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Trouble

Pop the bubble. Race the board. Don't get sent back.

👥 2–4 Players⏱ 20–30 min🎂 Ages 5+🏠 Family Classic
Trouble board game

Via Wikipedia (CC)

1 Introduction

Trouble has a signature gimmick that makes it instantly recognizable: the Pop-O-Matic bubble — a clear plastic dome containing the die that you press to roll. The satisfying pop-and-click sound has made Trouble one of the most memorable family games of the 20th century. Kids who played it decades ago still hear that sound when they think of board games.

Mechanically, Trouble is a simplified race game in the Pachisi tradition. Four players race four colored pegs around a 28-space circular track, bumping opponents back to Home Base when they land on them. Getting a 6 is the key to getting on the board and earns a bonus roll. The game is fast, loud, and entirely appropriate for young children while remaining entertaining for adults.

2 Components

  • 1 game board with a 28-space circular track, 4 colored Home Bases, 4 Finish Lines, and the Pop-O-Matic dome in the center
  • 4 pegs per player in 4 colors (red, blue, yellow, green)
  • 1 die inside the Pop-O-Matic bubble

3 Setup

Each player places all 4 of their pegs in their colored Home Base. Each player has a designated START space (just outside their Home Base) and a FINISH area at the end of the track. The Pop-O-Matic is set in the center. Choose a starting player.

4 Objective

Move all four of your pegs from Home Base, around the 28-space board track, and into all four spaces of your Finish Line. First player to get all four pegs Finished wins.

5 How to Play

On your turn, pop the Pop-O-Matic bubble to roll the die. Based on what you roll, take one of the following actions:

Rolling a 6

A 6 lets you move a peg from Home Base onto your START space. After doing so, pop again immediately for a bonus roll, and move that peg (or any peg) the bonus number of spaces. If you have no pegs in Home Base, a 6 simply moves one of your board pegs 6 spaces (no bonus roll).

Rolling 1–5

Move any one peg currently on the board the number shown. If you have no pegs on the board and do not roll a 6, your turn ends with no movement.

Bumping

If you land on a space occupied by an opponent's peg, that peg is bumped back to their Home Base. You cannot land on your own peg — if a move would land you on your own peg, find another peg to move, or forfeit if no other legal move exists.

6 Special Rules

Warp Spaces (Modern Editions)

Some modern Trouble editions include Warp spaces on the board — marked spaces that teleport your peg forward several spaces instantly. Landing on a Warp carries your peg to the indicated destination. Not all editions include Warps; check your specific rulebook.

Double Trouble (Some Editions)

Certain editions allow a second bonus pop when you roll a 6 after already rolling a 6. Check your edition's rules.

7 Winning

After traveling the full 28-space track, pegs must enter the Finish Line (the four colored spaces at your finish area). Each Finish space must be entered with an exact count — you cannot overshoot. A peg on a Finish space is safe and cannot be bumped. The first player to move all four pegs into the Finish Line wins.

8 Strategy Tips

With only a single die and simple movement, strategic options in Trouble are limited but real. When you have multiple pegs on the board, choose which one to advance based on threat and opportunity. Pegs close to opponents are dangerous; try to bump rather than be bumped. Getting all four pegs out of Home Base as fast as possible gives you more options — rolling a 6 with an empty Home Base wastes the bonus pop.

Target the leading opponent's pegs for bumping rather than the trailing ones. Sending a peg back from near the Finish Line is a much bigger setback than bumping one that just started. Protect your own advanced pegs by keeping others nearby as potential targets to redirect bumps.

9 Wrong House Rules

"You Always Get a Bonus Roll for a 6"

Partially wrong. The bonus pop is only for using the 6 to move a peg out of Home Base. If all your pegs are already on the board and you roll a 6, you just move 6 spaces — no bonus roll. The bonus rewards getting new pegs into play.

"You Can Skip Using the Roll"

Wrong. If you can move any peg on the board, you must. You forfeit only if you have no pegs on the board and didn't roll a 6.

"Two Pegs Can Share a Space"

Wrong in standard Trouble. You cannot land on your own peg. Landing on an opponent's peg bumps them. No two pegs of any color share a space during normal play.

10 History

Trouble was created by the Kohner Brothers and first published in 1965. The famous Pop-O-Matic bubble was the game's central innovation — a self-contained, tamper-proof die roller that kept the die on the board and produced that satisfying popping sound. Milton Bradley licensed and published the game in the United States, and it became one of their best sellers through the 1970s and 1980s. Hasbro (through its acquisition of Milton Bradley) continues to publish Trouble today.

The Pop-O-Matic mechanism has been reused in a handful of other games, most notably in the game Headache (1968) and Frustration (the British name for Trouble). The game's simple mechanics and auditory appeal make it one of the most effective first board games for young children. It remains in print and widely available decades after its introduction.

11 Frequently Asked Questions

How do you get out of Home Base?

Roll a 6. Place a peg on START, then pop again for a bonus roll to move it forward.

What is the Pop-O-Matic bubble?

The clear plastic dome in the center of the board containing the die. Press it to roll — it pops back up and shows your result.

Do you get a bonus roll for every 6?

Only when you use the 6 to move a peg out of Home Base. If all your pegs are on the board, a 6 just moves 6 spaces.

Can you bump your own pegs?

No. You cannot land on your own peg. Move a different peg or forfeit if no other move is available.

How do you win?

Move all four pegs into your Finish Line spaces with exact counts. First player to finish all four wins.

Can pegs be bumped from the Finish Line?

No. Pegs in the Finish Line are safe and cannot be bumped.

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