The most memorable mounts of the past hundred years are brought together on one racetrack to determine who's the greatest racehorse of all time.

When these equines of the ages line up at the post, every racing fan will cheer on their favorites, pushing the jockeys and their mounts to achieve greater glory than they have ever known before. And what glory will fall to racing fans? Knowledge that they backed a winner - not to mention a rich payout.


Components

Although the rules can change depending on the house rules, mixed games like HORSE typically follow a standard set of conventions.Play HORSE Online Now! All players must agree on the games to be played in the rotation before play commences. Nov 1, 2018 - HORSE RACING RULES Using a regular deck of cards, remove all aces and kings leaving 44 cards (two through queen). Set up horses in numerical order. Across the Board is a St. Louis family owned and operated workshop specializing in high quality, handcrafted, unique wooden board games. Our board games are made with premium materials and assembled with the utmost care and precision. Our top priorities are attention to detail and providing unmatched customer service.

  • 1 Game board
  • 28 Horse cards
  • 7 Horses
  • 21 Royal Turf Cards
  • 6 Color tiles
  • 24 Betting chips
  • 1 Pace chip
  • 50 Money
  • 1 Special Die

Object of the Game

Three races take place during a complete game of Winner's Circle. In each race, players place bets on the seven competing horses, spur on favorites with their support, and distract the jockeys of the other mounts. Once the three races are over, the player whose bets have paid off the most wins the game.

with a horse's head on three sides and a jockey's cap, a saddle, and a horseshoe on the other sides.


Setup


1 Place the game board in the middle of the table with the seven horses, the die, the pace chip, and money next to it.

2 Shuffle the 28 horse cards and place them face down beside the board.

3 Each player chooses a color, places the corresponding color card in front of himself or herself as identification, and takes three betting chips (1, 1, 2) in that color.

Place unused color cards and betting chips back in the box.

Note: Players use the 0 chips only in the variation that is explained at the end of these rules.


Game Play

Each of the three races has the following stages.

1. The Race Preparation

Players find out who's running as the horses line up at the gate.

Place the pace chip on space 18 on the track. Determine which seven horses are running as follows:

Draw the top horse card from the stack and place it on the first gate of the board; place the horse that matches the color of the gate on the first space behind the gray start/finish line, space 36.

Draw a second horse card, then place the card in gate #2 and the appropriate color horse on space 35.

Continue drawing and placing horse cards until all the gates are filled and seven horses are lined up on spaces 30 to 36 on the track.

Note: To ensure a wider variety of horses in a race (sprinters vs. plodders) you might consider the Royal Turf variant presented at the end of these rules.


2. The Bets

After examining the horses' strengths, players place bets on three of the horses.

For the first race, randomly determine who places the first bet. This player places one betting chip faceup on one of the 7 betting areas, as shown in the picture.

This chip represents a 'show bet', which means the player thinks that this horse will be one of the top three finishers in this race. Moving clockwise around the table, each of the other players places a betting chip. Repeat this process for two more rounds of betting until each player has placed three bets.

Note: Each player may place only one bet per horse, which means he or she must bet on three different horses.

A player may place a betting chip on a horse that already has chips placed on it by other players.

For races two and three, the player with the most money places the first bet; if two or more players tied for the lead, randomly choose one of these players to go first.


3. Running The Race

The bell sounds, and the horses take off, spurred on by the roar of the crowd.

To begin the race, the player who placed the first betting chip rolls the die and moves any horse the number of spaces shown on its card next to that symbol. (Remember that the card's gate and the horse are the same color).

Flip the card over to indicate that the horse has moved (see example 1) ; this horse may not move again until all other horses have moved. Moving clockwise around the table, players roll the die, choose one of the faceup horse cards, and move the appropriate horse.

When all horses have moved once, turn all the horse cards faceup; the next player to roll the die can now choose to move any of the horses.

Example 1:

On your turn, you must choose one of the faceup cards and attempt to move a horse - you cannot pass. However, only one horse may be on a space. If a horse's move would end on an occupied space, place the horse on the first free space behind its original stopping point (see example 2).

In extreme cases, particularly at the start of the race, a horse may not be able to move at all because all of the spaces in front of it are occupied; you may still choose this horse and flip the card face down to indicate that the horse has had a turn (even though it didn't move).


Example 2: Horse 'A' is going to move 6 spaces. A moving horse is not allowed to end its move in a space currently occupied by another horse. For this reason Horse 'A' may not end its movement in either space 17 or 16. Instead it must end its move in space 15 after moving just 4 spaces.


The first horse to reach or pass space 18 is now the pace horse and pays out an additional 100 per bet. To indicate this, place the pace chip in this horse's betting area.

Place the first (Win) horse to cross the gray finish line on the spot next to the payout table; remove this horse's card from play. The second (Place) and third (Show) horses to finish are treated similarly, being placed on the and spots and having their cards removed from play.

Once the third horse crosses the finish line, the race ends; place the horse currently in last place on the spot to the right of the payout table. Now it's time to hand out the winnings!


4. Paying Out

Players who bet on the right horses reap the rewards, while others tear up their tickets in disgust.

The payout table is located in the center of the board. To determine how much each winning bet is worth, first total the number of bets on the three winning horses: each chip counts as one bet and each chip counts as two.

Then look at the appropriate row (Win, Place or Show) on the payout table and move along that row until you hit the column that matches the number of bets on that horse. The amount in this box shows what each bet on this horse is worth. Each player with a chip on this horse receives the amount listed, while each player with a chip receives double this amount.

If the pace horse was one of the three winning horses, then each player with a chip on the pace horse receives an additional 100 for a 1 chip or 200 for a chip.

Each player with a chip on the last-place horse (the horse on the spot ) now pays the bank 100 for a chip or 200 for a chip. A player that does not have enough money pays all that he or she can.

Note: In the third race, all payouts to players and the bank are doubled!

Return all betting chips to the players, discard the seven used horse cards. If this was the first or second race, head back to 'The Race Preparation' and get ready for the start of the next race.


End of the Game

At the end of the third race's payout, the player with the most money wins.


Example 3:


  • Win: Player A has a Chip (=2 Bets) on the winning horse. Since no other player has a chip on this horse the payoff can be found in the second column.

    -> Player A's payoff will be 700. (2 x 350)

  • place: player b has a chip and players a and c have their chips on the horse finishing second. This horse's payoff can be found in the fourth column.

    -> Player B will receive 300 and Players A and C will each receive 150.

  • Show: Player Chas a chip on the horse finishing third. This horse's payoff can be found in the first column.

    -> Player C's payoff will be 250.

  • Pace Horse: The second place horse received the pace chip. Players betting on this horse receive a bonus payout.

    -> Player B will receive an additional 200 and Players A and C will each receive an additional 100.

  • Player C has a chip and player d has a chip on the last place horse. players betting on this horse are penalized.

    -> Player C must pay 200 and player D 100.


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OBJECTIVE: The object of the game is to occupy every territory on the board and in doing so, eliminate the other players. The game of world domination!

NUMBER OF PLAYERS: 2-6 players

MATERIALS: 1 Tri-fold Game Board, 5 Dice: 2 white and 3 red, Deck of 56 RISK cards, 6 Sets of armies, each a different color.

TYPE OF GAME: Strategy Board Game

AUDIENCE: Older kids and adults

THE HISTORY

Risk is the board game of world domination. It is played on a stylized, Napoleonic era map of the world. There are different colored tokens representing the military forces of opposing generals.

The game was first conceived by French director Albert Lamorisse, ‘La Conqute du Monde’ (‘The Conquest of the World’). It was first released in France in 1957 by Parker Brothers. Two years later it was released in America as ‘Risk! The Continental Game.’ The game featured a brightly-colored board and simple, colored wooden shapes, which represented different armies. It was an instant hit! Attracting a diverse pool of players. The game then spawned a number of variants and while it built up its popularity over several decades.

In 2008, Hasbro released an updated version of the classic Risk board game. The newer version included more abstract, stylized playing pieces shaped as different sized arrows, which indicate the movement of forces. The game also included for the first time cities, capitals, and major and minor objectives and rewards. These additions added a new element of complexity to the game whilst still maintaining accessibility to new players.

THE EQUIPMENT

Horse Racing Board Game Rules

Game Board: The Risk game board is simply a map of 6 continents divided into 42 territories total. Each continent is a depicted with a different color and each contain 4 to 12 territories within its borders. The numbers along the bottom or southern edge of the board indicate the number of armies you will receive for a set of cards you trade in.

Armies: There are six complete sets of armies, each containing 3 types:

Infantry = 1 army
Cavalry = 5 armies (infantries)
Artillery = 10 Infantries or 2 Cavalries

The game starts with infantry pieces, however later in the game you may trade these pieces for Cavalry or Artillery (or Calvary for Artillery) according to their respective values above.

Cards: There are 42 Cards, each marked with a territory and a picture of Infantry, Cavalry, or Artillery. There are two “wild” cards marked with all three pictures, but no territory; and 12 Secret Mission cards which are used only in Secret Mission Risk. Remove Secret Mission cards if not playing that variation.

THE SET-UP

Risk requires planning before the game can begins. Initial placement of armies determines battles later in the game.

To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly.

3 players = 35 armies each

4 players = 30 armies each

5 players = 25 armies each

6 players = 20 armies each

* 2 players distribute armies differently. Classically, players got 50 armies each. However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies. These are defensive armies for both players only and never used for offense. When one player attacks the neutral country, the other rolls the dice for that country.

  • The initial number of armies should be stacked in front of the players.
  • Roll one dice to determine first player. Whomever rolls the highest number begins by taking one infantry piece and placing it on a country, thereby claiming their territory. Play proceeds to the left.
  • Now everyone takes turn placing one army on unoccupied territories. Continue until all territories have been claimed.
  • Once all the territoires have been claimed, each player places one additional army onto any of the territories they occupy. Continue this until everyone runs out of armies. There is no limit on the amount of armies you can play in any single territory.
  • Shuffle Risk cards, place it face down next to the board. This is the draw pile.
  • The player who placed the first army also takes the first turn.

THE PLAY

Turns consist of trying to capture enemy territory and defeating your opponent’s armies. Successfully winning battles depends on careful planning and bold moves. To win you must attack when the time is right while fortifying your defenses.

Three Step Turn

  1. Getting and positioning new armies
  2. Attacking, if you so choose, by rolling the dice
  3. Fortification of your position

Getting and Positioning New Armies

At the start of each turn, calculate how many new armies to add to your territories by considering:

  1. How many territories you occupy,
  2. The value of your controlled continents,
  3. The value of the matched sets of Risk cards traded in,
  4. The territory pictured on the race in card

Territories: At the start of each turn, including your first, count the number of territories you occupy and divide by three (ignoring any remainder). The answer is the total number of armies you are to receive. You will always have at least 3 armies even if you currently occupy less than 9 territories. Ex: if you occupy 14 territories, you get 4 armies.

Continents: At the start of each turn, you will also receive armies for each continent you control. In order to control a continent you must occupy all the territories within it. There is a chart in the lower left hand corner of the game board which defines the number of armies you receive per continent.

Risk Cards

Earning: At the end of a turn which resulted in gaining at least one new territory, you will earn at least one Risk card. The goal of Risk cards is to collect a set of 3 cards: 3 cards of same design (3 infantry, 3 calvary, 3 artillery), one of each of the 3 designs, or any 2 plus a wild card.

Full sets may be turned in at the beginning of your turn or you may wait. But, if you have 5 or 6 cards, you must trade in one set and the second one if it is full.

Trading in Cards for Armies: Matched sets may be traded in for more armies based on the total number of matches traded in. Keep matches face up under the board for quick reference.

First Set – 4 armies

Second Set – 6 armies

Third Set – 8 armies

Fourth Set – 10 armies

Fifth Set – 12 armies

Sixth Set – 15 armies

Following the sixth set, each additional match traded in is worth an extra 5 armies. For example, the eighth set traded in gives you 25 armies.

If any of the territories you occupy are depicted on one of the three cards you will receive an extra 2 armies. Both armies must be placed in the respective territory.

Attacking

After positioning your armies you can choose to attack. The objective of attacking is to capture a territory by defeating all its occupying armies. Battles are fought by rolling the dice. If you do not wish to attack, pass the dice to the player on your left. You may, however, still fortify your position.

You may end an attack or attacks at any time. If you have succeeded in capturing at least one territory, draw a Risk card from the draw pile. No matter how many territories successfully captured, you can only draw one card per turn.

Rules of Attacks:

  • You may only attack territories that touch your own or are connected to it by a dashed line.
  • You must have at least two armies in the territory you are attacking from.
  • You can continue to attack a territory until all its armies have been eliminated, or you can shift your attack to other adjacent territories, attacking as many territories as often as you would like.

How to Attack:

Horse racing board game rules

Begin by announcing where you plan to attack and what territory you are attacking from. Roll the dice against you opponent.

  • Before you roll, both you and your opponent must announce the number of dice you plan to roll, and both you and your opponent must roll at the same time.
  • Attacker, rolls 1, 2, or 3 red dice. The attacker must have at least one more army than the amount of dice they roll.
  • Defender, rolls 1 or 2 white dice. In order to roll 2 dice, the defender must have two or more armies in their territory.

Deciding a Battle:

Compare the highest die rolled. If the attacker’s is higher, the defender loses one army. Conversely, if the defender’s is higher, the attacker loses one amy from the territory attacked from. If both rolled more than one die, compare the next highest pair and apply the same rules. In the event of a tie, the defender always wins. Also, the attacker can never lose more than two armies per roll.

Capturing Territories:

After defeating the last enemy army, you come into ownership of that territory and must immediately occupy it. Occupy the new territory by adding at least as many armies as the number of dice rolled in the last battle. You must leave at least one army in the territory you attacked from. During game play, every territory must have at least on army.

Eliminating the Opponent:

If you eliminate an opponent during your turn by defeating the last of their armies, you win any Risk cards they have collected.

  • You must trade in your cards if you have more than six, but no fewer than two.
  • If drawing a Risk card, from conquering a territory, after wining an opponents cards puts you greater than 6, you must trade in cards on your next turn.

Fortifying Your Position

Every turn can end with fortification. This is considered by some player to be a ‘free move.’ To fortify, move as many armies as you choose from one of your territories to one your adjacent territories. When you move armies, you must leave at least one behind.

Horse Sense Board Game Rules

Winning the Game

Horse Board Game Rules

To win the game, you must eliminate all other player and occupy all 42 territories.