Can't Stop
Can't Stop
With Instructions by the developer Dan Checkoway
Can't Stop is a board/dice game
Object
To be the first player to reach the top of any three columns.
Playing
- To start your turn, roll all four dice (this is done by clicking on
the green "Roll" button). Look your roll over carefully. Then split
your roll in half any way you wish, and add the two dice in each half.
The purpose: to create a pair of numbers (this is done automatically by
the computer, and buttons for all of your choices appear in the lower
right corner of the screen).
Example: Let's say you roll a 1-5-4-6. With this roll, you can create any of the following pairs: 6 and 10 (1+5) and (4+6); or
5 and 11 (1+4) and (5+6); or 9 and 7 (5+4) and (1+6).
- The pair of numbers you choose to create represents the two columns into which you must now place markers.
Example: On this roll of 1-5-4-6, let's say you choose 6 and
10 as your pair. You must now place a marker into the "6" column and
another marker into the "10" column.
When first placing a marker into a particular column, always place it onto the space at the bottom of that column.
- In this game you may roll more than once on a single turn. On each
additional roll, you also create a pair of numbers in the same way.
- Let's say you roll again and create a pair that includes a number you've already chosen. When this happens, move the marker up once space in that number's column.
- Let's say you roll again and decide to create a pair with a new number. If you have another marker left, you must place it into the new marker's column.
Example: From your first roll you already have a marker in
both the "6" and "10" columns. On the same turn you then roll a
2-4-3-5. If you choose to create 6 and 8 as your pair, move marker in
the "6" column up one space and place the third marker into the "8"
column. If, instead, you choose to create 5 and 9 as your pair, you
must place the third marker into either of these columns and ignore the other column. If you choose to create 7 and 7 as your pair, you must place the third marker two spaces up in the "7" column.
- You may continue to roll as long as your last roll allowed you either to place a marker or to move one up. If you prefer, you may stop your turn whenever you wish. To stop, simply replace each marker with one of your colored squares.
Placing a Marker
- If you choose a column that does not already have one of your colored squares in it, place the marker onto the space at the bottom of that column.
- If you choose a column that does already have one of your colored squares in it, place the marker onto the space directly above your colored square.
- You may place a marker onto a space that's already occupied by an opponent's colored square.
- If you can place a marker on your roll, you must.
Example: Let's say you've already placed markers in the "3"
and "6" columns and you roll a 2-4-5-5. If you want to move up the
marker in column "6", you must place the third marker into column "10". Otherwise you
must place the third marker either into column "7" or "9".
This process is handled automatically by the computer after you click on the pair in the lower right corner of the window.
Blowing It. When your roll will not allow you either to place a marker or to move one up, you've "blown it" and must end your turn. Remove all of the markers that you've placed, but leave all of your colored squares that are already on the board.
Remember: As soon as you've placed all three markers on your turn, each additional roll on that turn must allow you to move up at least one of the markers. Otherwise you've "blown it" and your turn ends.
Winning a Column. You win a column as soon as you place one of your colored squares
onto the number at the top of that column. If any of your opponents
already has a colored square in a column that you win, he or she must
remove that square immediately.
- A marker on the number at the top of a column does not mean you've won that column.
Example: Let's say you've placed markers into columns "3", "6"
and "8", and that you've just moved the marker in column "6" to the
number at the top. You could stop your turn now and win that column by
replacing each of the markers with one of your colored squares. You
decide, however, to roll again - hoping to win columns "3" and "8",
too. You roll a 2-4-5-5. Tough luck. You have no more markers to place,
and you can't move the marker in column "6" any higher than it already
is. So you've "blown it" and must end your turn by removing all of the markers that you've placed. In other words, you do not win column "6".
- You may not place a marker into a column that someone has already won - even if you've won that column yourself.
Example: Let's say that columns "6", "8" and "10" are already
won, and you roll a 2-4-4-6. You've "blown it" - even if you still have
markers to place.
Winning
The winner is the first player to win any three columns.
A Strategy Hint
The shortest columns are not the easiest to win. Why? Because on any
given roll, the numbers you're most likely to create are 6, 7 or 8.
Consider this fact when placing markers and when deciding whether or
not to stop your turn.
© Copyright 1999 Dan Checkoway
All Rights Reserved
Can't Stop is a registered trademark of
Parker Brothers.