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Can't Stop
Year
1980
Players
24
Play time
30min
Min age
9+
Weight
1.14
BGG rating
6.95
BGG rank
#769
Best with
3

Local copies

Rating: 7.0

In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn't result in any legal plays, the turn ends with that turn's progress lost. A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.

Categories

DiceNumber

Mechanics

Track MovementDice RollingRacePush Your LuckRoll / Spin and Move

Best with how many players

1
Not rec.
2
Recommended
3
Best
4
Recommended
4+
Not rec.

Community votes from BoardGameGeek

Language dependence

No necessary in-game text(62 of 62 votes)

Sub-rankings

  • Family Game Rank#214

Learn to play

More videos

External data

Wikidata enrichment: 3 links · 4 facts · latest game data 06/20/2026.

Latest Wikidata run: ok · 06/20/2026.

Links

Facts

Publisher
Asmodee
Publisher
Miro Company
Publisher
Ravensburger