point. The rule may have only been intended to apply, in the above scenario, if you roll 3-4-1-2. You choose to make a 7 and a 3, advancing your 7 market, and you must also place your 3 marker even though you would prefer to hold it in reserve. You aren't forced to make a 4 and 6 using up both your markers. The official rules merely say "if you can place a marker, you must", not stating if this rule applies before or after a player decides how to subdivide his 4 dice.
Both choices (which markers to advance, and whether to roll again or not) offer difficult decisions. A player can focus on the easy-to-roll but tall columns, such as 6, 7 and 8; or he can focus on the short, but difficult-to-roll columns such as 2 and 12. If the neutral markers are in the unlikely columns you should choose to reroll less frequently, since there is much greater chance of your not being able to make any of your numbers. If you are on the common numbers you should push your luck longer, since the risk of crapping out is lower. If another player is close to claiming a column, then you should push your luck longer, hoping to steal this column away from him.
There is significant benefit to keeping the neutral markers off the board for as long as possible. This gives the ultimate flexibility, since there are typically very few rolls that cause you to end your turn prematurely when you have off-board neutral markers.
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Can't Stop".
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