Board made by Bill Bigger following a design by Dave Vowells. It has tracks for 4, 6 or 8 players on a single board: 8 players use the outer track, 6 use the middle track and 4 the inner track. Board made by Lonnie Beagles in sections that fit together to accommodate any number of players. Marbles and jokers board by Wizard Woodworks. The black and white board sections can be used to expand to 8 players.
Some people use colored golf tees as the pegs for this game. Others use the small colored plastic bulbs that fit into ceramic christmas trees - supplies of these bulbs can be obtained from Ceramic Art Space.
Five cards are dealt to each player, and the remaining cards are stacked face down. As usual players hold their cards so that they can see their faces but no one else can. Played cards form a face up pile on the table. Players take turns in clockwise order. At your turn you do the following:. If you have any card except a joker that allows you to move a peg, you must play such a card, even if the move is disadvantageous.
However, if you have no cards except jokers that enable you to move you may discard one card of your choice without moving and draw a card to replace it. This ends your turn. Discarding without moving normally happens only at the start of the game, when a player has no aces or pictures to move any peg out of the start area.
A player is never forced to play a joker: if you have no other move you may keep the joker and discard another card. All the pegs begin in their own start areas. From there they move to the neighbouring 'come out' hole, and then around the board clockwise. On reaching its own 'in-spot' a peg may take the branch into its safe 'home' track.
No peg may ever move into any start or home area other than its own. In the basic game, except in special circumstances described below, you may only move your own pegs. You may never land on or pass over a hole occupied by one of your own pegs, but you may pass over or land on other player's pegs.
Passing over a peg of a different color has no effect on it, but landing exactly in the hole occupied by a peg of a different color has the following results:. In order to move your peg out of your start area, you must play a jack, queen, king, ace to move it to its 'come out' hole or a joker to move it to the hole occupied by a peg of a different color anywhere on the main track.
When playing a 2, 3, 4, 5, 6, 9 or 10 , you move one of your own pegs that is not in your start area forward that number of holes along the track. When playing an ace , you may either move one of your pegs from your start area to your 'come out' hole, or move one of your pegs forward one hole. When playing a jack , queen or king you may either move one of your pegs from your start area to your 'come out' hole, or move one of your pegs forward 10 holes.
When playing a 7 , you may either move one of your pegs forward 7 holes, or split the 7 between two of your pegs, moving them 1 and 6, 2 and 5 or 3 and 4 holes forwards. Of course the split move can only be made if you have at least two pegs in play. When you play a joker , you move any one of your pegs for example one in the start area into a hole on the main track that is occupied by another player's peg, belonging either to a partner or to an opponent.
This has the effect of sending that peg to its in-spot or start area respectively, as described above. A joker cannot be used to move to an empty hole, so if there are no pegs of any colour on the main track a joker cannot be played. You must always use the full value of the card played. For example when playing a 6 you must move a peg forward 6 holes, no less. If you play a 6 when you have a peg on your in-spot and all your other pegs in the start area, you must move your peg on along the main track, since there is not room in the home track for a move of 6.
For a team to win the game, all its pegs must be in their respective home areas. Pegs move along the home tracks in the usual way. Since they cannot land on or pass over each other, the first peg to arrive must eventually be moved all the way to the end of the home track to leave room for the others, the second to the next space behind it and so on.
In other words, pegs cannot turn into their home track while moving backwards. Also, pegs that are already in their home areas are not allowed to move backwards. However, it is legal to use a backward move on the main track as a means to get from start to home. For example: you could use a picture to move from the start area to 'come-out'; use an 8 to move back 8 spaces to the corner NOT into the home track ; use a 4, 5, 6 or 7 to move forward into your home track.
When, and only when, all five of your pegs are in the home safe position, occupying the five holes of your home track, you use your turn to move the pegs of your left-hand partner, if that player still has playable pegs. If left partner's pegs are also all home, you move the pegs of the next partner around the table who still has playable pegs. This more interesting version of Pegs and Jokers developed in Arizona, from where it has spread to Texas and perhaps other places.
It uses four full decks of cards including 8 Jokers. The rules differ from the basic game as follows:. Here is a brief summary of the Arizona Rules in the form of a Word document.
New players may find it useful to refer to this during their first few games. Brad Clark has provided a Spanish translation of the summary sheet. Naturally a 9, like a 7, can only be split if your team has at least two pegs in play. You may never land on or pass over a hole occupied by one of your own pegs, but you may pass over or land on other player's pegs.
Passing over a peg of a different color has no effect on it, but landing exactly in the hole occupied by a peg of a different color has the following results:. In order to move your peg out of your start area, you must play a jack, queen, king, ace to move it to its "come out" hole or a joker to move it to the hole occupied by a peg of a different color anywhere on the main track.
When playing a 2, 3, 4, 5, 6, 9 or 10 , you move one of your own pegs that is not in your start area forward that number of holes along the track. When playing an ace , you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward one hole.
When playing a jack , queen or king you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward 10 holes. When playing a 7 , you may either move one of your pegs forward 7 holes, or split the 7 between two of your pegs, moving them 1 and 6, 2 and 5 or 3 and 4 holes forwards. Of course the split move can only be made if you have at least two pegs in play.
When you play a joker , you move any one of your pegs for example one in the start area into a hole on the main track that is occupied by another player's peg, belonging either to a partner or to an opponent. This has the effect of sending that peg to its in-spot or start area respectively, as described above. A joker cannot be used to move to an empty hole, so if there are no pegs of any colour on the main track a joker cannot be played.
You must always use the full value of the card played. For example when playing a 6 you must move a peg forward 6 holes, no less. If you play a 6 when you have a peg on your in-spot and all your other pegs in the start area, you must move your peg on along the main track, since there is not room in the home track for a move of 6. For a team to win the game, all its pegs must be in their respective home areas. Pegs move along the home tracks in the usual way. Since they cannot land on or pass over each other, the first peg to arrive must eventually be moved all the way to the end of the home track to leave room for the others, the second to the next space behind it and so on.
In other words, pegs cannot turn into their home track while moving backwards. Also, pegs that are already in their home areas are not allowed to move backwards. However, it is legal to use a backward move on the main track as a means to get from start to home.
For example: you could use a picture to move from the start area to "come-out"; use an 8 to move back 8 spaces to the corner NOT into the home track ; use a 4, 5, 6 or 7 to move forward into your home track. When, and only when, all five of your pegs are in the home safe position, occupying the five holes of your home track, you use your turn to move the pegs of your left-hand partner, if that player still has playable pegs.
If left partner's pegs are also all home, you move the pegs of the next partner around the table who still has playable pegs. This more interesting version of Pegs and Jokers developed in Arizona, from where it has spread to Texas and perhaps other places.
It uses four full decks of cards including 8 Jokers. The rules differ from the basic game as follows:. New players may find it useful to refer to this during their first few games. Brad Clark has provided a Spanish translation of the summary sheet. Naturally a 9, like a 7, can only be split if your team has at least two pegs in play. If your team only has one peg left that is not in its final home position, then 7 and 9 can only be used to move forward that number of holes.
All their pegs must be in the starting area, marked by a colored circle usually. The first dealer is chosen randomly and passes to the left for each new deal. The dealer then deals each player a hand of 5 cards.
The remaining deck is placed centrally as a draw pile. When using an ace to move along the track, it can be used to move one of your out pegs one space.
Cards valued 2, 3, 4, 5, 6, 9, and 10 are all used to move a piece along the track and move a number of spaces that correspond with their numeric value. Jokers can be used to any of your pegs even ones in the starting area into any spot occupied by another player either an opponent or a teammate. The game starts with the player to the left of the dealer and continues clockwise. They will play one card from hand to the discard pile, and move their piece along the track.
If a player has a card that can move their peg along the track legally, except for a joker it must be played.
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