How to Play Trouble Board Game: Ultimate Rules Guide & Winning Strategies

Remember that satisfying pop sound when you hit the dome? Yeah, that's Trouble for you. I've played this since I was maybe six years old – first with my grandma who always beat me, then with my own kids who cheat way more cleverly than I ever did. Today we're breaking down everything about how to play Trouble the board game, from unboxing to advanced strategies. Whether you've got the classic 1965 version or that Frozen-themed one your kid begged for, the core gameplay's the same.

What Exactly is Trouble Board Game?

Created by Kohner Bros and now owned by Hasbro, Trouble is a race-to-finish game for 2-4 players. That iconic Pop-O-Matic dice roller? Pure genius – no dice flying under the couch. Players move colored pegs around the board, trying to get all four into the "HOME" zone first. Simple concept, but man, can it get vicious when someone sends your peg back to start.

Real talk: The 2018 "Star Wars" edition glows in the dark but has identical rules to the $15 classic version at Target. Don't overspend unless you're a collector.

Unboxing Your Trouble Game

When you rip open the box (mine always had that weird plastic smell), here's what you'll find:

  • The foldable game board with that Pop-O-Matic bubble in the center
  • 16 plastic pegs (4 each in red, blue, green, yellow)
  • Game instructions – though honestly half the time these go missing

Funny story – my nephew lost two blue pegs last Christmas and we used LEGO minifigure legs instead. Worked fine but looked ridiculous.

Trouble Game Components Breakdown

Component Details Why It Matters
Pop-O-Matic Dice Roller Clear plastic dome with 1 die inside Keeps dice contained, adds tactile fun
Pegs 16 tapered plastic pins (4 colors) Thinner ones break easily – be gentle!
Game Board Colorful path with START/HOME zones Older boards fade – newer ones stain less

Setting Up Trouble: Don't Skip This Part

First, unfold the board on a flat surface. That Pop-O-Matic dome should be reachable by everyone. Now grab your pegs:

  1. Each player picks a color (blue’s always claimed first in my house)
  2. Place all four pegs in your color's START hole – it's usually at a corner
  3. Decide who goes first (youngest player, or whoever lost last game)

Critical note: The START hole isn't where you begin moving! It's just storage until you pop a 6. Took me three childhood games to figure that out.

Board Layout Explained

Zone Location Function
START Area Corner colored circles Holding spot for unused pegs
Main Track Looped path around board Movement route for pegs
HOME Column Colored arrow path near START Final destination for pegs
FINISH Spaces End of HOME column Where pegs rest when completed

How to Play Trouble the Board Game Step-by-Step

Here’s where things get real. Learning how to play Trouble board game isn't rocket science, but there are sneaky rules even veterans forget.

Basic Movement Rules

On your turn, press the Pop-O-Matic dome once – that crisp click-pop never gets old. The die shows how many spaces you move. But movement depends on what you roll:

Roll a 6 Do a happy dance! You can either:
  • Move a new peg from START to the BEGIN space (first space on track)
  • OR move any peg already on track forward 6 spaces
Plus – you get an extra turn!
Roll 1-5 Move any peg already on the main track that many spaces. No bringing out new pegs!

Jumping and Capturing Explained

This causes the most arguments in my family. Say your red peg lands exactly on a space occupied by another player's blue peg:

  • You send blue back to its START area
  • Your red peg takes that space
  • This is called "putting someone in trouble" – hence the game's name

But here's the twist: you can't capture pegs in their HOME column. Those are safe zones. Also, two pegs of same color on one space? Totally allowed and actually smart defense.

Annoying quirk: Some cheap knockoff boards have uneven spaces where pegs don't fit side-by-side. Official Hasbro boards handle this fine.

Getting Pegs Home: The Final Stretch

When your peg completes the full loop and reaches your color's HOME column entrance (marked with an arrow), you must roll the exact number to enter each space in the HOME lane. For example:

  • Need 3 to reach first HOME space? Roll exactly 3
  • Roll higher? Move another peg or waste the turn
  • Roll lower? Move that many spaces toward HOME

I’ve lost games by one space because I kept rolling 5s when I needed a 1. Brutal.

Winning Trouble: First to Finish Wins

The goal? Get all four pegs into your HOME FINISH spaces before others. First player to do this wins. Pro tip: Shout "TROUBLE!" when you win like we do – purely optional but highly satisfying.

Advanced Strategy Tips From a Troublemaker

After 30+ years of playing, here's what actually works:

  • Double Up Early: Place two pegs on one space near your start point. Blocks opponents from passing.
  • 6s Are Your BFF: Save 6s to rescue pegs sent back to START
  • HOME Lane Bait: Keep one peg near your HOME entrance to capitalize on exact rolls
  • The Sacrifice: Move a nearly finished peg instead of a vulnerable new one
Situation Smart Move
Opponent close to capturing your peg Move threatened peg even with small rolls
Multiple pegs on track Advance the lagging one to spread risk
Need exact number for HOME Don't move other pegs – wait for perfect roll

Popular Trouble Variations We Actually Play

The official rules get boring after 100 games. Try these house rules we use:

The Power Pop Rule

Land on a triangle space? Press the Pop-O-Matic again immediately for bonus movement. Makes the game faster and more chaotic.

Team Trouble

Partners sit opposite each other. You can't capture your teammate's pegs, and you can "hand off" by landing on their space. Shouting required.

Sudden Death Mode

First player to get one peg HOME wins. Great for quick 10-minute games when kids have bedtime.

Buying Trouble: What to Look For

Seeing knockoffs everywhere. Avoid frustration with these tips:

  • Authentic Hasbro: $12-$20 at Walmart/Target. Pop-O-Matic lasts longer
  • Travel Versions: $18 on Amazon. Dome locks closed but pegs are tiny
  • Cheap Imitations: $8 bargain bins. Pegs break, dice stick in dome
  • Themed Editions: Marvel, Disney, etc. ($25+). Same mechanics, cooler art

My 1987 board still works fine, but the red pegs are chewed from our dog thinking they were treats. Good times.

Trouble FAQs: Your Questions Answered

Can you move backward in Trouble?

Nope. All movement is forward only. No reversing even if you want to avoid being captured.

What if I land on my own peg?

Totally fine. Stack them (if the board allows) or place them side-by-side. They form a blockade.

Do I have to move if I can?

Yes. Unless you're physically unable to move any peg (rare), you must move when possible.

Can I "pass" my turn?

Only if no moves are possible. Otherwise, you must use your roll. No hoarding good numbers!

How long does a typical game last?

With 4 players? 30-45 minutes usually. Team games run longer. That "one last game" lie at 10pm? Hour minimum.

Why Trouble Still Rocks After 50+ Years

Look, it won't make you smarter like chess. But for pure family fun? Unbeatable. The Pop-O-Matic gives little kids equal luck against adults. Games stay close because capturing resets progress. It fits in a backpack for vacations. And unlike Monopoly, games actually end before everyone quits mad.

Learning how to play Trouble the board game takes five minutes. Mastering it? That’s a lifetime of slammed domes and triumphant shouts. Now go pop some 6s and put someone in trouble!

Leave a Comments

Recommended Article