Can't Stop
Can't Stop is a board/dice game to which I was first
introduced by Jen and her family. It's pretty addictive,
but you just can't seem to get it in stores anymore. Jen found one in an
auction and snagged it for me. Ever since then I've been compelled to
write the electronic version, and now I have.
You can download Can't Stop v1.0 (64kb Zip file).
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.
Dan Checkoway ()