1 Overview
Trouble is a classic race game for 2β4 players where you move pawns around the board from Home to Finish while trying to knock opponents back to their starting positions. The signature feature is the Pop-O-Matic Bubble, a dome that contains the die and "pops" when pressed, ensuring fair rolls and keeping the die contained.
Ages 5+. Play time: 20β40 minutes.
2 The Pop-O-Matic Bubble
The Pop-O-Matic is a clear plastic dome housing a single die. Press it down, it pops and the die inside tumbles. This replaced rolling a traditional die and remains one of the most satisfying tactile game components ever made. There's no strategy to "how" you press it, but it is genuinely fun for all ages.
3 Setup
Each player picks a color and places all 4 pawns in their Home (the colored circles at each corner). The board has a track of numbered spaces running around the perimeter, plus a center Finish lane for each color. No pieces start on the track.
4 Gameplay
Press the Pop-O-Matic on your turn to roll. On a 6: move one pawn from Home onto your start space (space 1 of your color's entry point) OR move any pawn already on the board 6 spaces. On 1β5: move any pawn already on the board that many spaces. If all pawns are still at Home and you don't roll a 6, your turn ends.
You may also roll a 6 and move a pawn already on the board instead of entering a new piece, your choice.
5 Key Rules
Warp Spaces
Some editions include Warp spaces (marked with a star or arrow). Landing on a Warp sends your pawn to a specific destination on the board, this can be a huge shortcut or a setback depending on where the Warp leads.
Sending Opponents Home
If you land on a space occupied by an opponent's pawn, that pawn is sent back to their Home. Your pawn takes the space. This is the primary way to disrupt opponents.
No Stacking
You cannot land on a space occupied by your own pawn. You must make a move if any legal move exists.
Entering the Finish Lane
Each player has a colored Finish lane leading to the Finish square. Only your own pawns can enter your Finish lane, opponents cannot send you home while you're in your Finish lane.
Exact Count to Finish
To move a pawn into the final Finish square, you must land on it with an exact count. If your pawn is 2 spaces from Finish and you roll a 5, you cannot move that pawn, you must move another, or your turn ends if no other moves are possible.
6 Winning
The first player to move all 4 pawns into their Finish spaces wins. Each pawn must land on a Finish space with an exact count.
7 Strategy
Spread Your Pawns Out
Having all 4 pawns in Home means you're entirely dependent on rolling 6s. Get pieces on the board early, even a pawn on space 2 gives you more options than one stuck at Home.
Target the Leader
When an opponent is close to finishing, prioritize sending them home over advancing your own pawns. One successful knock-back delays them significantly (they need another 6 to re-enter).
Space Yourself in the Finish Lane
Once in your Finish lane, opponents can't reach you. Rush pawns there when you're ahead. If trailing, keep pawns on the main track where you can still block opponents.
8 Variants
- Double Trouble: Roll a 6, pop again immediately and move the combined total (or enter + move). This speeds up the game.
- Team play: In 4-player games, sit opposite partners and combine efforts, help your partner's pawns and target the opposing pair.
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.