Family game
Trouble
Pop the bubble, race four pegs home and bump your rivals
- Set-up
- Under a minute
- Reading
- None
The quick verdict
Full verdict ↓Great for Children from 5 who are ready for turns and counting but not for reading
Think twice if You want a game adults will enjoy on their own; it is almost all luck
How we rate it
Learning curve. Pop, count and move. If your children know Ludo, they already know most of Trouble, which puts it with UNO and Connect 4 at 1 on our scale.
Luck & skill. Almost all luck: the die decides nearly everything. The only choices are which peg to move and whether to chase a rival.
Interaction. There is no trading or talking, but landing on a rival sends their peg home, and Warp spaces can bump someone from across the board.
Set-up. The first time, an adult fits the four rubber feet. After that, put four pegs of each colour in Home and start popping, all in under a minute.
Reading. No text during play; the die shows numerals and only the rules leaflet has words.
Learning curve: 1 = UNO or Connect 4; 3 = Catan; 5 = a heavy strategy game. These describe the experience, not an overall score.
Is Trouble right for you?
Great if
- Children from 5 who are ready for turns and counting but not for reading
- Families who play Ludo and want a version with a die that can't be lost under the sofa
- Four players at a family get-together, when bumping each other home is half the fun
- A gift for young children that grandparents will recognise and can join in
Skip it if
- You want a game adults will enjoy on their own; it is almost all luck
- Your children already find Ludo too slow or frustrating; Trouble has the same race-and-bump feel
- You need a quiet game, since every roll is a loud pop
How Trouble plays
Set-up: each player picks a colour and puts their four pegs in their Home. The Pop-O-Matic sits in the middle of the board: press the clear dome down and let go, and the die inside jumps and lands on a number. The first time you play, an adult fits the board's four rubber feet, as Hasbro says.
- Time to teach: about 5 minutes.
- Reading and language: Nothing to read during play: the die shows numerals and you count spaces. Once someone explains the rules, children can play it in Hindi, Tamil or any mix of languages. Only the rules leaflet is in English.
How to play Trouble (2016 rules - warp space) · Triple S Games
Choose a video · Watch right here
If this creator doesn’t allow embedded playback, watch on YouTube ↗.
A turn, step by step
- 1Pop
Press the Pop-O-Matic dome to roll. A 6 brings a peg out of Home or moves one 6 spaces, and gives you another pop.
- 2Move
Move one peg clockwise by the number rolled. Land on a rival and send it back Home; on the current board, Double Trouble and Warp spaces give extra powers.
- 3Finish
After a full lap, move your pegs into your Finish zone, where they are safe. The first player with all four pegs in Finish wins.
The full explanation: how a game of Trouble goes
You need a 6 to move a peg out of Home onto your Start space, and a 6 also gives you another pop. With a 2 to 5 you move one of your pegs on the track that many spaces clockwise. In Hasbro's current rules, as rules guides describe them, a 1 doesn't move you at all: instead every other player may bring a peg out of Home.
Land exactly on a rival's peg and it goes back to its Home, so it needs another 6 to come out. You can pass other pegs but can't finish on one of your own. Unlike Ludo, there are no safe stars and no blocks on the track; your pegs are only safe once they reach your Finish zone.
The current board adds optional Power Up spaces for a harder game. Land on a Double Trouble space (marked XX) and you take another turn. Land on a Warp space and you jump straight across to the matching space on the other side of the board, bumping any rival peg there. With very young children, you can leave these out.
After a full lap, each peg turns into your own Finish zone, and the first player with all four pegs there wins. Older rules need an exact roll to get in; the current rules don't, so agree on it before you start, as you would with Ludo house rules. A four-player game usually takes about half an hour.
What's in the box
- 1Gameboard
a track with Home, Start and Finish areas in four colours - 1Plastic game unit with Pop-O-Matic die roller
the die sits sealed under a clear dome - 16Pegs
four each in red, green, blue and yellow - 4Rubber feet
fitted under the board the first time you play - 1Instructions
Box: 27 × 27 × 5 cm, 0.35 kg. Handy to know for gifting and travel.
From Hasbro's contents list for item A5064. Hasbro's Canada page adds the 4 rubber feet, which the India and US pages don't mention, and Hasbro's picture guide for the game shows the four peg colours. An adult needs to put the game together the first time.
Where to buy
How to make sure you get a genuine copyEditions and the details worth checking.
What reviewers and players say
Trouble is remembered as a children's game first, and the Pop-O-Matic is the star: Father Geek's children loved it, and the bubble means no lost dice and no arguments over crooked rolls. The same reviewer, playing as an adult, found little to decide and said the endless click of the dome gets old fast; his verdict was approved by the children but rejected by the parent. Wikipedia sums it up as a game of high chance that sets up in under a minute and takes about half an hour. For Indian families it is best thought of as Ludo with a popping die: fun for children from 5, with the same frustration when a peg is sent home.
What people love
- Pressing the Pop-O-Matic dome is fun for children, and the die can never be lost
- Very quick to learn, especially for anyone who already knows Ludo
- Bumping a rival back home causes plenty of shrieks and laughter
- Optional Warp and Double Trouble spaces add surprise
Common complaints
- Almost entirely luck, so adults soon lose interest
- The constant popping noise wears on grown-ups
- Being sent home again and again can upset younger players
Based on 4 reviews and discussions
- Review Trouble game review (Father Geek, December 2010) · Father Geek
- Reference Trouble (board game) · Wikipedia
- Reference Official Trouble Rules · Official Game Rules
- Reference How to play Trouble (2016 rules - warp space) (Triple S Games, February 2024) · YouTube
Summarised in our own words from the sources above. We don't use Amazon reviews or ratings.
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Trouble
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|---|---|---|---|---|
| Why consider it | This game Pop the bubble, race four pegs home and bump your rivals | A different fit The Indian family favourite Trouble descends from: four counters, a six to start, and cutting rivals | A different fit A travel board with a cover and the same Pop-O-Matic dome | A different fit An even simpler dice race for children from 4, with no choices to make |
| Players | 2–4 | 2–4 | 2–4 | 2–4 |
| Best with | 4 | 4 | 4 | 2-4 |
| Play time | 30–60 min | 30–60 min | 20–40 min | 15–30 min |
| Age | 5+ | 5+ | 5+ | 4+ |
| Rules | Easy | Easy | Easy | Easy |
| Indian edition | Imported | Available | Available | Available |
| On this page | Explore Ludo | Explore Trouble Grab and Go | Explore Snakes and Ladders |
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Questions people ask about Trouble
Is Trouble the same as Ludo?
It is a close cousin. Both race four pieces from a home corner round the board, both need a six to come out, and both send a rival back home when you land on it; Trouble grew out of Ludo, which itself came from India's Pachisi. Trouble differs in its popping dice dome and its rules for a roll of 1, and the current board adds Double Trouble and Warp spaces.
How do you get a peg out in Trouble?
Roll a 6 to move a peg from Home to your Start space; the 6 also gives you another pop. In Hasbro's current rules, as rules guides describe them, when another player rolls a 1 you may also bring a peg out. You can't bring a peg out while one of your own pegs is sitting on your Start space.
What age is Trouble for?
Hasbro rates it for ages 5 and up, for 2 to 4 players. The pegs are small parts, so keep them away from children under 3, and an adult needs to fit the rubber feet the first time.
Do you need an exact roll to finish in Trouble?
It depends on the rules you play. Older Trouble rules need an exact count to move a peg into Finish. Rules guides for Hasbro's current box say you don't, which keeps the end of the game from dragging. Agree before the first pop, as families do with Ludo house rules.
Does Trouble need batteries?
No. The Pop-O-Matic is a clear plastic dome over a springy base: press it and let go, and the die jumps and lands. It works by hand alone, and the dome keeps the die from ever getting lost.
Game facts
- Designed by
- Frank Kohner, Paul Kohner, Fred Kroll
- Publisher
- Hasbro (Hasbro Gaming; first sold in the US in 1965, later made by Milton Bradley)
- First published
- 1965
- Players
- 2–4
- Language
- No reading – Nothing to read during play: the die shows numerals and you count spaces. Once someone explains the rules, children can play it in Hindi, Tamil or any mix of languages. Only the rules leaflet is in English.
- Box size and weight
- 27 × 27 × 5 cm, 0.35 kg
Sources & photo creditsThe references behind this guide.
Facts on this page come from the publisher, the Indian maker or distributor, and the sources below. Photos are credited under each one.
- Hasbro India - Trouble Game, instructions page (item A5064)
- Hasbro Consumer Care (India) - Trouble Game (A5064)
- Hasbro Consumer Care (Canada) - Trouble Game (A5064)
- Hasbro - Trouble Game, US instructions page (item A5064)
- Wikipedia - Trouble (board game)
- Official Game Rules - Trouble
- Father Geek - Trouble game review
- Target - Trouble Board Game (specifications)







