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Can't Stop the Turtles
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Store:  Family Games
Edition:  Can't Stop
Genre:  Push Your Luck
Format:  Dice Games, Travel Games

Can't Stop the Turtles

Funagain Games does not stock this edition of this title [], but it may be available in another edition. Try: Can't Stop

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Ages Players
7+ 2-4

Designer(s): Sid Sackson

Manufacturer(s): Winning Moves USA

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Product Description

The turtle may not be the world's fastest creature, but turtles do have one big advantage: patience. And that's key in a race where an unlucky roll can send you back to the start line. But it's so tempting to go for it all with "just one more roll!"

How far will you push your luck in this fast-paced dice game? The odds are stacked against your turtle, but by rolling the right combos you can win the race. Compete in up to three races at a time. Match your rolls to the races you're in and move ahead. If not, you're back where you started. Win three races and you win the game.

Product Information


  • 11 race cards
  • 4 dice
  • 18 chips
  • score pad
  • pencil
  • plastic carrying case

Product Reviews


Average Rating: 2.5 in 2 reviews

by Sarah
Quicker than original, but just as fun.
March 22, 2003

I think that Can't Stop the Turtles is as entertaining as the original Sid Sackson version, Can't Stop. The game definitely goes by much faster, with the wild dice, and less number rolls to capture a 'column.' This is an excellent size for traveling and can easily fit in purses or backpacks.

First Player Wins on Third Turn
September 21, 2002

Can't Stop the Turtles is a remake of the Sid Sackson game Can't Stop. Let me make it clear that I am not reviewing Can't Stop.

Can't Stop the Turtles is a dice game, suitable for 2 or more players interested in a quick game with some probability, and some element of deciding how far to push your luck. Such a game would be a nice thing to have in your bag.

There is a piece of paper which comes with Can't Stop the Turtles which claims to be the rules. It describes some of the actions which take place in the game, such as rolling all four dice and separating them into pairs. The sums of these pairs determine which races you can advance in. If one of these pairs matches one you've already rolled on this turn, 'that's great!' Do I have to enter a race if I can, but don't want to? I don't know, but 'that's great!'.

It is hard to imagine that anyone playtested this game with the rules as written. The game ends before any `strategy' you may have decided on has time to bear fruit. The decision-making is made nearly automatic by the incredibly short races, loopholes in the so-called rules, and a wild-card on one of the dice. It's like playing Pass the Pigs to 20 points, with a mulligan. (The original rules to Can't Stop can be pieced together from the Internet, and make for an enjoyable game, which elicits varying, evolving strategies, and more subtlety than Pass the Pigs.)

Strangely, the rules also include a 'fast version', but I already own a copy of Rock-Paper-Scissors.

I would have given this game 2 stars if the painted-on spots on the dice it came with were still even readable after six weeks of play. (Yes, I have been using them a lot, but to play a different game, called Can't Stop.)

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