The Play The object of the play is to get all of your pegs from Home position into your Castle. You have a choice at the beginning of the game to decide if you will be playing as individuals, partners or teams. Six players may form two teams of three players or three sets of partners. Eight players may be two teams of four players or four sets of partners. Each player places his five Pegs in the Home positions. Players are dealt five cards. The extra cards are placed in the middle of the play area to form a draw pile. Play proceeds clockwise, with the first turn to the left of the dealer. At each turn a player must draw and discard one card. The fIrst player draws his card; if he has an ace or a face card in his hand he may start a peg. If not he must discard a card, face up in front of him and wait until his next turn to draw one to start. Once a player has a peg started; his turn consists of his movement of the Pegs, according to the count of the cards available to him, from his hand and through his draw. If you have play available to you in your hand, you may not withhold the play, even if it is not to your advantage. You may not jump your own man in travel. If in play, you find your peg landing in a space occupied by another player's Peg (bump Position), you have the ability to replace the Peg. If it is your partner's or team members Peg, you must send him to the entrance of his Castle (beware if he already has a peg at the entrance, that will bump the Peg to Home.) If it's your opponent's Peg, you send him back to his home. To play a joker, you may move anyone of your Pegs, including a Peg that is in your Home position, into a "bump position". You choose the Peg to bump, anywhere on the outer circle; the same rules apply as above. (No, you may not bump yourself.) When all of your pegs are in your Castle, you play for your team member or partner to the left. And, if playing teams and you get all of the Pegs of your first team member to the left in the Castle, you both move on to assist any remaining team members to the left until all of you are in the Castle. Discards are shuffled and placed at the bottom of the "draw pile", as that pile is depleted. MATERIALS NEEDED 1) A JOKER board with pegs of different colors for each player. 2) One deck of playing'card with jokers for every two people playing. Card Values Ace: One space or brings Peg to starting area. Face Card: Ten spaces or brings Peg to starting area. Eight: Reverse eight spaces only (particularly nice immediately after starting next forward movement puts you right in Castle) Seven: Advances seven spaces and may be split between 2 Pegs. You may use all seven with one peg as one turn. If you divide the seven, it may be with only two Pegs. If you are moving into Castle with part of this number on your last Peg, you may use the rest on a partner or teammate's Peg, however you must use all of the seven to use it at all, unless it is the last move of the game and then you may use any portions the seven you need. Nine: Moves 9 spaces forward. 9 can also be split between 2 of your own pieces, one forward and the other backward enough spaces to equal 9. ( example one forward and eight back, 2 forward and 7 back, etc..) 2,3,4,5,6,10: Advance face value of the cards.for questions Sharhand@juno.comJoker: Move Peg into "bump position' see above.
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