In Trouble, 2 to 4 players race their four pegs once around the board and into their FINISH line. You press the Pop-O-Matic bubble to “pop” the die. You need a 6 to move a peg out of HOME, and a 6 also gives you another turn. Land on an opponent’s peg and it goes back to HOME. The first player to get all four pegs into FINISH wins.
This guide follows Hasbro’s official rules for the classic Trouble game, and also covers the newer edition with the special power die and shield spaces, where a popped 1 has its own rule.

- Players: 2 to 4
- Pegs: 4 per player, starting in HOME
- Who goes first: the youngest player, then play passes to the left
- To leave HOME: pop a 6
- To win: get all four pegs into your FINISH line first
How to set up Trouble
- Each player picks a colour and puts all four pegs of that colour in their HOME area.
- Place the board so everyone can reach the Pop-O-Matic bubble in the middle.
- The youngest player goes first. Play then passes to the left.
In a 2-player game, the classic rules let each player use two colours (eight pegs) if you want a longer game.
How to play Trouble (classic rules)
On your turn, press the bubble to pop the die, then move:
- Pop a 1 to 5: move any one of your pegs already on the track that many spaces clockwise. If you have no pegs on the track, you can’t move.
- Pop a 6: either move a peg from HOME to your START space, or move a peg on the track 6 spaces. Then pop again.
Count every space as you move, including spaces with pegs on them. You can’t land on a space taken by one of your own pegs. In the newer power die edition, if that is your only possible move, you lose your turn.

Do you need a 6 to get out in Trouble?
Yes. In the classic game, you must pop a 6 to move a peg from HOME to START. You also can’t bring out a new peg while one of your own pegs is sitting on your START space; move that peg first.
Sending pegs back HOME
If your peg lands exactly on a space with an opponent’s peg, you bump their peg back to their HOME. This is how you get the other players “in trouble”. They need another 6 to bring it out again.
Getting into FINISH
- Each peg must travel all the way around the board once before it turns into your FINISH line.
- In the classic and newer editions we checked, you don’t need an exact count to finish. Move your peg into the first open FINISH space.
- The first player with all four pegs in FINISH wins.

What happens if you roll a 1 in Trouble?
It depends on your edition:
- Classic Trouble: a 1 has no special rule. You move one peg on the track 1 space.
- Newer edition with a power die: when you pop a 1, every other player moves a peg from HOME to their START space, and you don’t move.
Rules for the newer power die edition
Hasbro’s newer Trouble (F1358) keeps the same race but pops a number die and a symbol die, and adds a few rules:
- Leaving HOME: pop a 6, or wait for another player to pop a 1. You can’t move out if any peg, yours or another player’s, is on your START space.
- Extra turns: a 6 still gives you another pop, but you only get one extra turn per turn.
- Double Trouble spaces: landing on one gives you another turn. If you popped a 6 and land on Double Trouble, you still get only one extra turn.
- Symbol die: symbols can let you add 1 to your move (optional), move and also bring a peg out, move forward or backward, or take the shield.
- The shield: the player holding it can’t be bumped. When another player pops the shield, you hand it over.
Check the rule sheet in your box if you’re not sure which version you have.

Simple Trouble strategy tips
- Get pegs out early. Use your 6s to bring pegs out of HOME so you have more choices on later pops.
- Look for a bump. Before moving, check whether any peg can land exactly on an opponent.
- Don’t park on START. A peg sitting on your START space stops you bringing out another peg.
- Get close pegs home. A peg near your FINISH line is at risk until it gets in.

More family game rules: Connect 4 rules, Jenga rules and Yahtzee rules and scoring.
Frequently asked questions
Do you need a 6 to start in Trouble?
Yes. You pop a 6 to move a peg from HOME to START. In the power die edition, you can also leave HOME when another player pops a 1.
Do you get another turn if you roll a 6 in Trouble?
Yes. After you move on a 6, you pop again. In the newer power die edition, you only get one extra turn per turn.
Do you need an exact roll to finish in Trouble?
No, not in the Hasbro editions we checked. Move your peg into the first open space in your FINISH line.
Can you jump your own pegs in Trouble?
You can move past them, and you count spaces with pegs on them. But you can’t land on a space with one of your own pegs.
Who goes first in Trouble?
The youngest player. Play then passes to the left.
How many players can play Trouble?
2 to 4. With 2 players, each player can use two colours in the classic game.
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