How to play Trouble (2016 rules - warp space)

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Learn the rules to the board game Trouble quickly and concisely - This video has no distractions, just the rules.

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RULES:
The object of the game is to get all 4 of your pegs to your finish zone first. Lay out the board and each player picks a color and places the 4 pegs in their matching home zone. The youngest player goes first then play proceeds clockwise. On your turn press down on the pop-o-matic 1 time. If you rolled a 1, every player except for you, moves one of their pegs in their home to their start space. If a player’s start space is blocked by one of their own pegs then they do not move.

If you roll a 2 through 5, then move any one of your pegs that is on the outer track, clockwise around the board the indicated number of spaces. If you roll a 6, then you may either move one of your pegs out of your home zone to your start space, or move 1 peg in the outer board clockwise 6 spaces. After picking, you get to take another move and pop again. You only are allowed 1 extra move on any given turn.

When you land on a space that is occupied by an opponent’s peg, then send that peg back to its owner’s home zone and take its space. You are not allowed to land on a space occupied by one of your own pegs. If your only available move is to land on your own piece, then you do not move and your turn ends.

If you land on a double trouble space, then you take another turn. If you landed there from a 6, then you only take 1 additional turn, not 2. If you land on a warp space, then move your peg to the opposite side of the board, sending an opponent’s peg on either space back to its home.

As your pegs approach your finish zone, they move up into it rather than continuing around the board. You don’t have to enter the finish zone by exact count. Once you reach it, place your peg on the farthest available space. The first player to get all 4 of their pegs to their finish zone, wins!
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I played this all the time as a kid. Our version, however, did not have the rule about a 1 allowing all people to move a peg out, and that version did not have warp zones.

LeotheTiger
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So trouble is basically sorry with a pop up dice roller, without the sorry or slide mechanic, you can teleport around the board if you land on a home space, A six acts as a two, while a 1 is basically an all release expect you, and you don’t need to get the exact count, to go home.

tristarnova
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Looks like they made it a bit more complex than the original, but only a bit.

fastbreak
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Prepare for the trouble!
And make it double!

hate
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Instructions wasn't clear enough, I BECAME THE TROUBLE.

djpyroteknikz
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How many different kinds of Parchesi are there?

flickingbollocks
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If I roll a one with a man out already can. Love that man

heavyartillery
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Do you have to have the right number to fit into a final spaces of your colour? The warps are an interesting addition. Used to have Trouble only have digital Ludo nowadays.

suntannedduck
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I kind of know the rules from other games that are similar! Anyway, thank you for this explication if this game!

okamisansempai
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Is that a sorry clone? (I forgive the creators of this game tho)

ZerhereONE
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River City, Iowa is a great place to play games.

For starters, they've got Trouble. Right there, in River City.

goonerbear
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does frustration have the same rules as trouble

nagakirannagarapu
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The rules are the same as normal Parcheesi except for these changes

veggiet
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Oh, that's easy.
Just let me fish out these Game Boy Advances with Bomberman and we'll all wear these blindfolds and stove gloves for everyone.

IsiahTomas
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This is litterally ludo, but minus the one thing, skip half board, and double step

debadityanath
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Day 9 of asking can you make how to play magic maze

vortexplayz
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Trouble + Sorry =









Apology

NotScotishYellow
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Man, I always had trouble using the pop dice

hkayakh
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Don't trouble the trouble. If you trouble the trouble, trouble troubles you.

eddelapena
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What if yellow stepped into the yellow warp?

faisalibanes
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