1963Sid Sackson
- Videos
- 77
- Creators
- 56
2 - 6 players90 minMedium weight

1980Sid Sackson
Mainly reviews. Can't Stop is covered on BoardGameVideo.com by 25 reviews, 10 how-to-play guides, 11 recorded sessions, 5 unboxings, and 8 other videos.
From BoardGameGeek
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.
Can't Stop has 59 videos from 52 creators: 25 reviews, 10 how-to-play guides, 11 playthroughs, 5 unboxings and 8 other videos. They date from 2008 to September 2026.
To learn the rules, start with "How to play CAN'T STOP" by Board Game Network, which runs 7 min.
For an opinion before you buy, start with "Cant Stop Review - with the Vasel girls" by The Dice Tower. 23 creators have reviewed it. To see it played, watch "Can't Stop - GameNight! Se14 Ep13 - How to Play & Playthrough" by BoardGameGeek, one of 11 playthroughs.
If you like it, try Acquire, Doorways to Horror, Sleuth and Berried Treasure, also by Sid Sackson.
8 of 52
1963Sid Sackson
2 - 6 players90 minMedium weight
2021Noah Cohen, Rob Daviau, Justin D. Jacobson, Brian Neff, Sid Sackson
2 - 5 players20 minLight weight
From BoardGameGeek:
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.
Designer
Sid Sackson
Artists
Klemens Franz, Wanjin Gill, Heiko Günther, Kim Hong-Do, Gabriel Laulunen (II), Ronan Le Maître, Walter Pepperle, Sid Sackson and 3 more
Publisher
Parker Brothers
Categories
Mechanics