Careful! Sid Sackson's Can't Stop is a genuinely addictive game. Two to four participants try to climb a mountain peak by many ropes with help from - four dice!
Simple, but rather tricky to play, that's Can't Stop. In order to win, you must take risks, but - if the risk becomes too big, and your climber falls from the rope, you must begin again at the bottom. Just keep your nerve...
Can't Stop is an old Parker game from Sid Sackson and is a classic of light gaming. This new edition adds German quality parts to enhance the pleasure of playing. The board is made from of kind of heavy rubberised cloth that rolls up but that lays flat when you unroll it. The other pieces are satisfyingly large and wooden. On the board are eleven columns of spaces, numbered from 2 to 12 to represent the numbers you can roll of two dice. There are only three spaces in the 2 and 12 columns, increasing to thirteen spaces for 7 in the middle, representing how difficult it is to roll each number on two dice. On your turn you roll four dice and combine them in pairs to make two numbers, placing one of the three large 'active' markers on the first space of each column indicated. You can then stop or you can roll again and make another pair of combinations. If one of the new numbers is the same as a previous one, you move the marker in that column one space further on, otherwise you can start a marker on another column. You can keep rolling in this way until you decide to stop - in which case you place one of your own colour markers in place of each of the three active markers. On future turns, if you place an active marker into this column, you will place it one space beyond your own colour marker.
Each time you roll the dice, though, you must be able to place a new active marker or move an existing one a space further along - if you can't, the three active markers are removed from the board without you placing your own colour markers and your turn is over. So, if you 'can't stop', the growing bubble of your score may burst. The aim is to reach the top of three columns with your colour markers. As soon as a player reaches the top of any column (provided that player stops rolling before going bust), other markers are removed from the column and it becomes an invalid number. This restricts the numbers that can be active as the game progresses and you can find yourself unable to place a single active marker.
The tension of the game is quite good and it seems all too easy to be too greedy, in which case you lose your score, or too cautious, in which case a more reckless roller could beat you to the top of the column. Generally, you are surrounded by other players advising you to stop when you are not beating them or to continue (to your loss) if you overtake them. Great fun for four, if you find pieces to play with more than four you will probably need to reduce the number of columns required to win. In any case, everyone ought to have a copy of this game for those friendly gaming sessions and this edition is such an attractive one that it is a pleasure to play.