1 Overview
Trouble is a race board game for 2 to 4 players published by Hasbro. Players race four pegs from their home base around a circular track to the finish zone, using the iconic Pop-O-Matic bubble die roller in the center of the board. Land on an opponent's space and send them back to Start. First player to move all four pegs to the Finish wins.
The Pop-O-Matic bubble -- a plastic dome housing a single die -- is the defining feature of Trouble. Press it, it pops, the die tumbles. No losing the die under furniture. Trouble is designed for ages 5 and up and plays in about 45 minutes.
2 Components
- Game board with Pop-O-Matic center
- 16 pegs (4 each in red, blue, yellow, green)
- 1 die (inside the Pop-O-Matic bubble)
3 Setup
- Each player chooses a color and places all 4 of their pegs in their Home base.
- Determine starting order -- highest roll of the Pop-O-Matic goes first.
4 Gameplay
- On your turn, press the Pop-O-Matic bubble to roll the die.
- To move a peg out of Home, you must roll a 6. Place a peg on your starting space.
- Once a peg is on the track, move it forward (clockwise) the number of spaces shown on the die.
- If you roll a 6, move a peg and take an additional turn.
- You may have multiple pegs on the board simultaneously.
- Each turn, you must move a peg if you legally can. You cannot voluntarily stay put.
5 Special Rules
Whammy (Landing on an Opponent)
If you land on a space occupied by an opponent's peg, their peg is sent back to their Home. Two pegs of the same color can share a space (they are not sent home by each other).
Warp Spaces (Some Editions)
Some editions include "Warp" spaces that teleport your peg to a different location on the board. Check your edition's specific board for these spaces.
Finish Zone
Pegs enter the Finish zone from the player's colored entry point. Each peg must land on a specific Finish space -- you need an exact roll to enter each Finish slot. You cannot move past the Finish.
6 Winning
First player to move all four pegs into the Finish zone wins. Each peg must land in a Finish slot by exact count. If you cannot place any peg in a Finish slot on a given roll, try to advance other pegs closer.
7 Strategy Guide
Spread Your Pegs
Don't focus all your movement on one peg. Advancing multiple pegs simultaneously gives you more options each turn and makes it harder for opponents to target all your pieces.
Target Leaders
If an opponent has a peg close to Finish, send it home whenever you can. A single setback near the finish is more costly than a setback early in the track.
Safe Clustering
Two of your own pegs on the same space cannot be sent home by opponents. Clustering two pegs together creates a temporary safe anchor -- useful when opponents are close behind.
Exit Home Early
Rolling a 6 gets a peg out of Home AND gives you another roll. Prioritize getting all pegs out of Home as fast as possible. Pegs stuck in Home are dead weight.
8 FAQ
π² House Rules
Play Trouble your way?
Save your house rules and share a link or QR code β friends can pull them up at the table.