OBJECT OF KILPATRICK PEGS AND JOKERS: The objective of Kilpatrick Pegs and Jokers is to be the first team to have all their pegs home.
NUMBER OF PLAYERS: 4,6, or 8 players
MATERIALS: Four Standard decks of 52 cards, 8 Jokers, a Pegs and Jokers board for their number of players, and a flat surface.
TYPE OF GAME: Racing Card/Board Game
OVERVIEW OF KILPATRICK PEGS AND JOKERS
Kilpatrick Pegs and Jokers is a racing card/board game for 4, 6, or 8 players. The goal of the game is to get all your team’s pegs home before your opponents.
This game is played in partnerships. So, there will be two teams of 2, 3, or 4 depending on the number of players. Each teammate sits between two opponents. Each player of the team can also move any of the team’s pegs on their turn.
For each number of players, a slightly different board is used, or if you have a board that allows all player numbers there will be a specified part of the board for you to use. In a 4-player game, you use a 4-sided board. In a 6-player game, a 6-sided board is used, and for an 8-player game, an 8-sided board is used.
For an 8-player game, 4 decks and 8 jokers are used. For all other games, 3 decks, and 6 jokers are used.
Each player will pick their color and set up their colored side of the board so that all their pegs are in the starting area, marked by a colored circle usually.
The first dealer is chosen randomly and passes to the left for each new deal. The deck is shuffled and the player to the dealer’s right may cut the deck.
The dealer then deals each player a hand of 3 cards. The remaining deck is placed centrally as a draw pile.
The cards in this game are used to move your pieces and all move your piece differently.
To move your pegs from the starting area you need either an Ace or a face card.
When using an ace to move along the track it can be used to move one of your out pegs one space.
A King, Queen, and Jack when used to move a peg along the track, it moves the piece 10 spaces.
Cards valued 2, 3, 4, 5, 6, and 10 are all used to move a piece along the track and move a number of spaces that correspond with their numeric value.
7s can be used to either move one piece forward 7 spaces or move 2 pieces up to a cumulative 7 spaces.
8s move a piece backward 8 spots along the track.
9s can be used to move forward 9 or split between 2 pegs for a cumulative move of 9, like the 7s.
Jokers can be used to your pegs into any spot occupied by another player (either an opponent or a teammate). Jokers can only move pegs from the starting area at first. If all teammates’ starting areas are empty jokers can be used to move any teammate’s peg from the track into another occupied space.
The game starts with the player to the left of the dealer and continues clockwise. On a player’s turn, they will play one card from hand to the discard pile. They may then move any of their team’s pieces along the track. Finally, they may then draw back up to 5 cards in hand.
If a player has a card that can move one of their team’s pegs along the track legally, (except for a joker) it must be played. If you do not have a card to play to move, you may discard one card into the discard pile and draw another from the draw pile. This ends your turn.
To move a peg out of any of your team’s starting areas you’ll need to play an ace, King, Queen, Jack, or Joker. All these, except the joker, will move one peg from one of your team’s start area to the peg hole just outside of it called the “come out” space.
You cannot pass over or land on a peg of the same color. You can pass over and land on any other colored pegs. Passing over does nothing but if you land on another player’s peg you move it. If it’s an opponent’s peg it is sent back to their starting area. If it’s any peg that belongs to your team, it is sent to their “in-spot” (discussed later). However, if this spot is already occupied with a peg of that player’s color, then it cannot be move and the move altogether cannot be performed.
You never have to play a joker. If you do however you follow the same rules above for landing in another player’s spot.
Once a player has moved a peg around the board you will approach the “in-spot” and the same-colored home area. The “in-spot” is a hole right in front of the colored home area just of the track. You cannot move past your “in-spot”. If you play a card you must move into your home area. If the card would cause you to move too many spaces you cannot use it on that peg.
To move into your home area you must have a card that will move you past your ”in-spot” a number of spaces to move you onto the track, remember though if you don’t move it all the way into the back of the home area other pegs cannot move past it.
Once all your team’s pegs are in their home tracks the game ends.
END OF GAME
The game ends when a team gets all their pegs into their home areas. This team is the winner.
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