Skip to main content

Can't Stop Express: Review

Can't Stop Express: Review

Information:

Mechanics: Roll and Write,  Push Your Luck
Player Age: 10+ 
Player Count: 1 - 4 Players
Time to Play: 30 Minutes 
Game Designer & Artist: Sid Sackson
Publisher: Eagle-Gryphon  Games
Year Published: 1989
BGG Weight: 1.25
Disclaimer: A review copy for the game was provided by the publisher.

Objective:

In Can't Stop Express, your aim is to use the dice effectively to mark off pairs of dice in a range of 2 to 12. Be careful though, until you reach the fifth repetition of any number, your total points for that number is negative 200. Even reaching the fifth repetition will make it equal zero, you should really aim for 6+ repetitions of rolling that number to make it mean something useful. Explaining this game, as well as playing the game, can be very confusing so hang in there, it’s worth it.

Your ultimate goal will just be to get a smaller negative number than everyone else; props to you if you can get a positive number.

How to play:

General:

To begin, each player receives a pencil and a sheet of paper. Every turn someone will roll all five dice and each player will choose to create two new numbers by pairing two dice together (there will be one die leftover). With these two new numbers, fill in one square on the leftmost space for each number. The fifth die will be entered into one of the three available spots in the section to the top right corner. Just like before the first space will now be marked.

The Fifth Die:

These designated spaces are special as they work as a time keeper for the game. Once a player has filled all the spaces for a number in this fifth die position, they are out of the game and can tally their score. The designated area for the fifth die can hold a total of three different numbers, there cannot be multiple of one number.  Once all three of these numbers are chosen, the fifth die left behind after choosing the pairs must be one of these numbers. So every single turn a player will mark one space in the fifth die section. There is only one exception to this rule; if the rolled dice do not contain any of those three numbers, you get a freebie and don’t have to take a fifth number at all. This ‘fifth die’ sounds like a real pain and may seem confusing but you can really make it work for you. You can choose to actively mark off all of one number so then when you are doing well in the game and have gotten closer to a final positive score, you can tap out and sit pretty while watching others TRY to take the win. The game will mostly end at different times for every player and if they just roll throughout the whole game without a true strategy, they can end up with some serious negatives during scoring.

Scoring:

For every paired number that was started but did not reach a value of zero or above (by marking them off 5+ times), they are worth -200 points. Even if you marked them off once or even four times, it will be -200. If a number was marked off 5 times it will be valued at zero points (a blessing in disguise). If it was marked off 6+ times, this is where the numbers to the left of the paired dice values come in handy. For every marked off space of above five, you will multiply by the left hand number. For example, the paired value of 7 is worth 30 points for every time you mark it off above the fifth mark. If you mark it off seven times, it is worth a total of 60, as the first five markings don’t count and 2x30 is 60.
The player with the highest score (the least negative score) will be the winner!

Final Thoughts:

Pros:
- Few components so it is easy to play in any location.
- Delivers a challenge in trying to obtain a positive score.
- Easy to play once you know what you’re doing.
- Maintains the essence of the original 'Can't Stop' game but in a more compact roll and write form.

Cons:
- Not a lot of variability in the form of alternate score pads.
- Can be hard to teach.

'Can't Stop Express' is a perfect filler game. It holds the essence of the original can't stop, with the push your luck mechanisims emerging strong when trying to keep the same pairs continuing. If you don’t want to start new rows you may want to end your game sooner than later in using a fifth die instead of gaining more potential negatives.
In this form though, it creates a much more accessible game with more accelerated playtime. 'Can't Stop Express' is currently hard for me to stop playing and attempting to beat my high score. For this reason and many more, it has earned a Go-To Golden Game Seal.

Click...feed the addiction: 

Eagle-Gryphon Games
Can't Stop Express on BGG
Expand Your Game Facebook page
Expand Your Game Instagram



Comments

Popular posts from this blog

Expand Your Game: Seals

Expand Your Game: Seals Some games that have been reviewed so far really stand out and for those games they deserve an extra highlight. These seals are those extra highlights for a Kickstarter Seal i would highly recommend backing or seeking out the kickstarter post release. For the Silver Seals i would seek out those games if they meet your style of game. The Golden Seals will be pat of my collection for a long time and i would highly recommend adding them to your collection. Go to Golden Games: Marvel United Power Rangers Deck Building Game and Zeo Welcome To.. Gem Hens Everdell: Bellfaire Draftosaurus Eminent Domain Crusader Thy Will Be Done Wingspan: Oceania Sorcerer City Tapestry Everdell: Pearlbrook Cóatl  Air, Land and Sea Wingspan Element Outback War of Supremacy Kings Struggle Can't Stop Express Queenz Kamigami Battle - Battle of the Nine Realms Bushido Bob's Your Uncle Eight Minute Empire Shobu Cryptocurrency Demon Worker Dice

Expeditions: Review

Expeditions: Review Information: Mechanics:  Point Salad, Area Control, Engine Building, Variable Player Powers, Worker Placement, Hand-Building Player Age:  14+ Player Count:  1 - 5  Players Time to Play:  60 - 90  Minutes  Game Designer:   Jamey Stegmaier Game Artist:   Jakub Rozalski Publisher : Stonemaier Games  Year Published:  2023 BGG Weight:  3.03 Introduction: Expeditions is a sequel to Stonemaier’s beloved Scythe . It uses the same universe and artist as the original Scythe but is unique in its gameplay.  Expeditions is a hand-builder game with light exploration and a very unique implementation of worker placement that has workers being placed as cards are played. This is instead of a more traditional worker placement game with pre-determined or random worker locations. The game will continue until one player has boasted four times then each player will have one last turn before scoring. Game Anatomy: Player Parts: Mech Mats: The mech mat will help players keep track of thei

Harmonies: Review

Harmonies: Review Information: Mechanics:  Tile (token Placement), Open Drafting, Ecosystem, Pattern Building Player Age:  10+  Player Count:  1 - 4 Players Time to Play:  30  - 45  Minutes  Game Designer:   Johan Benvenuto Game Artist:  Maëva da Silva Publisher : Libellud Year Published:  2024 BGG Weight:  2.50 Disclaimer:  A review copy for the game was provided by the VR Distribution. Introduction: Harmonies is a tile(token) placement game where you have to find the balance in scoring tokens based on their end-game scoring, while also creating patterns to score animal cards. The big score payoff occurs when you achieve the animal card goal multiple times. Game Anatomy: Personal Board and Central Board: Each player will have a personal board which is where they place the tokens as they draft them throughout the game. The central board is where players draft from. The central board has five locations that will each hold three tokens every turn. Tokens: The tokens are the core element