Can't Stop (1980)
Temps de jeu: 30
Age min.: 9
Joueurs: 2 - 4
Editeur: förlAgo AB, Ediciones de Mente, Parker Brothers, Asmodee, Clipper, Gonggan27, Miro Company, Ravensburger, Fractal Juegos, New Games Order, LLC, Swan Panasia Co., Ltd., Palitoy Ltd., Vennerød Forlag AS, OPEN'N PLAY, Face2Face Games, Editrice Giochi, Playte, Oya, Maldito Games, Popcorn Games, Borras Plana S.A., Eagle-Gryphon Games, franjos Spieleverlag
Concepteurs: Sid Sackson
Artistes: Gabriel Laulunen (II), Klaus Wilinski, Klemens Franz, Wanjin Gill, Walter Pepperle, Heiko Günther, Kim Hong-Do, Ronan Le Maître, Atelier Wilinski, Monroy Gómez Verónica
Mécaniques: Race, Dice Rolling, Push Your Luck
Age min.: 9
Joueurs: 2 - 4
Editeur: förlAgo AB, Ediciones de Mente, Parker Brothers, Asmodee, Clipper, Gonggan27, Miro Company, Ravensburger, Fractal Juegos, New Games Order, LLC, Swan Panasia Co., Ltd., Palitoy Ltd., Vennerød Forlag AS, OPEN'N PLAY, Face2Face Games, Editrice Giochi, Playte, Oya, Maldito Games, Popcorn Games, Borras Plana S.A., Eagle-Gryphon Games, franjos Spieleverlag
Concepteurs: Sid Sackson
Artistes: Gabriel Laulunen (II), Klaus Wilinski, Klemens Franz, Wanjin Gill, Walter Pepperle, Heiko Günther, Kim Hong-Do, Ronan Le Maître, Atelier Wilinski, Monroy Gómez Verónica
Mécaniques: Race, Dice Rolling, Push Your Luck
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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