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Can't Run Forever

Page history last edited by Rbpayer 12 years, 2 months ago


Time to create: 14 minutes.

Players: 2 to 4, represented by cartoonish character figurines.


Goal and Theme: Players are running away from the Grim Reaper. Escaping death is really difficult, so the players needs to land exactly on the last space (Fountain of Youth) to win.


Movement rules: To know how many steps a player can move in a turn, that player has to pick a card from a move cards pile. The movement cards allow players to move one, two or three steps. Each players move once in his/her turn and player’s turns are running clockwise.

Conflicts: Each space has a color, blue, yellow or red. While a player figurine land on a space, the player must pick an event card from the pile of the matching color. The player read the card text to other players and move figurines according to it.


- Blue Event Cards: Move the acting player forward from one to four steps.


- Yellow Event Cards: Allow the acting player to move one of his/her opponents’ figurines forward or backward from one to three steps. The acting player chose which opponent’s figurine he/she moves, but both the direction and the number of steps are indicated by the Event Card.


- Red Event Cards: Move the acting player backward from one to four steps.


List of Assets:

1 Game Board with a spiral path containing 40 spaces

4 Figurines of different colors

30 Movement cards

15 Blue Event Cards

10 Yellow Event Cards

15 Red Event Cards

Comments (6)

mike.reddy@... said

at 12:44 am on Jul 2, 2009

Would love to read or see a theme for this, which provides the explanation for the card interventions. I think a D6 for movement might be better.

Rbpayer said

at 8:08 am on Jul 2, 2009

Maybe you're right. I tried making something different, but sometimes, classics are just better. I don't know really. I should playtest it.

mike.reddy@... said

at 8:43 am on Jul 2, 2009

Ahah! That's today's assignment!

Woshiernog said

at 6:29 pm on Jul 2, 2009

Having control over other people's lives? Can't go wrong with that.

Rbpayer said

at 7:56 pm on Jul 6, 2009

After play testing it, I realize that a dice add indeed more feeling to the game, because player do more than just picking cards at their turns. However, that game was really boring because it imply no decision making. Could be better for young kids, but I realized that the theme was a bit too serious for them.

I tried to improve it some way, but doing so implied to make drastic changes that affect all elements of the games. So it would have been better to design a new game than to desperately try to keep formal elements of this one. Well, at least, I learn something in the process! :)

Rbpayer said

at 7:57 pm on Jul 6, 2009

Yuck, sorry for my grammar errors in the previous comment...

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