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In this Sid Sackson classic; players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice; but the number of spaces in each column varies: the more probable a total; the more spaces in that column and the more rolls it takes to complete. On their turn; a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11; 1+5 and 4+6 for 6 & 10; or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals; then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays; the turn ends with that turn’s progress lost.
A predecessor from 1974; The Great Races; exists as a paper-and-pencil game.