A Trouble-style race board game on a wooden table: red, blue, yellow and green pegs in their corners and on the round track, and a child pressing the clear dome with the die inside
Press the bubble, read the die, move a peg: Trouble in one picture.

Trouble is the race-and-chase board game with the die sealed inside a clear plastic bubble, the Pop-O-Matic. Two to four players each try to move four pegs once around the board and into their FINISH line, and anyone who lands on another player’s peg sends it back HOME to start again. The rules fit on one page and a game takes about half an hour, which is why it has been a family favourite since 1965. In the UK the same game is sold as Frustration, and in Finland as Kimble.

Trouble Rules at a Glance

Trouble
Players2 to 4. With two players, each can play two colours if they like.
EquipmentThe board with the Pop-O-Matic die roller built in, and 16 pegs: 4 each in red, blue, yellow and green.
BoardA 28-hole track with a START hole every 7 holes, plus a HOME and a 4-hole FINISH line for each colour.
GoalBe the first to move all 4 of your pegs once around the board and into your FINISH line.
Getting outYou need to pop a 6 to move a peg from HOME to START.
BumpingLand on another colour’s peg and it goes back to its HOME.
Playing timeAbout 30 minutes.

How to Set Up

  1. Choose a colour and put your 4 pegs in your matching HOME.
  2. Decide who starts. Everyone presses the Pop-O-Matic once. The highest number goes first, and play passes to the left.

How to Play Trouble

A turn is one pop of the die and one move, if you can make one. Pop a 6 and you get another pop and move straight away.

  1. Get out of HOME with a 6. Until you pop a 6 you can’t move at all, so your turn ends. When you do pop a 6, move a peg from HOME onto your START hole, then pop again and move that peg the number shown.
  2. Move clockwise. Count every hole as you go, whether it is empty or has a peg in it, so you can jump over other pegs.
  3. Choose which peg to move. With a 6 you can bring a new peg out to START or move a peg already on the track, and then pop again. With any other number, move one of your pegs on the track.
  4. Bump your opponents. If your peg ends its move on a hole holding another player’s peg, that peg goes back to its HOME and your peg takes the hole.
  5. Never land on your own peg. If a move would end on one of your own pegs, you can’t make it.
  6. Watch your START hole. If another player’s peg is sitting on your START when you pop a 6 and bring a peg out, their peg goes back HOME. If one of your own pegs is on your START, you can’t bring a new peg out, so use the 6 to move a peg on the track.
  7. Head for FINISH. After one lap, a peg turns into its own FINISH line (it can’t go round twice). It needs the exact number to reach an empty FINISH hole.
  8. Win. The first player with all 4 pegs in FINISH wins. Keep playing if you want to decide second and third place.
Trouble rules diagram: a 28-hole track with a START every seven holes, a HOME and a FINISH line for each colour, and a red peg popping a 4 to land on a blue peg and send it home
The track, the START holes and a bump: red pops a 4 and sends blue home.

The FINISH Line

Each colour’s FINISH line is four holes leading in towards the Pop-O-Matic. Pegs in FINISH are safe, because nobody can move into another colour’s FINISH line. A peg can only enter it with the exact number needed to reach one of the FINISH holes, and once inside it can move further in only in the direction of the arrows and by exact count. If no peg can use the number you popped, you simply miss that move.

Trouble Rules Questions

SituationWhat happens
You pop a 6 but have no peg you can moveYour turn doesn’t end: you still get your extra pop.
You pop a 6 and your own peg is on STARTYou can’t bring a new peg out. Use the 6 on a peg already on the track.
Another colour is on your START when you pop a 6Bring your peg out anyway. Theirs goes back to its HOME.
Your move would end on your own pegNot allowed. Move a different peg, or miss the move.
There are pegs between you and your targetJump them: every hole counts, empty or full. Only the hole you finish on matters.
You pop a 1On the classic rule sheet a 1 is an ordinary move of one hole. On some newer rule sheets, and in many homes, a 1 lets every other player move a peg from HOME to START instead.
The die doesn’t settle flatTap the bubble lightly until it does. Don’t pop it again.

Double Trouble and Warp Spaces

Newer Hasbro boards add two kinds of special hole to the track:

  • Double Trouble spaces are marked XX. Land on one and you take another turn.
  • Warp spaces are joined by a warp path across the board. Land on one and your peg jumps along the path to the matching hole on the opposite side, bumping any other colour waiting there.

Older boards have neither. If yours has no XX or Warp markings, ignore both rules.

Trouble Variations

VariationHow it differs
Easy finishMany families drop the exact-count rule, so a peg that overshoots simply goes into the deepest empty FINISH hole.
Bonus for bumpingSend someone home and take another turn.
Two colours eachIn a two-player game, each player runs two colours, eight pegs in all.
Double Trouble (1987)A Milton Bradley spin-off played with two Pop-O-Matic dice rollers.
Travel TroubleA smaller board with a cover to keep the pegs in, and a die with dots instead of numbers.
HeadacheA Milton Bradley cousin with cone-shaped pawns and a different track.
Frustration and KimbleThe same game under its UK and Finnish names.

Trouble vs Ludo vs Parcheesi

Trouble comes from the same family as Ludo, which in turn comes from the Indian game pachisi, so the three feel alike. The main differences:

TroubleLudoParcheesi
DiceOne, inside the Pop-O-MaticOneTwo
Pieces each444
To bring a piece outA 6Usually a 6A 5 on one die, or the two dice adding up to 5
BlockingNot possible: you can jump any pegVaries with the rule setTwo pawns on one space form a blockade no one can pass
Safe placesYour FINISH lineYour home column, plus marked safe squares in many versionsYour home path and the marked safety spaces

Trouble Strategy

  • Bump whenever you can. Sending a peg home costs that player a 6 and a full lap.
  • Get pegs into FINISH when the number fits. A peg sitting just outside FINISH waits for one exact number, and every turn it waits it can be bumped.
  • Keep your START clear. A peg parked on START stops you bringing a new one out with your next 6.
  • Don’t stop one to six holes in front of an opponent. From there they hit you with a single pop. Seven to twelve holes ahead, they need a 6 first.
  • Stay off other colours’ START holes. Any time that player pops a 6 and brings a peg out, a peg sitting on their START goes home.
  • Spread your choices. With two or three pegs on the track you can nearly always find a good use for a pop.
Chart of the chance of still waiting for a 6 in Trouble: 83% after one turn, 58% after three, 48% after four, 33% after six and 16% after ten
A 6 comes up once in six pops on average, so getting your first peg out can take a while.

Trouble Odds

The die gives exact chances for the first few moves. The game-length figures come from 40,000 simulated games of each kind under the classic rules, with every player following the strategy above:

QuestionAnswer
Chance of popping a 61 in 6 (17%) on every pop
Still no peg out after 3 turns58%
Still no peg out after 6 turns33%
Average turns to get your first peg out6
An opponent 1–6 holes behind you hits you on their next turn1 in 6, if they choose to
An opponent 7–12 holes behind you1 in 36: they need a 6 first
Length of a four-player gameAbout 54 turns each
Bumps in a four-player gameAbout 16
Length of a two-player gameAbout 45 turns each
Going first in a four-player gameWins 26% of games, against a fair share of 25%
The strategy above against three players moving at randomWins 38%

Bumping is what makes the game long. With nobody ever sent home, the same four-player game takes about 20 fewer turns each. Dropping the exact-count rule for FINISH saves about 3 turns each.

Where Trouble Comes From

Trouble was developed by the Kohner Brothers and first made by Irwin Toy, then by Milton Bradley, now part of Hasbro. It was launched in America in 1965, and Winning Moves Games USA sells a classic edition. The game is based on a traditional race game called Frustration, played with marbles on a wooden board, and its track and rules come from Ludo, the British game descended from pachisi. Its big idea was the Pop-O-Matic: a clear dome over a springy base that rolls the die when you press it, so the die never gets lost and turns go round quickly. The die is printed with numbers rather than dots.

More Games to Try

For more board games with simple rules, see checkers, Chinese checkers and mancala. If you like dice, try Farkle, Shut the Box or Left Right Center.

The card-driven cousin: Sorry!, where a deck of cards replaces the die and a Sorry! card sends a rival straight back to Start.

An older cousin: Parcheesi, the American version of pachisi, played with two dice.

A close relative: Aggravation, the marble race game for up to six players.

Trouble: frequently asked questions

How do you play Trouble?

Each player has 4 pegs in their HOME. Press the Pop-O-Matic to roll the die; you need a 6 to move a peg out to your START hole. Move pegs clockwise by the number popped, and if you land on another colour’s peg it goes back to its HOME. After one lap, each peg goes into your FINISH line by exact count. The first player with all 4 pegs in FINISH wins.

Do you need a 6 to get out in Trouble?

Yes. A peg can only move from HOME to START when you pop a 6. Until you do, you can’t move at all. You need 6 turns on average to get your first peg out.

What happens when you roll a 6 in Trouble?

You either bring a new peg out to START or move a peg already on the track six holes, and then you pop again. You get the extra pop even if you can’t move any peg.

What happens if you roll a 1 in Trouble?

On the classic rule sheet a 1 is an ordinary move of one hole. Some newer rule sheets, and many families, play that a 1 doesn’t move you but lets every other player bring a peg from HOME to START.

Do you need an exact roll to get into FINISH in Trouble?

Under the classic rules, yes. A peg needs the exact number to reach an empty FINISH hole, and moves further in only by exact count. Many families relax this so an overshooting peg goes into the deepest empty hole.

Can you jump over pegs in Trouble?

Yes. You count every hole, empty or full, so you can pass any peg. You just can’t end your move on one of your own pegs.

What do the XX and Warp spaces do in Trouble?

They are on newer boards. Landing on a Double Trouble space, marked XX, gives you another turn. Landing on a Warp space moves your peg along the warp path to the matching hole on the opposite side of the board.

How long does a game of Trouble take?

About 30 minutes. A four-player game lasts roughly 54 turns each, and there are around 16 bumps along the way.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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