 There was a person named Sid Saxon, right? Who is the person who designed the game Acquire, which you may have heard of. He was a famous legendary figure in the gaming world. I think we mentioned him on Geek Nights when his massive lifelong game collection was broken up and sold. 18,000 individual games in this collection. Yeah, and all of his papers collected, were put into the Strong Museum, right? So if you have your papers put in a museum, you know that you are a significant figure in whatever field your field is. His field was games. This was the guy, Sid Saxon was like his old dude. He was just all in on games his whole life, right? He would write books about games and, you know- I wanna point out, he was born in 1920. His most famous game is probably Acquire. That was published in 1964. So, he was older than us when he published his first like super notable game, like the one that if you didn't know Acquire was from the 60s and we just got a modern copy of it and brought it to the table, you would probably assume it was made more recently than 1964. It's a solid game. Yeah, I mean, it's not perfect, but you know, but you know, this was alleged, you know, and I think, you know, his biggest works actually were his books, right? If you buy one of the Sid Saxon books, it's like it's just page after page and like every couple pages has another game. They're all games, most of them are just using like standard pieces. Like, you know, here's another game you can play with a deck of cards. Here's a game you can play with a bunch of dice. Here's just like, you buy one book and you get like a hundred fucking games in there, right? It's like, you know, this guy really, he compiled, you know, all the gaming knowledge there was and that's why it's in a museum. Yup. But anyway, we played two of his games that we had not played previously, even though the first of which is like a game that like everyone's played and that game is Can't Stop. Which I had actually, while I was aware of it, I had never played it until... Right, I knew of it for many, many years. I just hadn't played it actually, for reals. I knew how to play it. And basically Can't Stop is almost the purest form of Push Your Luck game there is. That's all there is to it, right? It's first is Push Your Luck. Yeah, and the thing about Can't Stop that separates it for I think from the other Push Your Luck games is that in other Push Your Luck games, there's like this steady sort of reduction of the odds, right? When you can feel yourself getting squeezed and you're like, okay, I got like 100% chance to still be in. I got a 90% chance to still be in. I got a 50% chance to still be in. All right, I got a less than 50 and I'm out, right? It's like you can feel it, the squeeze coming on and back out and the only time you don't back out when the squeeze comes on is when you're way behind and you sort of have to go for the on-sides kick and, right? And now that same thing still holds true and Can't Stop. But in Can't Stop, the odds never really squeeze you so tightly. Oh, it was notable, both me and Scott, despite being, I would say, very good at statistical heuristics in games like this, we pushed our luck to failure way more often than anyone would expect either of us to. But I felt good about those decisions, which means this game has got something going on. Right, it's like it never squeezes you so tightly, numbers-wise, that you feel like you're gonna lose, you have to stop now, right? And the way it works is you roll what, 46, right? Yeah, small number dice, yeah, 46. You roll 46 and you can combine them any which way into two sets of two dice each, right? So if you're rolling 46, it's like, you know, what are the odds that a seven is gonna be in there somewhere among two dice? Really, it feels, I've never done the math, that feels like you can't miss, right? Yeah, you know what else it feels like that? Craps tables. Of course, it's like, but you know what? What are the odds of four ones coming up? It could happen. What are the odds of four sixes coming up? It can happen, right? It's like you're not gonna get, it's not, nothing is guaranteed. But to make it feel even better, it's not two independent 2D6s, it's 4D6 because the next step of the game is you look at the four numbers you rolled and you arrange them into an arbitrary combination of 2, 2D6. Yeah, it's any which way, right? So you're like, you feel like even when, you know, you need a particular, you just need like to hit one of the numbers, right? Of that are possible between two and 12. It's like, I just need to hit one of these numbers between two and 12. And it's just like, and you're rolling 4D6 and feel, you never feel like, I'm gonna, there's no way I'm gonna get this. And I think that's feels like, yeah, my chances are good. I'm going for it. I'm going, you can't stop, right? You had to, you feel like you're gonna make it. You keep rolling and then you miss and then you're fucked. And I feel like that is the brilliant of this game. We didn't even get into the specific mechanics, but the brilliance is, you are more likely to be fine than get fucked most of the time. But what that causes is this let it ride feeling where I got an 80% chance. That's fine. 80% chance. That's fine. And yeah, 80% chance is fine. As long as you, as soon as you try eight times, it's like, you're gonna miss one of those times. Can you really, right? It's like, it's gonna, you know. Even if you only try five times, it's like, okay, one of them is gonna miss. You've already tried, you've already got four in a row. You really want to try the fifth time on the 80% chance. So mechanically, like the specifics, the way this works is you've got this big pattern. I gotta, if you're on the live stream, I got a board up you can look at. But basically- It's just a racetrack. Yep, just a racetrack, but there's a, it's a square, but you're approaching it diagonally. So you're trying to get all your pips all the way to the end. So if I roll two sevens, I can move a pip up to on the seven track. The seven tracks in the center, corner to corner, it's the longest path. But, so I gotta get one- It's easy to get numbers or have a long path, right? So I gotta roll 13 sevens without stopping or stopping at an appropriate point, but you can't stop, you gotta keep going, fuck you. Or at the very edges, if I just roll two three times, I get to the end of the two track. And if- Right, now it's like, two is pretty hard, you need to get two ones, but it's like two ones on four D six. It's like, hmm. Yeah, it's a hmm. It's not a, like calculate the strict odds in your head situation. You look at that, you know- If it was two D six, you'd be like hell no, I ain't getting, what are the odds of me rolling snake eyes too low? Yeah. But on four D six, it's like, I'll eventually make it three times, right? Feels good to like, advance that if it comes up because that's a nice safety. Yeah. But, so even if you got something on seven, you gotta keep rolling seven. Once you've got all your pips moving on the board. Right, you have three pips. So you eventually assign your pips to three different numbers on the board. And once they're all out there, right? If they're not out there yet, you can sort of assign them to any number that you've rolled and put together from two D six out of your four. But once all three of your pips are out there, let's say I got it on seven, eight and 10, right? I roll my four D six among the four dice, I have to put together at least one seven or one eight or one 10 and advance one of my pips at least one space. If I can't, with any combination of the dice, make a seven and eight or a 10 and I can't move any of my pips, I bust it. And all my pips gotta go back to where they started before I started my turn. But that's the key. If you stop, but you don't wanna stop. If you have the guts to stop, then they lot that it's like a save point. They can't, wherever they are, they're set and they can't be pushed any further back and you can make some progress. I gotta tell you, locking in a good run is really, really, really powerful. But even me and Scott, you look at it, you've rolled 11 times in a row when things are going great and you got something on seven so you know you're safe. You just look at it. How can I not get a seven? I'll just keep going till I win the whole seven track. Yeah, good job. I think I busted back to zero like four times in a row and I consider myself a smart person. So I think that this is a model that some other push your luck games should try is don't squeeze, keep all the rest of your game is just fine. There's a lot of good push your luck games out there. Like, we like to play no thanks, right? We put the tokens on the card, right? That game's all about the squeeze. Eventually the card has so many tokens on it, you're like, of course I'm just gonna take the card, right? But imagine if no thanks, never squeezed hard enough and it's like, you just always like didn't wanna take the card even when there was a mountain of tokens, you know? And you just kept pushing it. I don't know. It would be more exciting. And that's the game's so simple like poking around in board game geek. People just make this game by drawing it or printing it on a piece of paper. Yeah, all you need is four, all you need is four D six and a piece of paper, right? And some number of objects to put on this piece of paper. You really, yeah. I mean, like I said, you know, but what's the rating on board game geek, I think? Oh, let me, let's go back to can't stop. Oh, it's low. People don't, people don't like it. Oh, wouldn't like this game. This game, you talk about fun economy. This game. I give board game geek gives can't stop from 1980, a 6.9. I give it like a nine. I was gonna say nine as well because this game, unless you're playing with an intolerable spiders York type person, this game takes maybe 15 minutes to play and it feels real good the entire time. Yeah. Like this game is so fun for how simple it is. It takes so little time to teach this game. So, yeah, play this game. There's no reason not to play this game. It would be an A plus omega thon game that packs unplugged like S here. Oh yeah.