But the game is aptly named. You just...can't...stop.
How It Works
Can't Stop is a dice-rolling press-your-luck game for two to four players. Players compete to claim columns on the stop sign board, and the first player to claim three columns wins.
Can't Stop is played with four dice, player markers for each player, and three "runners," which track a player's gains for the turn. The stop sign board has columns for the numbers 2-12, representing the possible sums of a pair of dice, with the longer middle columns representing numbers with higher probabilities (6, 7, and 8) and the shorter edge columns representing numbers with lower probabilities (2 and 12).
The rules of Can't Stop, full stop. This is a very simple game. |
When a player reaches the top of a column, players may no longer place markers or runners in that column. The game ends when one player reaches the top of three columns. That player is the winner.
Keep Rolling or Bust?
Can't Stop is a super simple concept born from super simple components. The heart of the game is four dice and some player tokens. Yet from these simple components rises one of the most compelling press-your-luck gaming experiences (without money on the line).
What makes Can't Stop so great is that Sid Sackson nailed the razor-edge decision that makes a press-your-luck game compelling: the game has to offer enough incentive to entice players to keep going, but the penalty for a player pushing his or her luck too far must be a reasonable deterrent. If there is no incentive, conservative play wins the day--the result is boring. But if the penalty for going too far is a mild wrist-slap, then there's not much to differentiate players' evaluation of the game state--the game becomes too random or forgiving. In Can't Stop, the reward for persistence could be claiming a column--a huge boon, given that the game is a race, and it gives all players fewer safe havens when choosing pairs. The penalty for going too far is a loss of all turn gains, which can be devastating if it happens too many times in a row (or if playing against an incremental-gains player). Can't Stop is finely tuned so that the decision whether to keep playing after each roll is tough.
The game board. |
I like the stop sign board design in Can't Stop. Obviously it ties in nicely to the title. But more than that, it's also an excellent visual cue to remind players of dice probabilities. The more probable numbers have longer columns, but they're also generally easier to complete because the sums are more common (and players choose their own pairs). The opposite is true of the smaller columns. In addition to reminding players of the probabilities, the board is also very clear in terms of who is winning the race in each column. The board is intuitive. In fact, the whole game feels intuitive. Can't Stop doesn't feel so much designed as discovered. The concept is so pure and so smooth that it seems like it must have always been around. (Although, as I say with other games that feel "discovered," this means it was very well designed.)
Can't Stop isn't perfect, though--or, I should say, it's not perfect for everyone. For one thing, there can be a decent amount of downtime in the game. Players only act when it is their turn. Of course, this is a matter of perspective. In some games, watching another player take a turn is an excruciating experience, especially if that player suffers from analysis paralysis and must weigh every option carefully before doing anything. In Can't Stop, it's true that the inactive players aren't doing anything game related, but I'm still invested when it's someone else's turn. Whether I'm trying to convince them to stop or keep going or yelling "Bust!" as loudly as I can, there's always something to do. This investment in other players' turns isn't mandated by the game, though, and not every player will like it, but I don't mind it. Still, because of the potential downtime, I think my favorite way to play might be with two (although it's also fun with more players).
Some players might also feel that the game is too luck based. After all, the game is played with dice, which are often anathema to strategy gamers. Yet despite the game being played with a completely randomized element, there is enough strategy to keep player decisions at the fore. Knowing the probabilities helps here, but so does smart planning (for example, pairing a commonly rolled pair with a less common pair to increase your chances of climbing higher in the column). I don't find this game to be too random, especially given its nature as a press-your-luck game. That a perfectly played game can still escape you is a reminder that even with solid math, a game can still be outside your complete control.
This is a good question, and Can't Stop seeks to answer it. |
DICE. In Can't Stop, you live and die by these guys. |
Pros:
Best of its class press-your-luck game
Lots of tense, compelling choices within a simple framework
Fun to yell "Bust!" when your opponent is on a streak
The fun of the casino without the lighter wallet
Cons:
Ach! My eyes! The first edition has a hideous box cover
Downtime can be an issue with more players (or if a player is not invested in the game)
Not a game to fill an evening with
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