OBJECT OF NORTH CAROLINA PEGS AND JOKERS: The objective of North Carolina Pegs and Jokers is to be the first team to have all their pegs home.

NUMBER OF PLAYERS: 4,6, or 8 players

MATERIALS: 3 to 4 Standard decks of 52 cards, 2 jokers for each deck, a North Carolina Pegs and Jokers board for their number of players, and a flat surface.

TYPE OF GAME: Racing Card/Board Game



North Carolina 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.


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 sued, 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 5 cards and the remaining deck is placed centrally as a draw pile.

Card Meanings

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 pegs on the track one space backward or 11 spaces forwards.

A King, Queen, and Jack when used to move a peg along the track, it moves the piece 10 spaces.

Cards valued 3, 4, 5, and 6, are all used to move a piece along the track and move a number of spaces that correspond with their numeric value.

2s can be used to move forward 2 spaces or exchange the spaces of any 2 different colored pegs on the track. They cannot be in starting or home areas.

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 the same as 7s. Either moving your piece forward 9 spaces or splitting the 9 spaces between two pegs of your color.

10s must be split between two pegs, but the pegs can belong to any player, teammate, or opponent. You can also choose to move a piece backward or forwards. If you hit an opponent’s peg even with a peg of their own teams they are sent back to the starting area, and if you hit one of your team’s peg, even with an opponent’s peg you send the piece to their “in-spot”.

Jokers can be used to any of your pegs (even ones in the starting area) into any spot occupied by another player (either an opponent or a teammate).


The game starts with the player to the left of the dealer and continues clockwise. On a player’s turn, they will draw up to 6 cards in hand, play one card from hand to the discard pile, and move their piece along the track.

If a player has a card that can move their peg 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. this is also called counting. If this happens to you 3 consecutive turns in a row you must move one of your staring pegs to the “come out” spot.

To move out of your start area you’ll need to play an ace, King, Queen, Jack, or Joker. all these, except the joker, will move one peg from your start area to the peg hole just outside of it called the “come out” space.

You cannot pass over or land on your own peg, but you can pass over and land on another player’s 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, but if it’s a teammate’s peg it is sent to their “in-spot” (discussed later). 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.

Moving Pegs Home

Once a player has moved their peg around the board you will approach your “in-spot” and your home area. The “in-spot” is a hole right in front of the colored home area just of the track. If you are forced to move past your “in-spot” you must go around the entire board again or use a card to back up behind it.

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 you move all your pegs into the home area you are done. On your future turns, you may help move the pegs of the teammates closes to your left that still has pegs to move home.


The game ends when a team gets all their pegs into their home areas. This team is the winner.

Amber Crook
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