How to Play Rolling Jokers
Rolling Jokers is a racing game for two to eight players, using playing cards to move marbles around a board. The goal is to be the first to move all your marbles from START to HOME while dodging opponents (and not getting stuck behind your own marbles!).
Setup & Equipment
You can play individually or in teams. For team play, divide evenly and seat players alternating around the table (each player sits between two opponents).
From two to eight players, the game uses one board section per player (each a different color). Connect a minimum of 3 and up to 8 boards to form a loop. Each player has five marbles matching their board color.
- The 8th hole after the corner is the “out spot” for that color.
- Next to it is the colored START area with five holes (your marbles begin here).
- The 3rd hole after the corner is the “in spot” for that color.
- Branching off the in spot is a colored private track of five holes—your HOME.

Use the included specialty deck: two Jokers plus one special Joker. For up to eight players, use three decks (165 cards including Jokers). If you mix all decks and play with fewer players, it won’t hurt the experience.
Basic Gameplay
Five cards are dealt to each player. Stack the remaining cards face down to form a draw pile. From the top of this pile, place four cards face up next to it. Players do not share or reveal cards (even in teams). Played cards form a shared face‑up discard pile.

Turn Sequence
- Draw one card from either the face‑down draw pile or from the four face‑up cards.
- Play one card from your hand face up to the discard pile.
- Move your marble(s) according to that card’s power.
- If you drew from the face‑up row, replace it with the top card of the draw pile.
If none of your cards allow a legal move, you may discard one card and end your turn.
Refresh rule: if three of the four face‑up cards show the same number, discard all four and replace them with four fresh cards from the draw pile.
Movement: General Rules
- All marbles start in your START area. To enter the track (your OUT spot), you must play a 1, Jack, Queen, King, or a Joker (see cards below).
- Marbles travel clockwise around the main loop. At your color’s IN spot, you can turn into your safe HOME track.
- You cannot move into any other player’s START or HOME.
- You cannot pass over or land on your own marbles.
- You may pass over or land on other players’ marbles:
- Landing on an opponent sends their marble back to START.
- Landing on a teammate sends their marble to its IN spot—only if that in spot is empty.
Card Powers & Actions
The top-left of each card shows its power (how many holes you can move). The top-right shows allowed actions (forward, backward, split, etc.). Cards that can move a marble out of START display a home icon in the top-right corner.


Card: 1
Play a 1 to either move a marble from START to your OUT spot or move one marble forward 1.

Cards: 2, 3, 4, 5, 6, 10
Move one marble (not in START) forward the number of holes shown on the card.

Card: 7 (Split Forward)
Split exactly 7 forward between two marbles: 1+6, 2+5, or 3+4. If you don’t have at least two marbles in play (outside START), you can’t use this card to move.

Card: 8 (Backward)
Move one marble backward 8.

Card: 9 (Split Forward & Backward)
Split exactly 9 between two marbles: one must move forward and the other backward. As with 7, you need at least two marbles in play.

Cards: Jack (11), Queen (12), King (13)
Play a Jack, Queen, or King to either move a marble from START to your OUT spot or move one marble forward 10.

Card: Joker (Jump to Occupied Space)
Move any one of your marbles (even from START) into a hole on the main track that’s occupied by another player’s marble. Landing on an opponent sends them to START. Landing on a partner sends them to their IN spot (if it’s empty). A Joker cannot be used on an empty hole.

Special Joker (Out‑of‑Turn Defense)
The special Joker is the only card you can play out of turn as a defensive stop. Use it to prevent any player’s action (e.g., a winning move or sending your marble to START). When you play it:
- The opponent’s action is canceled and their marble returns to the space it started that action from.
- Their card is discarded; your special Joker is also discarded.
- You then immediately draw one card from either the draw pile or the face‑up row.
Endgame & Winning
- To win, a player or team must get all five marbles into their HOME track.
- Marbles in HOME move normally and cannot pass one another. Fill from the far end first.
- No “backing in”: you can’t turn into HOME while moving backward.
- Marbles already in HOME cannot move backward.
- Once all five of your marbles are in HOME, you may use your turns to move your partner’s marbles.
- The first team with all of its marbles in HOME wins.
Downloads
Ready to play? Buy Rolling Jokers here.