Joker Marbles, also called Marbles and Jokers or Pegs and Jokers, is a card-driven race game. Instead of rolling a die as in Aggravation, players play cards to move marbles around a track. It is often played in partnerships, and it is closely related to the race-and-bump games like Ludo, Trouble and Frustration.
One warning before the rules: this game has many homemade and regional versions, and the card values below are the commonly seen ones, not a single official standard. Agree on the details before play, especially special cards.
Equipment and players
- A board with a start area, main track and home area for each player (often wooden and sometimes modular, so it can handle more players)
- Marbles or pegs, commonly five per player in the version most often described
- Standard playing cards including jokers; larger groups use more than one deck
- Two to eight players, with partnerships common at four, six or eight players
Setup and deal
Each player gets a color and places their marbles in a start area. Partners usually sit opposite one another. Each player is dealt five cards to begin. Some groups draw a card on each turn to restore the hand to five, while others deal new hands when the stock runs out. Use whichever version your group prefers.
Turn flow
- Play a card from your hand.
- Move a marble according to the card, and draw to refill your hand.
- If you have a legal move, you generally must make it. If you have none, you discard.
Card values (commonly used)
These are widely used but not universal:
- Getting out: An Ace, a King or a Joker is often needed to bring a marble out of the start area, though some groups also allow Jack and Queen. Check which cards your group uses.
- Number cards: Cards 2 through 6, 8, 9 and 10 usually move a marble forward that many spaces.
- Ace: Often one space, or enter a marble.
- 4: Often moves backward rather than forward, which can be a helpful shortcut near home.
- 7: Often can be split between marbles.
- Jack: Often swaps the position of two marbles.
- Queen and King: Vary widely. Some groups use them to enter and move a set number of spaces.
- Joker: Often a wild card, sometimes able to bump any marble. Some groups prohibit using it on the very first turn.
If your printed rules disagree, follow them. If you are playing from a house cheat sheet, make sure all players have read it.
Capturing and blocking
If you land exactly on a space occupied by an opponent’s marble, that marble is sent back to its start area. You cannot normally capture or jump your own marbles or your partner’s, though some special cards allow exceptions. Many versions treat marbles on safe or entrance spaces as protected, so check what applies.
Getting home and winning
Marbles move around the track and into a protected home row. Exact counts are often needed to settle each marble into the final spaces. In partnership play, once a player has all marbles home, they usually move their partner’s marbles. The team that gets all marbles home first wins.
Common house rules
- Forbidding use of the Joker as the first card
- Letting a marble that has been bumped re-enter immediately
- Changing the 7 to a fixed move
- Allowing partners to discuss strategy, or banning it
Simple strategy
- Save useful cards, such as the one that gets you out, rather than spending them early.
- Use swaps and backward moves to set up your partner.
- Keep an eye on the entry space, where marbles are most exposed.
Frequently asked questions
Why are Jokers removed from decks?
Many standard card games do not use them, so they are taken out. Joker Marbles uses them intentionally, usually as special cards.
What are the rules for the marble game?
If you mean marble race games, see Aggravation. If you mean the traditional ring game, see our marbles rules.
What are the rules for Trouble?
Trouble is a die-based race game, covered in our Trouble rules.
What were big marbles called?
Large shooter marbles have been called names such as taws, boulders or aggies, depending on the region.