
© 2018 Hasbro, Pawtucket, RI 02861-1059 USA.
All Rights Reserved. TM & ® denote U.S. Trademarks.
Consumer contact:
USA and Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI
02861-1059 USA. TEL. 800-255-5516.
New Zealand consumer service: nzconsumercare@hasbro.com
HOW T IN
Be the first player to get all 4 of your
pegs into your FINISH zone!
Press the POP-O-MATIC dice roller and move
clockwise around the board according to the
number and symbol shown:
WHAT DI YOU P?
• 1–5: Move any one of your pegs already on the
playing track this many spaces forward (unless you
hit a Road Block, explained below). If you land on a
space that has another player’s peg, you can knock
that peg back to its HOME. But you cannot knock
your own peg out. If your only possible move would
land you on one of your own pegs, you forfeit your
turn.
You can also move a peg out from your HOME area,
unless another player’s peg is on your START space.
Note: If you already have a peg on START, you can’t bring a
new peg out. You’ve blocked yourself!
ROL A 6:
• Move any peg, including one from your HOME
area, 6 spaces.
• If you choose to move a peg from HOME and
another player’s peg is on your START space, you
can bump that peg back to its HOME.
•Once you’ve moved, pop again!
Note: You may only get one extra move on any
given turn!
SHORT CUS
Move around the board fast with the
Short Cut spaces! There are 4 Short Cuts
on the board. Here’s how they work:
• If your peg lands by exact count on a Short Cut
space, it can move directly to the next Short Cut.
• If you land on a Short Cut space that already
has a peg, you can bump that peg back to its
HOME area and then move directly to the next
Short Cut.
• If a QT moment lands you on a Short Cut
space, you cannot move to the next Short Cut.
• If you land on the Short Cut space closest
to your FINISH zone, you can move to that FINISH
zone immediately.
FINSH ZONE
• Your peg must go around the
playing track once to enter your
FINISH zone.
• You don’t have to enter the FINISH
zone by exact count. Move your peg
onto the first open FINISH space
closest to the POP-O-MATIC.
ON YUR TN THE DIC SYMBOLS MOVING AROUND THE BOARD
The Road Blok blocks your move but lets
other players each place a peg on their START
space. However, if another player’s peg is
already on their START space, the first player
cannot move their peg out to START.
When you hit a Road Block, you’re trapped, but
everyone else can try to escape!
The Pasge P repels the Road Block.
When you roll a Passage Peg, place it in its
special spot in your HOME area and then move
any of your pegs the number of spaces shown
on the other die.
For as long as you have the Pasge P,
you won’t lose a turn when you roll a Road
Block, but the other players can still move a
peg to START if possible. You must give up the
Passage Peg if another player rolls it on their
turn.
The Passage Peg protects you from the
Road Block!
Quality Tme (QT) allows you to switch
places with the player of your choice. You can
also decide to pass on the QT and simply move
the number of spaces shown on the other die.
Quality Time allows you to swap places with
another player!
®
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