Venusian Can't Stop

This is a home-brewed (and somewhat tested) variant that adds the Relics from Merchant of Venus to Can't Stop.

Setup

Take 9 of the 10 Relic chits from Merchant of Venus (exclude the Laser), and two blue $20 penalty markers. Mix them face down. Then place one chit, face down, in the middle square of each of the 11 tracks on the Can't Stop board.

Discovering Chits

A chit is turned over the first time any player moves a "dobber" (a marker of this turn's new progress) onto or through the square. If the player divided the roll into two of the same number, he must as usual advance twice on that column if possible.

If a player moves onto a penalty marker (including the time it is first exposed), he cannot move past it on that turn (unless he has the Relic Shield; see below). The dobber for that column is stopped, just as if he had reached the end of a column. If he stops without going bust, his permanent progress marker is moved onto the penalty marker, and on a later turn he can start taking new progress beyond it as usual.

Acquiring Relics

If a player stops (ends his turn) with his current progress exactly on a Relic, he may pick it up. (It's hard to imagine a case where one wouldn't.) If he stopped on more than one Relic he may pick up only one. He will never pick up the other(s) because on future turns his progress markers can only appear beyond it.

A player is not obliged to end his turn just because he's on a Relic, but if he moves beyond it he cannot choose to go back and take it.

Using Relics

Players holding Relics may invoke their special powers (see below) on their turns for the rest of the game. Some powers are used once per turn, some more often. Some must be invoked before rolling the dice, some may be applied after seeing the roll.
Air Foil
If a dobber moves to the space one short of the end of the column, the player may move it the rest of the way. He can do this more than once per turn, but only once per roll.

Autopilot
Prior to each roll of the dice during his turn, the player may activate the Autopilot by setting aside one die as a "4". For the rest of the turn, the player rolls three dice and considers the fourth to be a "4". (The Autopilot cannot be used a second time to lock another die.) The Mulligan Gear can be used to reroll the "4" (after seeing the other dice), in which case the Autopilot is turned off and cannot be turned back on that turn.

Gate Lock
Once per turn, at any time, the player may name a column. For the rest of the turn, he treats that column as though it is unavailable. That is, he may not place a new dobber in that column, nor advance a dobber already placed there. Gate Lock can be used to block the column named with Jump Start to avoid being required to accept the number, if the other pair of dice makes the split less attractive.

Jump Start
Before the first roll of the turn, the player may choose to name a column. If the roll allows him to play in that column, he must do so, taking the corresponding second number as usual. The dobber placed in the named column gets an extra square of progress (unless prevented by a penalty marker). The extra progress is lost if the player goes bust.

Mulligan Gear
Once per turn, after seeing a roll, the player may reroll one die.

Shield
The player's progress is not stopped by penalty markers.

Spy Eye
Once per roll, the player may peek at one face-down chit in a column where the player could place or advance a dobber using the current roll. After looking, the player is not required to divide the dice so as to include that column.

Switch Switch
The player may choose to restart his turn using the current roll. He removes any dobbers already placed, and sets one aside. He continues his turn using the current roll, and with one less dobber. He can even use the Switch Switch a second time and restart with only one dobber! Using Switch Switch does not affect any other Relics; e.g., it does not make available a column blocked by Gate Lock, nor change the column used for Yellow Drive, nor re-enable Jump Start or Mulligan Gear.

Yellow Drive
Once per turn, after seeing the roll, the player may name a column. For the rest of the turn, his dobber in that column skips over any spaces occupied by other players' progress markers, except those that are sitting on penalty markers. (If the Yellow Drive player also has the Shield, he may skip over markers on those spaces as well.)