Trouble is a classic family race game from the 1960s in which two to four players try to move four pegs around the board and into their finish holes. Its signature feature is the Pop-O-Matic bubble in the middle of the board: instead of rolling a die, you press the dome and a die inside jumps and settles. The structure will feel familiar if you have played Ludo, and the same family includes Aggravation and Frustration.
Goal and players
The first player to bring all four of their pegs around the track and into their finish area wins. The game is designed for two to four players, and each player uses four pegs of one color.
Setup
- Place the board so everyone can reach the Pop-O-Matic bubble.
- Each player takes four pegs of one color and puts them in the matching Home area.
- Each player presses the bubble once. The highest number goes first, and play continues clockwise, to the left. Ties are re-rolled.
Taking a turn
On your turn you press the Pop-O-Matic bubble once, look at the die, and move one peg by that number if a legal move is available. If no move is possible, your turn passes. A firm single press is enough to roll the die.
Leaving home
You can only bring a peg out of Home by rolling a six. A peg that comes out is placed on your Start space. Any time you roll a six, you also get another turn, so you can bring out a peg and keep going.
If you roll something other than a six and have no pegs on the track, you cannot move and the turn passes.
Moving and bumping
Pegs travel clockwise around the outer track by the exact number shown on the die. If you roll and have several pegs on the track, you choose which one to move.
- Bumping: If your peg lands on a space with an opponent’s peg, that peg is bumped and goes back to its Home area. The player will need a six to bring it out again.
- Your own pegs: You generally cannot land on a space occupied by one of your own pegs. If that is the only way to use your roll, you cannot make that move.
- Forced moves: If a legal move exists, you are expected to make it.
Reaching the finish
After completing a lap, a peg turns into your row of finish holes. Most versions require an exact count to land in a finish hole, and a peg cannot jump over another of your pegs in that row. If your roll is too high, that peg stays put and you must move a different peg if you can. The first player to fill all four finish holes wins.
What happens if you roll a 1?
In the standard rules, a 1 is just a one-space move. Some people remember the 1 being special, which is understandable because other race games, such as Aggravation, do use a 1 to start a marble. In Trouble, though, a six is what brings pegs out. Newer or themed editions sometimes add features such as special dice or board spaces, so check the instruction sheet in your own box if a 1 seems to behave differently.
Did the rules change?
Several editions of Trouble have been released over the decades, and some include extra features. Because of that, details like exact-count finishing, landing on your own pegs, or special spaces can differ between a vintage copy and a modern one. The core loop of rolling a six, racing clockwise, bumping opponents and finishing is shared by all of them. If a rule dispute comes up, the printed rules in your edition are the final word.
Simple tips
- Bring out pegs when you can, since more pegs on the board mean more choices.
- Bump an opponent when it costs them a long trip, but remember that you may then be exposed to being bumped yourself.
- Keep a spare peg back so you can use awkward rolls without disturbing a peg that is waiting for an exact finish.
Similar games
If you like Trouble, try Ludo for a die-and-token version, Aggravation for marbles and a center shortcut, or Frustration for another close relative. The card-driven cousin is Joker Marbles.
Frequently asked questions
How do you play the game Trouble?
Press the bubble to roll, bring pegs out with a six, move them clockwise, bump opponents, and get all four pegs into your finish holes first.
Why do you need a six in Trouble?
It is the mechanism that makes the start of the game uncertain and keeps players from entering all pegs immediately. A six also gives you another turn.
How many players can play Trouble?
Two to four.