- 1 plastic game unit with POP-O-MATIC die roller and R2-D2 character
- 16 Plastic playing pawns
- Label sheet
Object of the Game
Be the first player to move all four of your colored pawns around the gameboard and into your FINISH area.
During the game, try to send your opponents' pawns back to HOME.
Play the classic Trouble Game and race to get all four of your colored pawns around the gameboard - and then back to the finish first!
Add in the special Star Wars themed rules and see if you can help your favorite Star Wars characters race around the chamber
Slide the TRY ME OFF ON switch on the underside of the game unit to the ON position.
Each player selects 4 pawns of one color and places them in the matching color HOME.
If only two people are playing, each can play with two sets of pawns if desired.
Who Starts the Game: Each player rolls the die by pressing the POP-O-MATIC once, then letting go. The player who pops the highest number goes first. Play then continues to the left of the starting player.
To add in the special Star Wars rules right away, read the basic rules and then add in the special Star Wars themed rules explained on page 4. If you're only playing by the classic game rules, R2-D2 does not help you out, he's just watching!
A turn consists of one pop and a move (if possible). Important: If a number 6 is popped, the player gets an additional pop and move.
On your first turn, you must pop a number 6 to move one of your pawns out of HOME and onto START on the playing track. You pop only once. If you do not pop a 6 on your first turn you cannot move any of your pawns and must wait until your next turn to try again.
Once you pop a 6, move one of your pawns onto START. Pop again (remember, you have a free turn for popping a 6) and move the pawn in START on the playing track the number of spaces shown on the die.
Always move your pawns clockwise around the playing track. Count each space whether it is empty or full (See Figure 3).
Pop and move all of your pawns as shown. When you pop a 6, you can either move a new pawn out to START or move a pawn already in the playing track. Then pop again.
If you pop any other number, move one of your pawns already in the playing track.
If your pawn lands on a space (by exact count) that already has an opponent's pawn in it, the opponent's pawn returns to its HOME and must start all over again. (See Figure 4). Your pawn now occupies that space.
If another player's pawn is in your START space when you roll a 6 and you want to move a pawn out of HOME, that player's pawn is sent back to HOME and you move your pawn into START.
If your own pawn is in your START space when you pop a 6, you cannot bring a new pawn out. You must use the 6 to move a pawn already in the playing track. You cannot land on your own pawns.
The FINISH Area: When a pawn has moved once around the game board, it enters its matching colored FINISH area. A pawn cannot go around the game board more than once.
A pawn can only enter FINISH if the exact number required to get into one of the FINISH spaces is popped. Pawns in FINISH are safe from other players pawns because no player can move into another player's FINISH area.
Pawns can move within a FINISH area only in the direction of the arrows and by exact count of the die.
End of the Game
The first player to move all 4 pawns of his/ her color once around the game board and into the FINISH area is the winner. The game continues to see who comes in second or third.
Special Rules for Classic Trouble with a Star Wars Twist
This game plays by the same rules as the original Trouble game with a few special rules.
Anytime you pop the popper and R2-D2 stands up straight, that counts the same as rolling a 6! This means you can:
Move a new pawn out to START -or-
Move a pawn already in the playing track 6 spaces then move that pawn or another pawn the number you rolled on the die -and-
Note: If you get lucky enough to roll a 6 AND get R2-D2 to stand up on the same pop, you only get to go again once
The image below shows you popped a 4 and R2-D2 is standing up! Now you can do one of three things.
Use R2-D2 standing to get a pawn out of START, then move that pawn or any other pawn in play 4 spaces.
Use R2-D2 standing to move a pawn 6 spaces, and then move a different pawn 4 spaces.
Use R2-D2 standing to move a pawn 6 spaces, and then move that same pawn an additional 4 spaces for a total of 10 spaces.
And don't forget... you also get to pop again!
Figure 6 shows you popped a 4 but R2-D2 is not standing up! This means you get to move 4 and do not get to pop again.