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Can't Stop is a very easy and fast game!
Can't Stop is a game involving rolling dice and knowing when to stop pushing one's luck.


'''How to play'''
==Rules==


Roll 4 standard dice and then choose the sums of any 2 dice to advance your position on the board. You are allowed to use 3 temporary markers to track your progress in columns marked 2 through 12. These markers are commonly white or black. You can continue to roll the dice hoping to roll one of the previous combinations in the three columns selected this turn. When you think you've pushed your luck far enough you say "STOP" then pass the dice to the next player and replace the white markers with your own. If you roll the dice and find no useful combination you fail and your progress is lost. The more common numbers on 2d6 (6,7 and 8) have more steps in their paths while the less common combinations (2 and 12) have fewer.
There are 11 routes to the top of the board, represented by columns 2 to 12. At the start of the game, all routes are open and players may overtake one another. Once a player has reached the top of the board, that route is closed and other players lose their progress. The winner is the first player that reaches the top of the board by three different routes.


'''The object of the game is''' to reach and cover 3 peaks of these columns!
Can't Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three black circles as temporary markers.  Each player has a progress marker in their color for each column.


===Splitting Dice===


欲罷不能
On a player's turn, they roll the four dice, split the four dice to two groups of two dice however they like, then advance a step on each column whose sum is equal to some group of the dice.


如何進行遊戲
Examples:


首先擲出四顆骰子,之後把四顆骰子兩兩分組配成可以搭配的任意數字(2~12),之後選擇其中一種配對執行。
* Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.
* Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.


執行時你可以擁有三個暫時的標記物可以作為前進的工具(此回合超過第三個就不能選該組合中的該項數值,但是其中一項可以前進即可選擇,另外一總組合則視同放棄)
===Temporary Markers===


重複以上動作直到你覺得這回合你前進已經夠了或是擲出你沒有辦法前進的骰子點數組合則該回合結束
In a turn, a player may only advance in three columns. (This is pivotally important to understanding what moves are allowed or disallowed.) The temporary markers are to help the player in keeping track of their progress. However, one must make as many moves as possible.


若是自己喊出「夠了」則在現有的暫時標記物的位置換成自己的標記物輪下一人進行
Examples:


若是因為擲出不能前進的骰子組合則是本回合前進的格數全部作廢依然換下一人進行回合
* One hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.
* One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9.
* One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.
* One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.


遊戲中使用的是兩個六面骰,依照組合的出現機率不同,在不同組合上要攻頂的需求步數也不同(例如7就需要最多格,因為他的出現率最高,相對的比較難出現的2.12就只需要短短的三格)
===Stopping One's Turn===


A player keeps their turn until they choose to stop or they cannot advance (like the last of the examples above). In the former case, the progress markers for the columns advanced are moved up to the locations of the temporary markers. In the latter case, the temporary markers are removed; the progress markers are not moved.


遊戲獲勝條件是其中有一人佔領了三條路線後則遊戲結束,由佔領三條路線的人獲勝
Examples:
* One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.
* One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9.  They roll the dice and cannot advance. The temporary markers are removed and the progress markers remain at 4 steps on column 6 and 3 steps on column 9.
 
===Completing A Column===
 
When one decides to stop and they have reached the end of a column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.
 
===Winning Condition===
 
When one completes three columns, they win.
 
==Strategy==
 
The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.
 
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have fewer steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.

Revision as of 02:21, 9 April 2021

Can't Stop is a game involving rolling dice and knowing when to stop pushing one's luck.

Rules

There are 11 routes to the top of the board, represented by columns 2 to 12. At the start of the game, all routes are open and players may overtake one another. Once a player has reached the top of the board, that route is closed and other players lose their progress. The winner is the first player that reaches the top of the board by three different routes.

Can't Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three black circles as temporary markers. Each player has a progress marker in their color for each column.

Splitting Dice

On a player's turn, they roll the four dice, split the four dice to two groups of two dice however they like, then advance a step on each column whose sum is equal to some group of the dice.

Examples:

  • Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.
  • Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).
  • Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.
  • Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.

Temporary Markers

In a turn, a player may only advance in three columns. (This is pivotally important to understanding what moves are allowed or disallowed.) The temporary markers are to help the player in keeping track of their progress. However, one must make as many moves as possible.

Examples:

  • One hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.
  • One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9.
  • One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.
  • One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.

Stopping One's Turn

A player keeps their turn until they choose to stop or they cannot advance (like the last of the examples above). In the former case, the progress markers for the columns advanced are moved up to the locations of the temporary markers. In the latter case, the temporary markers are removed; the progress markers are not moved.

Examples:

  • One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.
  • One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. They roll the dice and cannot advance. The temporary markers are removed and the progress markers remain at 4 steps on column 6 and 3 steps on column 9.

Completing A Column

When one decides to stop and they have reached the end of a column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.

Winning Condition

When one completes three columns, they win.

Strategy

The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.

Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have fewer steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.