Can't Stop (1980)
Czas gry: 30
Min. wiek: 9
Gracze: 2 - 4
Wydawca: Swan Panasia Co., Ltd., Ediciones de Mente, Borras Plana S.A., Oya, franjos Spieleverlag, Vennerød Forlag AS, Palitoy Ltd., Face2Face Games, Fractal Juegos, Gonggan27, Popcorn Games, Ravensburger, Clipper, New Games Order, LLC, Parker Brothers, förlAgo AB, Eagle-Gryphon Games, OPEN'N PLAY, Editrice Giochi, Asmodee, Maldito Games, Miro Company, Playte
Projektanci: Sid Sackson
Artyści: Walter Pepperle, Klaus Wilinski, Monroy Gómez Verónica, Heiko Günther, Wanjin Gill, Kim Hong-Do, Gabriel Laulunen (II), Klemens Franz, Ronan Le Maître, Atelier Wilinski
Mechaniki: Dice Rolling, Push Your Luck, Race
Min. wiek: 9
Gracze: 2 - 4
Wydawca: Swan Panasia Co., Ltd., Ediciones de Mente, Borras Plana S.A., Oya, franjos Spieleverlag, Vennerød Forlag AS, Palitoy Ltd., Face2Face Games, Fractal Juegos, Gonggan27, Popcorn Games, Ravensburger, Clipper, New Games Order, LLC, Parker Brothers, förlAgo AB, Eagle-Gryphon Games, OPEN'N PLAY, Editrice Giochi, Asmodee, Maldito Games, Miro Company, Playte
Projektanci: Sid Sackson
Artyści: Walter Pepperle, Klaus Wilinski, Monroy Gómez Verónica, Heiko Günther, Wanjin Gill, Kim Hong-Do, Gabriel Laulunen (II), Klemens Franz, Ronan Le Maître, Atelier Wilinski
Mechaniki: Dice Rolling, Push Your Luck, Race
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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.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
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ag.gameitem.lastUpdated: 2025-04-24 14:40:01.833