Object of the Game

To be the first player or team to move all his or their marbles from the starting "holding pen" into the home base row.


The Fast Track board game can be played with 2, 3, 4, 5 or 6 players. Also, 2 or 3 player games can play with each player playing more than one color with the same hand.  The more colors that are played the more exciting the game action.

Each player should choose a color and place 4 marbles matching that color in the starting "holding pen".

Each player will need their own deck of cards. Have each player shuffle their deck. Determine who goes first by having everyone cut their deck and show the middle card. Highest card goes first (Joker high, then ace, then King, etc). Have each player draw 5 cards.

The Fast Track Board

click on image to enlarge

Board Terminology:
  • Starting Holding Pen - this is the starting position of all 4 of your marbles.
  • Holding Pen Exit - to put a marble in play, you must play an ace, joker or 6. When doing so, move one of your holding pen marbles to the holding pen exit space.
  • Fast Track and Fast Track Exit - this is the center 6 spaces closest to the bull's eye. When you end a card on one of the fast track spaces you may move the marble around the fast track on future card plays, exiting the fast track on the fast track exit for your color.
  • Bull's Eye - this is the center space. When you end a card one past a fast track space you have the option of entering the bull's eye. Once you enter the bull's eye, your marble must stay there until you play a face card, in which case you then move to the fast track exit space for your color.
  • Home Base Row - this is the ending location for all your marbles. You may only enter the home base row with the exact number to enter any empty spots. You can not "over shoot" an empty spot in the home base row.


  1. Forward movement is clockwise around the board.  Backward movement is counter clockwise.
  2. If you land on a spot occupied by an opponent your opponent's marble is sent back to his starting "holding pen".
  3. All marbles in their own home base row are safe from being sent back to the starting "holding pen". These marbles are also safe from having to be moved backwards (see turn overview).
  4. You must never hop over your own marble, whether you are moving forwards or backwards (using a 4).  However, a marble can pass another marble of the same color if it is taking an alternate course, such as the fast track, as long as it does not hop over a marble of the same color.
  5. The fast track and bull's eye positions can only be entered if you end your card count in that position.
  6. Marbles in the fast track must be moved out of the fast track before any other marbles of the same color can be moved. This also applies to when playing partners or teams. All member's of the team must first play any team marbles, regardless of color, that are in the fast track. In the rare situation where two marbles of the same color are in the fast track (due to a Jack swapping marbles), the marble closest to the fast track exit must move first.
The following diagram illustrates how to enter the home base row. The home base row may only be entered using a forward movement card. It also shows that Fast Track, in contrast to "Pegs and Jokers" does not allow for a second circuit around the board. If you can not enter the home base row with the exact amount from a card, you must back up (see turn overview rule 2).
click on image to enlarge

Playing Partners

Playing teams or partners can make the game more fast paced and enjoyable, since each player can play cards to help move either their own or their partner's marbles. Playing partners can also mean less time waiting for an "exit hold pen" card. The following rules apply to parnters.
  1. All marbles of a given team's colors must reach their respective home base rows in order to win.
  2. If you land on a partner's marble you send it back to its starting holding pen.
  3. You ARE allowed to hope over your partner's marble.

Note: use the "Print page" link below for a printer friendly version of this page.

Turn Overview

Each player turn involves the following steps. Each player should start out with 5 cards in their hands.
  1. You must lay down a card. As soon as a card is turned up, you can not take it back into your hand and play another card.
  2. You must move one of your marbles the value of the card. If no marbles can be moved forward you must move one marble the value of the card backwards. If no marbles are in play (all are either home or in the starting holding pen) then you can ignore the card.
  3. If the last card played was a "play again" card (ace, joker, 6, or face card) you are required to play another card (repeat steps 1 and 2). Otherwise, as soon as you play and move a non "play again" card, you must end your turn and move on to step 4. You are free to play as many "play again" cards as you wish. If you use up all 5 of your cards (due to "play again" cards) you must draw 5 new cards from your deck and repeat steps 1 and 2 for as long as you wish to play "play again" cards.
  4. Your turn is now over. Draw enough cards from your deck so that you have a total of 5 cards in your hand for the next turn. This gives you time to plan your next move.
Further Clarifications:
  • When waiting for a "exit hold pen" card, you may wish to use play again cards to remove multiple cards from your hand during the same turn. This will improve your chances of getting an "exit hold pen" card in step 4.
  • Rule number 6 requires marbles in the fast track to be moved first before all other marbles. In the rare situation where you can not play a card without landing on or hoping over your own marble then the fast track marble must be sent back to the starting holding pen.


A pdf version of the following chart is available for printing.  (the heart suit is used only as an example)



 Exit Hold Pen  Exit Bull's Eye
Special Moves 









a jack can
swap any 2 marbles


can split
between marbles

4 spaces

on the card


Play Again Cards:

These cards (ace, joker, 6 or face card) allow you to play another card.  See turn overview for more details.

Exit Hold Pen Cards:

These cards (ace, joker or 6) are required to move a marble out of the starting "hold pen". You do not move the marble more spaces after exiting the holding pen. For example, a 6 used to exit the holding pen does not allow you to move 5 more spaces on the board.

Exit Bull's Eye Card:

A face card is required to move out of the bull's eye into the space within the fast track nearest your home base row.

Special Moves:

  • Jack - When you play a Jack you may (but are not required to) swap any two marbles on the board, instead of moving one space. Marbles in any holding pen or base row are immune from being swapped.
  • 7 - When you play a 7 you may (but are not required to) split the value of the 7 between any two marbles, as long as the total number of spaces moved is 7. For example, you can move 1 marble 7 spaces or you may move 1 marble 2 spaces and a 2nd marble 5 spaces, etc. You may not split the value of the 7 between more than 2 marbles.
  • 4 - When you play a 4 you must move a marble 4 spaces backwards if there are any marbles in play.  It is permissible to move a marble backwards past the holding pen exit, thus providing a short cut to your home base row. You can not enter the home base row with a 4. A forward movement card is required to enter the home base row.