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R2D2 is in Trouble Rules
Oh boy, do I have some big news for you! R2D2, my trusty astromech droid, has found himself in quite the pickle. And let me tell you, it’s no walk in the park. So what do we do when we’re faced with a challenge like this? Well, let’s break it down step by step and figure out how to help our little droid friend out.
First things first, we need to understand the rules of the game. And trust me, there are a lot of them. But don’t worry, I’ll walk you through it. You see, R2D2 has been captured by the evil empire, and it’s up to us to rescue him. But it’s not going to be easy. The empire has set up a series of puzzles and obstacles that we have to navigate through in order to reach R2D2.
Now, let me tell you, these puzzles are no joke. They range from tricky riddles to complex mazes, and everything in between. But hey, we’re not ones to back down from a challenge, right? So we’ve got to put our thinking caps on and come up with clever solutions to each puzzle. It’s kind of like a brain workout, if you will.
But here’s the catch. We’re not just working against the puzzle itself. Oh no, that would be too easy. There’s a timer counting down, and we only have a limited amount of time to solve each puzzle. Talk about pressure! We’ve got to think fast and act even faster if we want to save R2D2.
But don’t worry, we’re not completely on our own. Along the way, we’ll find hints and power-ups that can help us out. These little boosts can give us an edge when we’re stuck or speed us up when we’re running out of time. So keep an eye out for these handy tools, they might just be the key to success.
Now, I know what you’re thinking. “But how do I even get started? Where do I find these puzzles?” Well, my friend, you’re in luck. R2D2 is a resourceful little droid, and he’s left clues all around the galaxy. All you have to do is follow the trail and you’ll find your way to the first puzzle. From there, it’s up to you to keep pushing forward and solving each challenge that comes your way.
So there you have it, the rules of the game. It’s not going to be easy, but I have faith in you. I know that together we can save R2D2 and defeat the evil empire. So what do you say, are you up for the challenge? Let’s go and show the galaxy what we’re made of! May the force be with you!


- A plastic game unit featuring a POP-O-MATIC die roller and R2-D2 character
- A gameboard
- 16 plastic playing pawns
- A label sheet
The Goal of the Game
Your objective is to be the first player to move all four of your colored pawns around the gameboard and into your FINISH area.
Throughout the game, you’ll strive to send your opponents’ pawns back to HOME.
Play the classic Trouble Game and race against your opponents to get all four of your colored pawns around the gameboard – and back to the finish first!
Take things up a notch with the special Star Wars themed rules and see if you can help your favorite Star Wars characters race around the chamber.
Getting Started
- To start the game, slide the TRY ME
OFF
ON
switch on the game unit to the ON
position. - Choose a color and place your four pawns in the matching color HOME. If there are only two players, you can each play with two sets of pawns if you want.
- To determine who goes first, each player presses the POP-O-MATIC and rolls the die. The player who gets the highest number starts the game. After that, play continues to the left of the starting player.

Let’s Play the Game
Want to play a special Star Wars version of this game? Just follow these simple steps:
- First, read the basic rules to learn how to play the game.
- Next, go to page 4 and add in the special Star Wars themed rules. These rules will make the game even more exciting!
But if you prefer to stick to the classic game rules, that’s okay too. Just remember that R2-D2 is only a spectator in this version.
During your turn, you’ll have two actions to take: popping and moving. Here’s how it works:
- Pop: Start by popping the dice. This will determine how many spaces you can move.
- Move: After popping, you can move your playing piece. The number you rolled on the dice will determine the number of spaces you can move. But remember, if you rolled a 6, you get to pop and move again!
So, are you ready to embark on this exciting adventure? Let’s play!

- First, you need to roll a 6 on the die to bring one of your pawns out of HOME and onto START on the playing track. You only get one chance to roll a 6 on your first turn. If you don’t roll a 6, you won’t be able to move any pawns and will have to wait until your next turn to try again.
- Once you roll a 6 and get a pawn onto START, you can roll again (remember, you get a free turn for rolling a 6) and move the pawn on START the number of spaces shown on the die.
- Always move your pawns in a clockwise direction around the playing track. Count every space, whether it’s empty or occupied by another pawn (refer to Figure 3).
- Continue rolling and moving all of your pawns according to the rules. When you roll a 6, you can choose to either bring a new pawn out to START or move a pawn that’s already on the playing track. Then, roll again for your next move.

If you roll any other number, you can move one of your pawns already on the game board.

Hey there! Let me break it down for you. So, imagine you’re playing a game, right? And let’s say you’re just starting out and your pawn is in your START spot. Now, if you roll a 6 on the dice, you can’t bring a new pawn into the game. Nope, you gotta use that 6 to move one of the pawns that’s already on the track. Oh, and here’s another thing – you can’t land on your own pawns. Got it?
Now, let’s talk about the FINISH area. Once your pawn has made one complete trip around the game board, it enters its own special FINISH area. But here’s the deal – your pawn can’t go around the board a second time. So, once it’s in the FINISH area, it’s done for the game.
When you’re playing this game, it’s important to know that a pawn can only enter the FINISH area if you pop the exact number needed. The pawns in the FINISH area are safe from other players because no one can move into someone else’s FINISH area.
You can only move pawns within the FINISH area in the direction of the arrows and by rolling the exact number on the die.
The End of the Game
The goal of the game is to be the first player to move all 4 pawns of your color once around the game board and into the FINISH area. After the first player wins, you can keep playing to see who comes in second or third.
Special Rules for Classic Trouble with a Star Wars Twist
This version of the game follows the same rules as the original Trouble game, but with a few special rules.
If you pop the popper and R2-D2 stands up straight, it’s like rolling a 6! This means you have two options:
- You can move a new pawn out to the START space.
Hey there! Let’s talk about a fun game called Pop-O-Matic Trouble. It’s a really cool game that involves dice and pawns. The goal is to be the first player to get all of their pawns around the board and back to the finish line. Exciting, right?
Here’s how the game works:
- Start by moving one pawn already on the board six spaces, and then move that pawn or another pawn the number you rolled on the die.
- Now, it’s time to pop the Pop-O-Matic! Give it a good press and watch the die pop up. Take a look at the number it landed on.
Pro tip: If you’re super lucky and roll a 6 while getting R2-D2 to stand up at the same time, you only get to go again once!
The image below shows an example of rolling a 4 and R2-D2 standing up. Now, you have three options to choose from:

Let me share with you some strategies to help you play the game effectively. First, use R2-D2 standing to bring a pawn out of START, and then move that pawn or any other pawn in play 4 spaces.
Another option is to use R2-D2 standing to move a pawn 6 spaces, and then move a different pawn 4 spaces.
Alternatively, you can use R2-D2 standing to move a pawn 6 spaces, and then move the same pawn an additional 4 spaces, totaling 10 spaces.
Oh, and by the way, don’t forget that you also get to pop again! It’s all part of the fun.

Hey there! Check out Figure 6. See that? You rolled a 4, but R2-D2 didn’t stand up. Bummer, right? This means you just move 4 spaces, and sorry, no more popping for you.