Can't Stop: Rollin' Down the Highway
Can't Stop: Rollin' Down the Highway Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Changes to the Game
- Special Situation
- End of Game
- Tile Descriptions and Effects
- Interstate Shield (24 tiles, 4 of each number from 1 to 6)
- Traffic Hazards (13 tiles, 6 types: 4 "Accident", 2 "Flat Tire", 2 "Out of Fuel", 2 "Flood", 2 "Traffic Light", 1 "Road Work")
- Detour (10 tiles: 5 "Arrow Right" and 5 "Arrow Left")
- Fast Lane (7 tiles: 4 "+1" and 3 "+2")
- Traffic Delay (7 tiles: 4 "-1" and 3 "-2")
- Map (3 tiles, 3 x Map)
- Roundabout (5 tiles, 5 x +1 in any direction)
- Lost (3 tiles, 3 x Lost)
- Special Moves
- Trapped in a Loop
Components
- 72 tiles
- 1 marker (white cone)
- 1 expansion rules sheet
Setup
- Place the game board in the center of the table and give each player 11 cones in the color they choose.
- Shuffle the 72 expansion tiles face down, and randomly place one tile face down on each space of the game board. Set the expansion marker aside (the white cone) in a convenient place, to be used when a tile is called.
- Start the game as normal.
Changes to the Game
- After the players voluntarily stop, they must check the space under each white marker, in any chosen order, before they can place or move their own color tokens, according to the regular rules of the game.
- If there is no tile on the space, place or advance one of your tokens there as usual.
- If there is a tile on the space, turn it face up and carry out the action shown on it. If the tile is already face up, simply carry out the action shown on it.
- Descriptions and effects of the tiles are given below.
Tiles are turned over only if the current player voluntarily stopped, and the space containing the tile has a white marker on it.
Subsequent moves are made by the regular rules for advancing white markers from the player's tokens.
Special Situation
- After all actions have been carried out, if a player has more than one white marker in a column, they must remove the nearest (least advanced) white marker without effect.
- If a player ends their turn with more than one token in a column, the least advanced token is removed.
- If a player is forced to stop because they could not place or move a white marker after a dice roll, they lose all progress made during the turn and must remove white markers without any effect, according to the regular rules.
- Columns are won in the same way as under the basic rules.
- Sideways movement: see the sideways movement diagram below.
End of Game
- As soon as a player claims their third column, the game ends, and that player is the winner under the basic rules.
Tile Descriptions and Effects
Interstate Shield (24 tiles, 4 of each number from 1 to 6)
Red and blue interstate shield with a white number, on a white background.
- Effect: If a player ends their turn with a white marker on this tile, they take it and keep it for use in a future turn. Each such tile can be used only once, to change the result of a dice roll by the number shown on the tile, at any moment of the player's turn.
- Variant: Players may use only one such tile per dice roll.
Traffic Hazards (13 tiles, 6 types: 4 "Accident", 2 "Flat Tire", 2 "Out of Fuel", 2 "Flood", 2 "Traffic Light", 1 "Road Work")
Black image on a yellow background.
These tiles provide additional features.
- Effect: When a player ends their turn with a white marker on this tile, they must make one additional roll of four dice and roll the number of the column. If successful, remove the tile and place the player's color token on this space. If unsuccessful, the tile stays in place, and the player's color token cannot be placed or advanced in this column.
Note: the source says "roll the number of the column" but does not state whether one die or any combination of the four dice must show it. Follow the table or your group's agreed reading of the regular dice rules.
Detour (10 tiles: 5 "Arrow Right" and 5 "Arrow Left")
Black text "Detour" and a black arrow on an orange background.
- Effect: When this tile is turned face up, it stays on the board for the rest of the game. When a player ends their turn with a white marker on this tile, the player's token is moved from this space one column to the left or right, as shown on the tile. Treat this new space as a voluntary ending space. If there is a tile there, carry out its action (turning it face up if it is face down).
Fast Lane (7 tiles: 4 "+1" and 3 "+2")
White shield with a black number, on a green background.
- Effect: When this tile is turned face up, it stays on the board for the rest of the game. When a player ends their turn with a white marker on this tile, the player's color token moves forward from this space by the number of spaces shown on the tile. Treat this new space as a voluntary ending space. If there is a tile there, carry out its action (turning it face up if it is face down).
Note: the source prints the "+1" tiles as "+l".
Traffic Delay (7 tiles: 4 "-1" and 3 "-2")
Red shield with a white number, on a white background.
- Effect: When this tile is turned face up, it stays on the board for the rest of the game. When a player ends their turn with a white marker on this tile, the player's color token moves back from this space by the number of spaces shown on the tile. Treat this new space as a voluntary ending space. If there is a tile there, carry out its action (turning it face up if it is face down).
Map (3 tiles, 3 x Map)
Black text "MAP" on the background of an unfolded map.
- Effect: When a player ends their turn with a white marker on this tile, they take it as a reminder, discard it at the start of their next turn, and may use the expansion's white cone marker in this turn. An additional white cone allows moving forward four spaces in the current turn.
Roundabout (5 tiles, 5 x +1 in any direction)
White arrows and a number on a blue background.
- Effect: When this tile is turned face up, it stays on the board for the rest of the game. When a player ends their turn with a white marker on this tile, they move their player token one space in any direction (up or down the column, or to an adjacent column). Treat this new space as a voluntary ending space. If there is a tile there, carry out its action (turning it face up if it is face down).
- Variant: Discard this tile after it has been used.
Lost (3 tiles, 3 x Lost)
Red circle with white text "Lost 2" and a white bar (similar to a "No Entry" road sign).
- Effect: When players end their turn with a white marker on this tile, they take the tile as a reminder, discard it at the start of their turn, and may use only 2 white markers in that turn.
Special Moves
- You can win a column through extra moves caused by the effects of the Detour, Roundabout or Fast Lane tiles.
- If a column is already won and you reach the top of it because of a Detour or Roundabout move (for example, from the top space 5 to the winning position 4), simply remove your token from the column. Only one winner is possible in each column.
- You can end up moving below the bottom of a column because of extra moves caused by the effects of the Detour, Roundabout or Traffic Delay tiles (for example, moving from the first space of column 7 into column 6, or moving down the column). In this case the white marker is removed from the board and all progress is lost. See the sideways movement diagram below.
- The board is considered to be rotating. Thus column 2 is to the right of column 12, and column 12 is to the left of column 2.
Sideways Movement Diagram
The source refers to a sideways movement diagram for moving from one column to another. The diagram is not included in the rules text, so it is not reproduced here.
Trapped in a Loop
- It is possible to enter an endless loop. A loop can be simple, such as +1 followed by -1, or it can be complex, taking you through several columns and/or spaces.
- If you enter a loop, as soon as you return to the first space you occupied earlier, treat it as a forced stop for that marker only. The loop remains in place as a danger zone for all players. Only in this way can you stop on a movement tile and stay in place.
- Avoid loops!