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「Gamehelpcantstop」の版間の差分

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===ダイス分割===
===ダイス分割===


プレーヤーの順番では4つのダイスを振り、好きな組み合わせで2個のづつのダイスを2組に分けます。そしてそれぞれのダイス組のそれぞれの合計数と同じ番号の列を進めます。
プレーヤーは手番で4つのダイスを振り、ダイスを2個のづつ2組で好きな組み合わせに分けます。そしてそれぞれのダイス組のそれぞれの合計数と同じ番号の列を進めます。


例:
例:
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* 3,3,4,4の場合:[3,3] と [4,4] に分けて6列と8列を進めるか、[3,4] と [3,4] に分け7列を2マス進めることが可能です。
* 3,3,4,4の場合:[3,3] と [4,4] に分けて6列と8列を進めるか、[3,4] と [3,4] に分け7列を2マス進めることが可能です。
* 2,3,4,5の場合:3通りあり、[2,3] と [4,5] に分割(5列と9列)、[2,4] と [3,5] に分割(6列と8列)、[2,5] と [3,4] に分割(7列列を2マス)。
* 2,3,4,5の場合:3通りあり、[2,3] と [4,5] に分割(5列と9列)、[2,4] と [3,5] に分割(6列と8列)、[2,5] と [3,4] に分割(7列列を2マス)。
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.
* 4,4,4,6の場合:唯一1通りの分け方で [4,4] と [4,6] となり8列と10列になります。
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.
* 1,1,1,1の場合:唯一1通りの分け方で [1,1] と [1,1] となり2列を2マスとなります。


===Temporary pieces===
===Temporary pieces===

2013年10月21日 (月) 07:46時点における版

キャントストップ(Can't Stop)はダイスを転がし、人の幸運の引き際を知るゲームです。


ルール

キャントストップは2から12まで番号を振った11列が描かれたボードと4つのダイス、3つの暫定コマがあります。


ダイス分割

プレーヤーは手番で4つのダイスを振り、ダイスを2個のづつ2組で好きな組み合わせに分けます。そしてそれぞれのダイス組のそれぞれの合計数と同じ番号の列を進めます。

例:

  • 3,3,4,4の場合:[3,3] と [4,4] に分けて6列と8列を進めるか、[3,4] と [3,4] に分け7列を2マス進めることが可能です。
  • 2,3,4,5の場合:3通りあり、[2,3] と [4,5] に分割(5列と9列)、[2,4] と [3,5] に分割(6列と8列)、[2,5] と [3,4] に分割(7列列を2マス)。
  • 4,4,4,6の場合:唯一1通りの分け方で [4,4] と [4,6] となり8列と10列になります。
  • 1,1,1,1の場合:唯一1通りの分け方で [1,1] と [1,1] となり2列を2マスとなります。

Temporary pieces

In a turn, a player may only advance in three columns. The temporary pieces are to help the player in keeping track their progresses. However, one must make as many moves as possible.

Examples:

  • One hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5,9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.
  • One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 4,5,9.
  • One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.
  • One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.

Stopping one's turn

A player keeps their turn until they state to stop or they cannot advance (like the last of the examples above). In the former case, the temporary pieces are made permanent; they will continue from the positions they have now. In the latter case, the temporary pieces are removed; their position is rolled back to before they have started their turn.

Examples:

  • One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.
  • One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9, but then cannot advance. Their position is rolled back to only 4 steps on column 6 and 3 steps on column 9.

Completing a column

When one decides to stop and they have reached the end of some column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.

Winning condition

When one scores three columns, they win.

Strategy

The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.

Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have less steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.