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Turf Horse Racing
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Seven horses line up at the start of the race and a form card is drawn for each horse
After studying the form cards, players place their bets and they're off.
Each player in turn rolls the special die, matches the symbol thrown to the form cards, and then chooses one horse to move forward the distance indicated.
As you would expect the favourite is most likely to win, but a winning outsider will pay much better odds, and it is the most successful punter ant he end of the meeting who wins the game.
Four races will give a good meeting and take 60-75 minutes of play.
Average Rating: 2 in 1 review
Players race seven horses on which they have placed bets. On each turn, a die is rolled, and the current player chooses which horse to move. Each of the seven horses must be moved before any one is moved again. The die shows not numbers but various symbols, and each horse moves a different amount for each symbol. These movements amounts are shown on cards selected from a shuffled deck before the race. During the selection, players place bets.
The game isn't bad, but there's not much to it. All horses would have the same average speed if they were moved accordingly to random rolls of the die. But players naturally choose to use each roll as advantageously as they can, so horses with one large and several small movement numbers tend to win over horses with average movement numbers. There's not much excitement. Also, the ink on the betting spaces and cards does not match the dye colors in the plastic horses, so there is much confusion about which horse matches which card.
The theme could have been better incorporated into the game. For example, the symbols on the die (horse head, boot, horseshoe, jockey helmet) could have been made into weather symbols or some other relationship with why the horses are moving faster or slower. And the selection of cards at the beginning could have been played up as moving the horses into the gate.