Honor System

TROUBLE

Kohner 1965

OBJECT OF THE GAME OF TROUBLE is for each player to move his 4 men once around the circular playing track and bring them safely home into their FINISH area. In the course of the game, each player tries to send opponent’s men back to their "HOME BASES".

WHAT EACH PLAYER SHOULD KNOW BEFORE THE GAME STARTS:

1. Each player selects a 4-man team of one color and places them in the HOME BASE area of the same color. (Player should have his HOME BASE nearest to him.) If there are only two players, each player may handle one or two teams of men.

2. To "pop" a number, press down "POP-O-MATIC" cube shaker and release it.

3. Each player presses the "POP-O-MATIC". The highest number starts.

4. The key number is "6". Each time a player has his turn, he is entitled to one "pop" and move. Each time "6" shows,he is entitled to an additional "pop" and move.

STARTING THE GAME:

5. Player must "pop" a "6" before he can move one man from HOME BASE to the STARTING CIRCLE of his color. Since "6" always allows him an extra "pop", he will "pop" again and move his man (See Rule 6). Player at starter’s left is next to play.

6. The men are moved clockwise by counting off as many circles as the number shown on the cube. The circles are counted whether they are empty or occupied. (See example Diagram A).

DIAGRAM A

7. If a man lands on and occupies a circle already occupied by an opponent’s man, the opponent’s man must return to his HOME BASE to start all over again. (See example Diagram B).

DIAGRAM B

8. Each remaining man in HOME BASE can be moved out ONLY when "6" shows up. If your STARTING CIRCLE is occupied by an opponent’s man and you "pop" a "6", you can send that man back to his HOME BASE.

9. Whenever "6" shows up, the player has a choice of moving a new man into the playing track or moving a man already in the track. If the player has two or more of his men in the playing track, he may move any man he chooses. A player may skip his turn move if he feels that such a move would not be to his advantage.

10.After each man has moved once around the playing track, he must enter the FINISH area of his own color. The FINISH circles are marked 1, 2, 3, 4.

11.FINISH circles 1-2-3 and 4 can only be occupied if the EXACT NUMBER REQUIRED shows up. Example: Diagram C. FINISH circles 1, 2, and 4 are occupied and the last man in the playing track is on circle marked "X". Player will "pop" each time his turn comes but cannot move his man until he "pops" a "3". Men can be moved within the FINISH area. Example: A man stands on circle 1 and the player "pops" a "3" - he may move the man to 4.

DIAGRAM C

THE WINNER

12.The player who first occupies FINISH circles 1-2-3-4 is the WINNER. The remaining players continue the game to see who comes in second and third.
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© 1964 KOHNER

© 1965 KOHNER Printed in Canada