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How to play Trouble (2024 Rules - Shield & Power Die)

Автор: Triple S Games

Загружено: 2024-03-07

Просмотров: 41770

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

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(As an Amazon Affiliate, I earn from qualifying purchases)

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 then move according to the combination of the dice.

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 any player’s pegs then they do not move.

If you roll a 2 through 5, then move any one of your pegs that is already in the playing 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.

Plus one. add 1 to the number you popped if you want. House. After moving based on the number die, move one of your pegs from your home to your start space, unless that space is blocked by any player, then do not move. Shield. Do not move but instead take possession of the shield from whoever has it. Arrows, move any one of your pegs forwards or backwards the number shown on the die.

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. Unless that player has the shield, then they are protected and you may not move there. You are not allowed to land on a space occupied by one of your own pegs. If you are unable to move on your turn, then you end your turn doing nothing.

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.

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 and you are allowed to enter it from a backwards move. Once you reach it, place your peg on the farthest available space. Pegs in your finish zone may not move. The first player to get all 4 of their pegs to their finish zone, wins!

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How to play Trouble (2024 Rules - Shield & Power Die)

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