Roll More Rules
Roll More
Roll More is a push your luck game based on Sid Sackson's classic "Can't Stop"
Goal
The object of this game is to “finish” three of the numbered columns on the game board. Columns are finished by moving your tokens from the bottom to the top of the column.
Players win the game when they claim 3 columns.
Setup
Each player chooses a color (red(circle), green(pentagon), blue(square), or yellow(triangle)) and collects all the markers of that color.
Players roll two dice to see who goes first. Reroll any ties. Highest total starts.
On your turn
Start your turn by taking the 3 runners. The runners are the black pieces with the rounded top. You will want to move as far as you can. Each turn you can be working up to 3 columns at a time. If you need to start a new column and cannot you will bust.
You'll use the runners to keep track of which of the 3 columns you are working on this turn.
Rolling
Roll all four dice, then combine them into two pairs, any way you wish.
Example
If you roll 3, 4, 2, 6, then you can make these combinations
- 3+4 and 2+6 (7 and 8)
- 3+2 and 4+6 (5 and 10)
- 3+6 and 4+2 (9 and 6)
Having thus chosen two sums between 2 and 12, advance runner in those columns, according to these rules:
If you have already placed a runner0 in that column (on an earlier roll during this same turn), advance it one space.
If one of the runners is not on the board yet, place it in that column:
If you have a marker of your color in that column (from a previous turn), place the runner one space ahead of it. Otherwise, place the runner in the bottom space of that column.
Other players’ markers, if already on a space, can share that space with a runner or other player markers. These stack conveniently on each other.
Once you play a runner in a column, it stays in that column until your turn ends. You cannot move a runner from one column to another, nor can you remove it from the board during your turn.
Later you may discover that you can only legally make one move, rather than two. This is OK. However, you must always play to as many columns as your roll allows; you can’t choose to ignore dice that allow a legal move.
If your roll allows it, you can play twice in a single column. For example, if you roll 2, 4, 4, 6, you could make two moves in column 8 (4+4 and 2+6), if available.
Going bust
To continue your turn, you must place or advance at least one runner on the board, according to the rules above, after rolling the four dice.
If you cannot legally place or advance any runners using your roll, you have gone bust. You do not get to advance any of your cubes this turn. Pass the dice to the player on your left; your turn’s over.
Choosing to stop, or not
After you finish placing or advancing the runners, you can choose to end your turn, or roll again.
If you choose to end your turn, replace the runners with markers of your own color. If you already have a marker on any of these columns, just move them up to their new positions. (Yes, several players’ markers can occupy the same space since they stack.) Then pass the dice and the runner to the player on your left; it is now their turn.
If you choose to roll again, leave the runners where they are, pick up all four dice, and roll! All the rules from the Rolling section apply to this new roll. Each player can keep playing and rolling as much as they want until they either go bust or choose to stop.
Finishing a column
If you have moved a runner onto a column’s top space when you choose to end your turn, then you have finished that column. Put your marker into the top space, while all other players’ markers in that column get returned to their owners.
For the rest of the game, no player can place a runner in that column. That goes for you, too! That column’s number has effectively ceased to exist. Play accordingly.
If you end your turn with three columns claimed, you have won the game. Well done.