A shot of the can't stop board. 3d printed toppers cover the print numbers and add braille and print to them. New tactile pieces are present in 4 different colors, each with a unique shape.
The Can't Stop Box
Another shot of the board from a different angle.
A close up of the dice that are included, the toppers and the large square play pawns.
A picture of the other side of the board showing the pawns of different colors. Red has circles, yellow has triangles, black has xs and green has pentagons.
  • Load image into Gallery viewer, A shot of the can't stop board. 3d printed toppers cover the print numbers and add braille and print to them. New tactile pieces are present in 4 different colors, each with a unique shape.
  • Load image into Gallery viewer, The Can't Stop Box
  • Load image into Gallery viewer, Another shot of the board from a different angle.
  • Load image into Gallery viewer, A close up of the dice that are included, the toppers and the large square play pawns.
  • Load image into Gallery viewer, A picture of the other side of the board showing the pawns of different colors. Red has circles, yellow has triangles, black has xs and green has pentagons.

Can't Stop Accessibility Kit

Regular price
$70.00
Sale price
$70.00
Regular price
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Unit price
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Accessibility Kits require the retail version of the game in order to play.

This accessibility kit requires knowledge of Braille and some minor reader assistance in initial setup.

This kit includes 3d printed number replacement tokens(11), runners(3), and player markers(44). 

BRF Rules(none yet) Quick Audio Explanation

 

Product Description from Board Game Geek:

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.