Sunday, August 17, 2008

The Anatomy of the Cards

So I have discussed the horses in detail (although there's additional stuff for each horse including special traits, etc.) but it's time to bring all of these various parts together and discuss the game cards -- these drive the game...so they're fairly important.

While dice are used for ratings checks, a card is played every turn by each player, after which a new card is drawn and added to the player's hand to bring the total back to full. (Depending on the horse)

At the start of each race players receive a number of cards based on the horse(s) they are controlling.

Each card has five parts: An All Move number, a Base Move number, a text event, a gate number, and a stretch kick number.

It looks like this:

All Move # Base Move #


Event Text


Gate # Stretch Kick #

All Move # - The number of moves every horse moves each turn. If a horse fails his rating check, it moves one less. This part of the card is ONLY used by the player who starts the turn and it affects all horses for the duration of that turn.

Base Move # - The number of moves a player may use as a Move Action for that turn. Ranges from 0 to 4. These moves are deducted from a horse’s base move for that section of a race. May not be used in conjunction with event or stretch kicks.

Event: A wide assortment of things that happen during a typical (and non-typical) horse race.

Gate #: This is the Post Position Number of the horse(s) that may use their Break move on the first turn of the game. The gate bonus MAY be used in conjunction with a horse's base move action.

Stretch Kick #: This is the Post Position Number of the horse(s) that may use stretch kick moves – may only be used in the designated stretch area on the track and events may not be used in conjunction (unless horse is a Dominant Closer, which is one of the many horse special traits in the game)

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