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The Really Nasty Horse Racing Game
The Really Nasty Horse Racing Game
Text in bold clarifies or amends the game as Players must now choose which of their horses will
outlined by the rules included with the 21 st enter which race, by secretly entering the numbers
Anniversary Edition. 1 to 6 on their betting slip under the Stable Entry.
Remove 4.7 centimetres and the result fits in the box unfolded.
MOVING HORSES DOUBLING UP
You move lengths until you cannot move another Horses double up by finishing what would otherwise
length or the number of lengths moved is the be their last move in an Early Pace, Quicken Up or
number rolled. Finish Well section, and being one of the grades
listed on the board as doubling up in that section.
You move a length by moving to an adjacent empty
space. You may not move backwards. You may not The Early Pace section applies to the first straight,
reverse your last move. You may always move to a not to the finishing straight.
higher numbered lane (move out). You may only
You only double up once per turn.
move to a lower numbered lane (move in) if you
rolled a six and only once per turn - even when When you double up, you continue to move lengths
doubling up. You may not take back a legal move. until you cannot move another length or the
number of lengths moved is double the number
Diagram time!
rolled. Normal movement rules apply. If you rolled
a six and have not yet moved in, you may move in
once during this movement. Otherwise you may not.
PRIZE MONEY
Except where stated, a player’s horse need not Horses that are still falling now fall. They are out
still be in the race for them to play a card. of the race and are removed from the race track.
(a) Whip Round This completes the play of the Faller card.
When played, the player nominates a horse whose Another Faller card for the same fence may now
player has not yet rolled in the current race. This be played.
completes the play of the card.
(d) Riderless Horse It cannot be played on a horse that is on a fence
(including in the water at Briars brook).
This card can only be played during the play of a
Faller card or Slipped Up On The Flat. Card ‘Riderless Horse’ may now be played.
The riderless horse replaces on the race track If the horse is still slipping up, it falls. It is out of
one of the horses that is falling / the horse that the race and is removed from the race track.
is slipping up. This horse is no longer falling /
(j) Objection and Steward's Enquiry
slipping up.
These can be played when no more horses can
For the remainder of the race, the player whose
enter the Winner’s enclosure.
horse was replaced on his turn moves the riderless
horse. This horse moves according to the normal A player playing an Objection Card must deposit
movement rules except it need not move as many £10,000. They then nominate which horse in the
lengths as indicated by the die roll and does not winning enclosure they are objecting to, and roll.
double up. A roll of 1 sees the objection sustained. The
The riderless horse is not placed if it crosses the nominated horse is disqualified, and removed from
finish line. the winning enclosure. Any horses below it in the
winning enclosure move up a position. The deposit is
(e) Remount
returned to the player of the card. Any other roll
This card can only be played during the play of a sees the objection denied. The result stands, the
Faller card. deposit is lost.
A horse that is falling as a result of Faller card is A Steward's Enquiry card requires no deposit and is
chosen by the player of the remount card. This successful if a one or a six is rolled.
horse is no longer falling.
More than one Objection and/or Steward's Enquiry
A remounted horse can fall if another Faller card is cards may be played per race.
played, in this or any future turn.
(h) Photo Finish
(g) Horse Under Pressure
This card can only be used after the first horse has
These can only be used on the final straight. They crossed the finish line. The card is played to the
are produced before the player, to whom it is used very next horse whose turn it is to move. Should
against, rolls the dice. That horse must then veer this horse cross the finish line on it turn the judge
sideways in the direction indicated on the card. makes a mistake and declares the second horse the
The horse must move the maximum number of winner. The horse that crossed the finishing line
spaces sideways that are available in accordance first moves to second place. If the horse does not
with the dice roll. It can then progress forward. cross the finish line, the card is still considered
used.
(h) Slipped Up On The Flat
This card can only be played by a player whose
horse is still in the race.