Introduction
Marbles and Jokers is a North American race game for four, six or eight players,
using playing-cards to move marbles around a board. It is also sometimes known
as Jokers and Marbles. Some board designs use marbles instead of marbles as the
playing pieces in which case it may be called Marbles and Jokers or Jokers and
Marbles.
Marbles and Jokers is a partnership game played with standard playing-cards on
boards that are generally home-made. It allows extra scope for strategy by giving
players a choice of cards to play. Each player has five marbles, and the winners are
the first team to move all their marbles from their START area to their HOME areas.
Players and Equipment
The players are divided into two teams - two against two, three against three or four
against four. They sit alternately - each player seated between two opponents.
Standard decks of cards are used, with two jokers in each deck. Three decks (162
cards including 6 jokers) may be enough for up to six players: eight players should
use four decks (216 cards including 8 jokers).
Four players use a four-sided board; six players use a six-sided board; eight players
use an eight-sided board - one side for each player, each associated with a different
color. Each player has five marbles in the color that corresponds to the side of the
board nearest to them. Each side of the board has a straight section of track 18 units
long: there is a corner hole at each end, shared between two adjacent sides, and 17
holes between them. The 8th hole after the corner is the "come out" position for the
marbles on that side, and next to it is the colored "start" area with five holes where
the marbles of that color are stored at the start of the game. The 3rd hole after the
corner is the "in-spot" for that color, and branching off at the "in-spot" is a colored
private track of 5 holes, which is the "home" or "safe" area or "castle", where the
marbles end their journey. The diagram below shows one side of the board.
Basic Game
Deal and play of cards
Seven 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:
1. Play one card of your choice from your hand face up onto your discard pile.
2. Move according to the power of the played card.
3. Draw enough cards from the top of the face-down deck, so that you hold
seven cards.
If you have any card (except a joker) that allows you to move a marble, 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 marble 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.
Movement of marbles - general rules
All the marbles begin in their own start areas. From there they move to the
neighboring "come out" hole, and then around the board clockwise. On reaching its
own "in-spot" a marble may take the branch into its safe "home" track. No marble
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 marbles.
You may never land on or pass over a hole occupied by one of your own marbles,
but you may pass over or land on other player's marbles. Passing over a marble of a
different color has no effect on it, but landing exactly in the hole occupied by a
marble of a different color has the following results:
When a marble lands on an opponent's marble, the opponent's marble is
immediately moved back to its start area.
When a marble lands on a partner's marble, the partner's marble is
immediately moved to its "in-spot", provided the partner does not already
have a marble there. It is illegal to land on your partner's marble if that
partner already has a marble on his or her own in-spot.
Movement of marbles - effects of individual cards
In order to move your marble out of your start area, you must play a double, jack,
queen, king, ace (to move it to its "come out" hole) or a joker (to move it to the hole
occupied by a marble 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 marbles 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 marbles from your start area
to your "come out" hole, or move one of your marbles forward one hole.
When playing a jack (11), queen (12) or king (13) you may either move one of
your marbles from your start area to your "come out" hole, or move one of your
marbles forward 10 holes.
When playing an 8, you must move one of your marbles backwards 8 holes.
When playing a 7, you may either move one of your marbles forward 7 holes,
or split the 7 between two of your marbles, 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
marbles in play.
When you play a joker, you move any one of your marbles (for example one in the
start area) into a hole on the main track that is occupied by another player's marble,
belonging either to a partner or to an opponent. This has the effect of sending that
marble 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 marbles of any color on the main
track a joker cannot be played.
You must always use the full value of the card played.
Endgame
For a team to win the game, all its marbles must be in their respective home areas.
Marbles move along the home tracks in the usual way. Since they cannot land on or
pass over each other, the first marble 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.
"Backing in" to the home track is not allowed. In other words, marbles cannot turn
into their home track while moving backwards. Also, marbles 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 marbles are in the home (safe) position,
occupying the five holes of your home track, you use your turn to move the marbles
of any of your partners.
The first team that manages to get all its marbles into their respective home areas
wins the game.