In 1992 it would have more likely been a telnet service.
This is also very achievable in hypercard or visual basic so it could have also been a downloadable application
I've got a Next and an HPUX so I've tried the early browsers and written code for them. (HPUX is for ViolaWWW) They're pretty buggy. Making them handle the game would take some serious work
I can't figure out the instructions as written, either the simple or "really detailed" ones. Like, I just rolled 4, 6, 1, and 2. I'm presented with the options: 3, 5 and 8, 6, 7, or 10. Why can I do 5 & 8 but not, say, 3 & 10?
Sorry if I misunderstood, but did you not just say that 10 was an option? Any options that you aren’t presented with beyond that likely has to do with the rule that you can only build the columns for three numbers on each turn.
For instance, if the first roll in a turn is 3, 5, 4, and 1, then the options would be 5 and 8 or 4 and 9. Let’s say you pick 5 and 8. Then, let’s say your next roll is the roll you described: 4, 6, 1, and 2. In this case, your options would be, as you said, 3, 5 and 8, 6, 7, or 10. 3 and 10 isn’t an option because then you would be building the columns for 3, 5, 8, and 10 in the same turn, which is over the maximum of three per turn. Ditto for 6 and 7. 5 and 8 would be okay because you’ve previously built in those two columns and so this would keep your total at two. Any of the other combinations of two dice (3, 6, 7, or 10) are okay because selecting those would only build in one more column instead of two, keeping your total within the maximum.
Sorry for being so long-winded but I hope this helps.
If the roll is 4, 6, 1, 2, then your “base options” are 10&3, 5&8, and 6&7.
If you already have three white chits on columns, then numbers which are not those three are removed. So for example if you have chits on 3, 6, and 7, your options will be 3 and 6&7. Similarly, if you have two white chits, combinations that would result in 4 columns having chits are removed, possibly by splitting a pair into two options.
If a column is captured, options are further limited.
The rules aren't very clearly written, but your numbers are the 3 first columns you add to during your turn. Beyond that, if the numbers produced by the dice do not fit neatly into those three columns, you get busted.
I believe the numbers are added by adding two dice as pairs, so if you roll 3,4,5,6 you can have the options of 7-11, 8-10, 9-9
If the game doesn't let you do 3 & 10, it's because you've already moved in two or three other columns this turn. (Or somebody's completed those columns.)
- You can only progress in 3 different columns on your turn. The columns you've already progressed in this turn are highlighted.
- You can't make progress in a column that's already been completed by you or an opponent.
No, you aren't. The rules aren't instructional enough, without explaining the logic behind options effectively and demonstrating comprehensible examples...
Every time people reminisce about “the old web”, they’re forgetting about how pages like this used to put all the (non responsive) content in a <center> tag which made it much harder to actually read with human eyes.
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[ 2.4 ms ] story [ 70.0 ms ] threadhttps://boardgamegeek.com/boardgame/41/cant-stop
In 1992 it would have more likely been a telnet service.
This is also very achievable in hypercard or visual basic so it could have also been a downloadable application
I've got a Next and an HPUX so I've tried the early browsers and written code for them. (HPUX is for ViolaWWW) They're pretty buggy. Making them handle the game would take some serious work
https://en.boardgamearena.com/gamepanel?game=cantstop
For instance, if the first roll in a turn is 3, 5, 4, and 1, then the options would be 5 and 8 or 4 and 9. Let’s say you pick 5 and 8. Then, let’s say your next roll is the roll you described: 4, 6, 1, and 2. In this case, your options would be, as you said, 3, 5 and 8, 6, 7, or 10. 3 and 10 isn’t an option because then you would be building the columns for 3, 5, 8, and 10 in the same turn, which is over the maximum of three per turn. Ditto for 6 and 7. 5 and 8 would be okay because you’ve previously built in those two columns and so this would keep your total at two. Any of the other combinations of two dice (3, 6, 7, or 10) are okay because selecting those would only build in one more column instead of two, keeping your total within the maximum.
Sorry for being so long-winded but I hope this helps.
What about 6 & 7?
If you already have three white chits on columns, then numbers which are not those three are removed. So for example if you have chits on 3, 6, and 7, your options will be 3 and 6&7. Similarly, if you have two white chits, combinations that would result in 4 columns having chits are removed, possibly by splitting a pair into two options.
If a column is captured, options are further limited.
I believe the numbers are added by adding two dice as pairs, so if you roll 3,4,5,6 you can have the options of 7-11, 8-10, 9-9
- You can only progress in 3 different columns on your turn. The columns you've already progressed in this turn are highlighted.
- You can't make progress in a column that's already been completed by you or an opponent.
https://farkle.games/official-rules/