Title:
HORSE RACING BOARD GAME APPARATUS
United States Patent 3690666

Abstract:
A horse racing game including a game board inscribed with a simulated racetrack, and a plurality of cards inscribed with various groups of numbers which indicate horse performance, a particular horse's rating, key numbers, and index numbers. A race action board has various tables and charts which are used, in combination with the horse performance cards, to determine the amount each marker representing a horse is to be moved along the simulated racetrack. A random number selector means is used to determine the key numbers and various finder numbers which are used with a plurality of finder tables which are, in turn, used to determine the track condition, race time, odds for each horse, etc. A race charting sheet is used to record all pertinent data during the preparation for and running of each race.

Application Number:
05/092338
Publication Date:
09/12/1972
Filing Date:
11/24/1970
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Primary Class:
International Classes:
A63F3/00; A63F3/00
Field of Search:
273/134CH
US Patent References:
3260526Simulated golf gameJuly 1966Seitz
3462151CHANCE CONTROLLED RACING GAME APPARATUSAugust 1969Parisi
3463496RACING GAME APPARATUS INCLUDING COLOR MATCHED DICE AND TOKENSAugust 1969Weinstein et al.
Primary Examiner:
Delbert, Lowe B.
Attorney, Agent or Firm:
Jones, And Lockwood
Claims:
1. A horse racing game comprising, in combination: a. a game board having inscribed thereon a simulated racetrack divided into a plurality of lanes corresponding to a number of post positions, said plurality of lanes being divided by a plurality of perpendicular lines into furlong distances; b. a plurality of movable markers representing horses which can be moved on said game board in a determined manner to represent the position of the horses during the running of the race; c. random number selector means; d. a plurality of horse performance cards, each of said cards having inscribed thereon rating figures, key numbers and performance index numbers for a particular horse, said rating figures being correlated to the horse's ability under varying track conditions, said key numbers corresponding to numbers which can be determined by said selector means, and said performance index numbers being correlated with said key numbers; e. a sheet having a race action chart inscribed thereon, said race action chart including a plurality of furlong columns corresponding to the number of furlongs depicted on the simulated racetrack, said furlong columns having indicia representing various move count indicia, said race action chart further including a plurality of finder columns which include said performance index numbers, said performance index numbers being correlated with said move count indicia in said furlong columns; and f. a sheet having a finder index table inscribed thereon, said finder index table having two correlated columns, one of said columns having indicia corresponding to said horse rating figures on said horse performance cards and the other column having indicia corresponding to one of said plurality of finder columns on said race action chart.

2. The horse racing game of claim 1, further including a track condition table inscribed on one of said sheets, said track condition table having two correlated columns, one of said columns having indicia which can be determined by said selector means and the other column having indicia which indicate varying track conditions.

3. The horse racing game of claim 1, further including a jockey list and rating table inscribed on a sheet having two correlated columns, one column having indicia representing various jockeys' names, and the other column having indicia representing the horse handling abilities of each jockey.

4. The horse racing game of claim 1, wherein each of said furlong distances inscribed on said game board is further divided into a plurality of spaces representing a fraction of a furlong.

5. The horse racing game of claim 4, further including: a. timing indicia inscribed in each of said furlong columns on said race action chart representing the time required to run each furlong distance; b. a timer table having a plurality of horizontal lines corresponding in number to the number of said furlong columns on said race action chart, said horizontal lines being divided into a plurality of vertical time columns corresponding in number to the number of spaces representing a fraction of a furlong in each furlong distance, the indicia in said time columns representing the time required for a horse to run a fraction of said furlongs represented by one of said plurality of spaces.

6. The horse racing game of claim 1, further including a race charting sheet having a plurality of vertical columns including a horse name and rating column, a jockey name and rating column, a finder number column and furlong record and turn columns, all of said columns being divided into a plurality of horizontal lines which correspond in number to the number of post positions on said simulated racetrack.

7. The horse racing game of claim 1, further including an odds chart inscribed on a sheet for determining the odds of each horse placing in a particular race and an amount each horse would return upon a first, second and third place finish, said odds chart including a plurality of odds columns having indicia representing odds, and amounts for a first, second and third place finish, each of said odds columns originating with a number corresponding to the difference between a particular horse rating number and an average horse rating number for the total number of horses in a race, said odds chart further including a random number column having indicia which correspond to numbers which can be determined by said selector means.

8. The horse racing game of claim 2, further including a jockey list and rating table inscribed on a sheet, having two correlated columns, one column having indicia representing various jockeys' names and the other column having indicia representing the horse handling abilities of each jockey.

9. The horse racing game of claim 8, further including a race charting sheet having a plurality of vertical columns including a horse name and rating column, a jockey name and rating column, a finder number column and furlong record and turn columns, all of said columns being divided into a plurality of horizontal lines which correspond in number to the number of post positions on said simulated racetrack.

10. The horse racing game of claim 9, wherein each of said furlong distances inscribed on said game board is further divided into a plurality of spaces representing a fraction of a furlong.

11. The horse racing game of claim 10, further including: a. timing indicia inscribed in each of said furlong columns on said race action chart representing the time required to run each furlong distance; b. a timer table having a plurality of horizontal lines corresponding in number to the number of said furlong columns on said race action chart, said horizontal lines being divided into a plurality of vertical time columns corresponding in number to the number of spaces representing a fraction of a furlong in each furlong distance, the indicia in said time columns representing the time required for a horse to run a fraction of said furlongs represented by one of said plurality of spaces.

12. The horse racing game of claim 11, further including an odds chart inscribed on a sheet for determining the odds of each horse placing in a particular race and an amount each horse would return upon a first, second and third place finish, said odds chart including a plurality of odds columns having indicia representing odds, and amounts for a first, second and third place finish, each of said odds columns originating with a number corresponding to the difference between a particular horse rating number and an average horse rating number for the total number of horses in a race, said odds chart further including a random number column having indicia which correspond to numbers which can be determined by said selector means.

Description:
This invention relates to a simulated horse racing game, and more particularly to the various components of the horse racing game which are used in combination, and which cooperate to produce a realistic performance from the various horses in each particular race.

In the past, the toy industry has produced many horse racing games which use various types of game boards, cards that set up race conditions, horse markers which are moved along the game board and a random number selection means such as a plurality of dice which furnish the move number for the horse markers. Usually, in this type of game, during each game player's turn, the random number selector means are used to determine a move number which indicates the distance on the game board, which has a gridded simulated racetrack inscribed thereon, a marker is to be moved. On occasion, there are special squares marked off on the gridded board, and if the markers come to rest on these special squares at the termination of the move, the player may be required to adjust his position in either a favorable or unfavorable manner in accordance with instructions printed on the game cards or on the game board itself. These presently known horse racing games are basically a game of chance, since they usually are based solely on the random number furnished by the selector means. They produce no realistic simulation of a horse race, and the game players are not able to make strategic moves which will enhance their position and make them a winner.

Applicant has developed various other simulated sports games such as a Football game -- U.S. Pat. No. 3,043,594, issued July 10, 1962; a Golf game -- U.S. Pat. No. 3,260,526, issued July 12, 1966; and a Basketball game -- U.S. Pat. No. 3,545,763, issued Dec. 8, 1970. All of these games were devised to produce a simulated game with a realistic representation which takes into account a team's past performance and/or players' past performances and abilities. These games are carried out by using workable charts and tables with various tabulated results to represent the individual player's and team's performances. The performance results determined by the charts are translated into maneuvers which are executed by a marker on a game board. The present invention utilizes this basic concept in a simulated horse racing game.

It is, therefore, an object of this invention to provide a horse racing game which adds realism to a simulated game and permits strategic moves by the game players to enhance their chances of winning.

Another object of this invention is to provide a horse racing game having a plurality of components which are used, in combination, and which cooperate with one another to produce varying track and handicap conditions and performances by each horse in the race so that each game player may determine his strategy prior to and during the running of the race.

Another object of this invention is to provide a horse racing game which takes into account past performances of the horse under various conditions and the handling abilities of the jockeys to produce a realistic horse racing game and also provides timing and odds charts to make the game realistic in every respect.

These and other objects are accomplished by the present invention through the use of a game board having inscribed thereon a simulated oval racetrack with 10 lanes or post positions. The track is divided or gridded into spaces which represent one-eighth of a furlong and has indicia around the edge of the track marking various furlong distances so that different distance races can be selected. The race distance and number of races which are to be used while playing the game is left to the discretion of the game players, and should be determined at the outset of the game. Each game player is provided with a plurality of horse performance cards having indicia indicating the horse's rating under various track and race conditions, columns of key numbers which are correlated with index numbers to indicate the horse's speed and stamina over various race distances. The game players may then select which horse they wish to run in a particular race. A jockey list is provided which indicates a horse handling ability rating for each jockey to permit the game players to select which jockey they wish to use on each of their particular mounts.

A race charting sheet is used to record data such as horse name and rating, jockey name and rating, post position, track condition, race distance, winning odds for each horse, and other data in preparation of running the race. The sheet also provides spaces to record the individual horse's performance during the race and the time required for each horse to finish the race. The data recorded in the race charting sheet is determined by the ratings and figures inscribed on the horse performance card and various tables inscribed on a race action board such as a race action chart which is used to indicate the number of spaces or move counts to be taken by a horse marker during the running of the race, or a mishap or violation table indicating penalties which will be assessed for various infractions and mishaps that may occur during the race. The race action chart further includes timing tables having instructions for timing the race, a timer table, and a fractional separating distance table which are used in conjunction with one another to determine the exact finishing time of each horse in the race. A track condition table and a column index table are provided to determine the track conditions and a finder column number which is used in conjunction with the index numbers on the horse performance cards to determine the entry points on the race action chart so that the move counts can be determined.

An odds chart with instructions is provided to determine the odds for each horse to win, place or show against the other horses in a particular race. The odds of each horse winning the race is based upon the horse's rating and the average rating of the total number of horses in the race.

A random number selecting means such as a pair of dice is used to select numbers which are used in conjunction with the various game tables such as the track condition table and the odds chart. The number selector means is also used to determine which key number is to be used on the horse performance cards, and thus the index numbers which are used in the horse action chart can be found.

The foregoing and additional objects, features and advantages of the invention will be apparent to those skilled in the art from the following detailed description of a preferred embodiment taken with the accompanying drawings, in which:

FIG. 1 is a plan view of a game board with an oval-shaped racetrack inscribed thereon;

FIG. 2 is a perspective view of a horse marker which is moved around the track on the game board to indicate a particular horse's position during the running of a race;

FIG. 3 is a perspective view of a random number selection means which can be employed in the game;

FIGS. 4A, 4B and 4C show a series of horse performance cards having indicia representing horse rating and horse performance figures;

FIG. 5 is a portion of a jockey list showing the jockey name and rating;

FIG. 6 is a chart showing actual race results of various real life horse races which have previously been run;

FIG. 7 is a race charting sheet for recording the horse racing game results;

FIG. 8 is a race action chart having eighteen furlong columns having indicia indicating move counts which are associated with finder columns composed of a plurality of index numbers according to the present invention;

FIG. 9 is a finder number index table which is used in conjunction with the race action chart of FIG. 8 to determine the finder column to be used by each horse;

FIG. 10 is a track condition table;

FIG. 11 is a mishap or violation table;

FIGS. 12A, 12B and 12C illustrate various timing tables which are used to determine the time required for running the race;

FIG. 13 is an odds chart;

FIG. 14 is a table giving instructions on the use of the odds chart shown in FIG. 13; and

FIG. 15 is a race record sheet which is used to keep a record on each horse's performance.

DESCRIPTION OF A PREFERRED EMBODIMENT

Elements of Game

Referring more particularly to the drawings, in FIG. 1, the numeral 10 indicates a game board having a simulated horse racing track 12 inscribed thereon. The horse racing track 12 is oval shaped having two parallel side portions 14 and 16 and semi-circle end portions 18 and 20. On each of the side portions 14 and 16 are side extensions 22 and 24, respectively. The track has nine lane lines 25 which divide it into 10 equal lanes 26 corresponding to ten post positions. The numbering of the lanes begins with the No. 1 lane on the inside and progressively increases to the No. 10 lane on the outside. The lane spacing is uniform throughout the parallel side portions 14 and 16, the semi-circle end portions 18 and 20 and the side extension portions 22 and 24. Perpendicular to the lane lines are a plurality of furlong lines 28 which divide each of the lanes into a division or square 30 representing one-eighth of a furlong. Various furlong indicia 32 inscribed around the outside of the simulated track indicate the starting positions for various furlong distances. A x indicia 34 inscribed on the game board 10 and located on the inside and outside of the racetrack defines a distance of one furlong 36. One furlong has eight spaces 30 which indicate a distance of one-eighth of a furlong. Each of the side extension portions 22 and 24 add an extra furlong to each of the parallel side portions 14 and 16. A finish line 38 corresponding to one of the furlong lines 28 extends transversely across the lanes of the track at a preselected location on the racetrack. The finish line is so positioned that it can be used no matter which furlong distance is selected.

The lanes 26 are further divided into four groups-- Group A includes lanes 1, 2 and 3, Group B includes lanes 4 and 5, Group C includes lanes 6 and 7, and Group D includes lanes 8, 9 and 10--by extra wide lane lines 40 which coincide with the lane lines 25 around the track. Any other suitable means can be used to divide the track into the four lane groups, such as different colored lane lines. The significance of the lane line division will be described hereinafter.

At various preselected locations in the semi-circle portions 18 and 20 of the racetrack, move count indicia 42 are inscribed within the lanes 26 which indicate the number of move counts to required to move a horse marker 44 (see FIG. 2) one space in each lane as the marker is being moved through the semi-circle portions 18 and 20 of the racetrack during the running of the race. A plurality of movable furlong markers 46 are positioned at various locations about the track and are usually positioned over the X marks 34 so that game players can easily determine the particular furlong that each horse marker is in during the running of the race.

In FIG. 3, a random number selecting means is illustrated by a cup 50 and a pair of dice 52 and 54, respectively. During playing of the game, it is necessary to distinguish between the two dice cubes, therefore, in the preferred embodiment dice cube 54 is larger and of a different color than dice cube 52, thus permitting the cubes to be easily distinguished. Any other suitable random number selecting means may be provided; however, it has been found that a pair of dice is the easiest to use.

Turning now to the horse performance cards 60, 62 and 64 illustrated in FIGS. 4A, 4B and 4C, respectively. Each card has various indicia inscribed thereon. Line 1 at 66 of card 60 indicates the year from which the performance figures were tabulated. Line 2 at 68 indicates the name of the horse. Line 3 at 70 indicates the color, sex and age of the horse and lines 4, 5, 6, 7 and 8 at 72 indicate the background information of the horse, such as parentage, breeder, owner and trainer.

Below the background information, the horse rating data is located. The horse's rating for a dirt track is indicated at 74, while the horse's rating for a turf track is indicated at 76. Adjustment figures for track conditions are indicated at 78. These figures are used to determine each horse's adjusted rating under various track conditions, for example, horse performance card 60, representing the horse named Insubordination, indicates that the horse's rating on a fast dirt track would be 22, but the same horse's rating on a muddy track would be 18 or 22 - 4.

At the bottom of each horse performance card is a plurality of horse performance columns 80. Each of the horse performance columns 80 is subdivided into a key number column 84 and an index number column 86. Since no two horses perform in the same manner over different distance races, the three cards illustrated in FIG. 4 generally indicate the three different types of horses which are included in the plurality of horse performance cards based on their past performances over various distances. The three general classifications of horses are sprinters, distance horses and two-way horses which can run both sprints and distance races. The way to determine whether a horse is a sprinter, distance, or both is to merely check the index number columns 86, and if the index numbers are all high numbers as indicated in performance card 60, the horse is considered a sprinter, if the index numbers are low numbers as indicated on performance card 64, the horse is a distance runner, and if the index numbers are both high and low numbers, the horse is both a sprinter and a distance horse. Other markings can be placed on the cards if desired to indicate the types of horses, for example, an asterisk 88 by the rating number 74 and 76 on card 60 indicates that Insubordination is a sprinter horse.

In order to provide the game player with a jockey selection, a jockey list 90, which is illustrated in FIG. 5, is provided. The jockey list has the names 92 of a number of well-known jockeys listed in alphabetical order with their horse handling ability rating 94 located opposite their name. This horse handling ability rating is added to the adjusted horse ratings as determined above to furnish a final, or net, horse and jockey rating for use in various charts and tables which will be described hereinafter. The jockey list 90 also has five columns in order to keep an accumulated record for each jockey. In column 94', the accumulated number of mounts is recorded, and in columns 95, 96, 97 and 98 the accumulated finish record of each jockey is recorded indicating first, second, third and out-of-money finishes, respectively.

To make the horse racing game more realistic, a race result sheet 100 is provided which is merely a reproduction of the statistics and results of previously run real-life races. A portion of a racing result sheet is illustrated in FIG. 6, wherein the statistics and results of four races, the American Derby, Arlington-Washington Futurity, Arlington Classic, and Belmont Stakes are reprinted. Generally, each game consists of a number of races, and if desired the real-life race data from the race result sheets is used to set up at least one of the races on the racing program during each game. The pertinent information on the race result sheet is the distance of the race indicated at 102, the horse's and jockey's names indicated in columns 103 and 104, respectively, the post positions indicated in column 104, and the track condition indicated at 108. When preparing a racing program using one of the races from the race result sheet, the information indicated above is used to select the horse performance cards and jockeys to be used, the distance of the race, post positions and the track condition only, and the remaining information necessary to prepare for the running of the races will be determined in the normal manner which will be explained hereinafter.

A race charting sheet 110 illustrated in FIG. 7 is used to record all the data for the preparation and running of each race in the racing program. The chart has various columns along its left edge, as viewed in FIG. 7, to record certain information. In column 112, the name of the horse, final, or net, horse rating and odds information are recorded. Column 114 is provided to record the color of the horse marker which is used by each horse, while column 116 is provided to record the post position for each horse for the start of the race. In column 118, the jockey's name and horse handling ability rating is recorded. Column 120 is provided to record the finder number column; the manner of determining the numbers for this column will be explained hereinafter. In the heading at the top of the sheet, there are spaces for recording other information which is necessary for the running of the race, for example, indicated at 122 is the number of the race, at 124 the name of the race can be recorded, at 126 the condition of the track is recorded, and at 128 the distance of the race in furlongs is recorded. The methods of determining the track condition and furlong distance will be explained hereinafter.

Below the chart heading and to the right of column 120, there are 18 vertical columns 130 which are divided into 10 horizontal lines 131 corresponding to the 10 post positions. The horizontal lines 131 are further divided into lines 132 and 132'. The race charting sheet also has columns 134 and 136 to the right of columns 130 which are used to record the finishing position and time, respectively, for each horse in the race. The method of obtaining the information which is recorded in columns 130, 134 and 136 will be explained hereinafter.

A race action chart 140 which is used to determine move counts for the actual running of the race is illustrated in FIG. 8. At the left-hand side of the chart as viewed in FIG. 8, there are seven finder number columns which have a plurality of indicia 144 vertically arranged under each column. The indicia 144 range from 1 to 30 and represent the index numbers found in columns 86 on the horse performance cards. The remainder of the race action chart is divided into 18 furlong columns 146 which correspond to the maximum number of furlongs depicted on the racing track and on the charting sheet. Each column 146 has the furlong number 148, the time in seconds 150 for running that particular furlong and columns 2-18 have the cumulative time value in seconds at 152 inscribed in the heading. Below each of the column headings and opposite the index number inscribed at the left-hand edge of the chart are indicia representing move counts 154 which are indicated in whole numbers and tenths.

In FIG. 9 a finder number index table 156 is illustrated. This table has two columns, a horse net rating column 158 having indicia indicating various horse ratings, the determination of which will be explained hereinafter, and a finder number column 160 having various indicia ranging from Roman numeral I to VII which are positioned opposite the indicia in the horse net rating column 158. The Roman numerals in the finder number column 160 are the numerals which are recorded in the finder column 120 on the race charting sheet 110 shown in FIG. 7.

FIG. 10 illustrates a track condition chart 162 having a random number column 164 with indicia ranging from 2 to 12 indicating the possible numbers which may come up on a roll of a pair of dice. A track condition column 166 having indicia describing various track conditions, for example, muddy, slow, good, fast and sloppy, is opposite column 164 and the descriptive indicia is correlated with the indicia in column 164. This track condition table provides the data which is recorded in the track condition space 126 of the race charting sheet 110. Below the column 164 and column 166 are instructions explaining various changes in track conditions which will be explained hereinafter.

FIG. 11 illustrates the mishap and violation table which gives rulings and penalties that are applied when various mishaps or violations occur during the race. The method of determining whether a mishap or violation has occurred will be explained hereinafter during a detailed explanation of the procedure for running a race.

FIGS. 12A, 12B and 12C illustrate a table with instructions on timing the race, a timer table and a fractional separating distance table, respectively. The timing the race table will be explained hereinafter during the procedure for running the race. It is used with the cumulative time numbers 152 shown on the race action chart and the timer table to determine the running time for each horse in the race. The timer table represents the time required for a horse to move one space or one-eighth of a furlong in each of the 18 furlongs. At the left-hand side of the timer table is a column 168 having indicia indicating furlongs 1-18, and the time in seconds 170 required to run each furlong. These times correspond to the times shown on the race action chart at 150. To the right of column 168, there are eight columns 172 having indicia corresponding to time in seconds and tenths of seconds. Each column 172 has 18 sets of time indicia corresponding to the 18 furlongs in column 168. There are eight columns 172 because each furlong is divided into eight spaces; the eight columns 172 represent the time for a horse to run a distance of one-eighth of a furlong.

Continuing with the timing tables, the fractional separating distance table has two columns 176 and 178 which are equated to one another. Column 176 has nine lines with indicia ranging from 0.1 to 0.9 while column 178 has nine corresponding lines having descriptive terms to describe various finishing distances between horses, for example, line 0.1 represents a nose, line 0.5 represents a half a length, and line 0.9 represents 21/2 lengths.

FIGS. 13 and 14 illustrate an odds chart and instructions for use of the odds chart, respectively. The odds chart is divided into various columns and lines having indicia representing odds numbers, return amounts, etc. At the upper edge of the odds chart, there are 17 odds columns 180 which are divided into eleven random number lines 182. Each random number line 182 begins with a random number between 2 and 12, as can be seen in FIG. 13 at the left-hand side of the odds chart. At the upper edge of the odds chart is a group of indicia which range from a +8 to -8. The center column 184 or the ninth column counting from left to right on the odds chart is designated by the indicia 0. The eight columns to the left of the center column 184 increase in numerical order from +1 to +8 while the indicia to the right of the center column 184 decrease from -1 to -8. The odds chart column and lines 184 and 182, respectively, divide the chart into sections 186 which have four rows of indicia inscribed therein. The first row 188 indicates the odds, the second row indicates the return for a winning (first) horse, the third line 192 indicates the return on a placing (second) horse and the fourth line 194 indicates the return on a horse that shows (third). The method of using the chart of FIG. 13 and the instruction table shown in FIG. 14 will be described hereinafter.

FIG. 15 is a record sheet having various columns which are used to keep an accumulative record of the performance of each horse. The record sheet provides spaces to record the horse's name, age and sex, the races each horse has run, the jockey who rode the horse in each race, the distance of each race, the finishing position, the time for the horse for that particular race, and the condition of the track for each race. At the bottom of each record chart is a totaling line which can be used to total the statistics on each particular horse. This recording chart gives the player an idea of how a particular horse has performed in the different distance races when taking into consideration different jockeys and track conditions.

Preparations for Running the Race

Turning now to the preparation necessary for playing the game or running the race. The first step in preparing for a race is to determine whether there will be a single race or a full racing program. After it has been decided whether a single race or a full racing program will be used, it should also be determined whether a real life feature race, the results of which are depicted on the race result sheet 100 shown in FIG. 6 will be one of the races included in the program. Generally, if such a real life feature race is used, it is the final race of the program. The number of races in each program can vary, but the normal number of races for a full program is between seven and nine races. When a full program is run, the races are divided between short and long distances. Some typical short distances are 5 1/2 furlongs, 5 3/4 furlongs, 6 furlongs, and 7 furlongs, while 8 furlongs and up are considered long distance races.

After the number of races and the distance of each race have been determined, a race charting sheet 110 is prepared for each race. The race number indicated at 122, the name of the race indicated at 124, if applicable, and the distance in furlongs indicated at 128 are inscribed in the appropriate spaces on the charting sheet for each race.

The next item to be determined will be the track condition. There are generally two ways to determine the track condition. First, if a full days race program is to be run using a real-life race from the race result sheet 100 as the final race, the track conditions indicated at 108 (see FIG. 6) on the race result sheet 100 can be used for the entire program. For example, in the American Derby race, the track condition is fast, therefore, the term fast would be inserted in the space provided at 126 on the charting sheet. A second method of determining the track conditions is by using the random number selector means such as the pair of dice shown in FIG. 3, and the track condition chart illustrated in FIG. 10. One of the game players would roll the dice so that a number 2-12 would be obtained by adding the numbers of dots on the faces of the pair of dice in the usual manner. For example, suppose the dice roll number totaled was six, the track condition table would be used by proceeding down the column 164 to the number 6 which would correspond to a fast track condition in column 166. This track condition could be entered on the racing chart at 126 and would prevail for each race in the program or could be changed if desired. However, to make the game more realistic, the same track condition should be used for each race.

When running a race on a sloppy track, some adjustment has to be made to simulate that the track will be torn up after the lead horse has passed a point and another horse is following in the same lane. When this occurs, use the front running horse's muddy track rating to determine its finder number column which will be explained hereinafter. This rule applies as well to any horse running in a lane which is unoccupied anywhere ahead and with both side lanes also unoccupied. If another horse is in the same lane or the one on either side, no matter how far ahead, the rule does not apply, and you use the horse's sloppy track rating. Since the front running horse can change during the running of the race, the particular horse whose muddy track rating is to be used can also change as often as each successive dice roll. This general rule applies to dirt track only and should not be considered if the race is being run on a turf track.

The next step in preparing for the race would be to divide the horse performance cards equally among the players. Any suitable means for dividing the cards can be used such as a random selection where the players select from the total group of cards only the number required to run the number of races on the program. The cards could be equally divided among the players so that each player gets a selection of sprinters, distance horses and horses which can run both long and short distances.

After the horse performance cards are divided, each game player must select the particular horse which he wishes to run in each particular race. This is generally left up to his discretion; however, there are some general rules which should be followed to make each race interesting. For example, as explained above, there are generally three different types of horses, sprinters, distance horses and horses which run both sprints and distance races. The distance horses are the horses having the low index numbers, generally 1-10, shown in column 86 on their performance cards, and the higher index numbers, normally 15 and above, are found on the sprinter cards, while the horses which can run both long and short distances have a mixture of low and high index numbers on their performance cards. The rule of thumb should be, sprinters should run against sprinters, distance horses against distance horses; however, this is left to the discretion of the players. Other general rules which should be followed when picking a horse for a particular race are as follows: 1. Whenever possible, 2 year olds should run only against other 2 year olds, fillies against fillies, colts against colts, the 2 year olds should run only short distances. 2. Three year olds should run against other 3 year olds, but may run against older horses. Also, they are sometimes confined to the same sex, as are the races of all older horses. 3. Other races can be composed of 4 year olds and up. There is generally no restriction on the distance the 3 year olds and up can run.

After the horses have been selected, each player must then select a jockey for his mounts. There are several methods which can be used, for example, each player may select one jockey from the jockey list shown in FIG. 5 to ride all his mounts for that program, or he may select different jockeys for each horse. A certain jockey can be assigned to the owners of each stable (shown on the horse performance cards) or give the horse the same jockey who usually rode him in real-life races. Upon selecting the horses and jockeys, the next step in preparing for the race is to determine the post position for each horse. Any number of ways can be used, however, the most appropriate way is to shuffle the horse performance cards for each particular race, then draw one off the top and assign him to post position number 1 and so on. When all the horses in each particular race have been assigned a post position, the next step is to record the horse's name on the race charting sheet in column 112 and the jockey's name and rating in appropriate spaces in column 118 on the race charting sheet.

The race charting sheet 110 illustrated in FIG. 7 has the appropriate horse name and jockey name and rating filled in the appropriate columns according to post position spaces for a simulated race. The next step in preparing for the race is to determine the horse's rating indicated at 74 or 76 for dirt or turf tracks, respectively, and adjust it to the track condition, if the track condition is other than fast, by subtracting the number of digits indicated by the condition ratings at 78 from the fast track ratings indicated at 74 or 76 to obtain an adjusted horse rating for each horse under the given track condition. After the adjusted horse rating has been determined, the jockey handling rating which is taken from the jockey rating recorded on the race charting sheet at 192 is added to the adjusted horse rating to come up with a net horse rating which is inscribed in column 112 at 194. For example, turning to the simulated horse race illustrated in FIG. 7, the horse Insubordination has a rating of 22 on a dirt track which can be seen at 74 on horse performance card 60. Since the track condition is fast, no deduction is made for a bad track condition, therefore the adjusted horse rating is also 22. Since the jockey handling rating is 0 which is added to the adjusted horse rating, the horse net rating is 22 which is recorded at 194 on the charting sheet. If the jockey rating were other than 0 as indicated at 195 on the charting sheet 110 at post position 4, the net horse rating would be 22 + 1 or 23 which is indicated at 196 in column 112.

Upon determining the net horse rating for each of the horses, the next step is to determine the finder number column number indicated in column 120 of race charting sheet 110. This number is found by entering the column index table illustrated in FIG. 9 through column 158 and reading the indicia of the finder number column opposite the number corresponding to the net horse rating for each horse. This Roman numeral is recorded in column 120 next to the appropriate post position. For example, in the simulated race depicted on chart 110, the horse Hard Work has a net rating of 23, therefore, the finder number to be entered in the column 120 would be Roman numeral I.

At this point, the race charting sheet has sufficient data for running the race; however, the game board has to be prepared and each player must select a horse marker which he intends to use during the running of the race. The horse markers are of various colors so they may be distinguished. Each player selects a horse marker and records its color in the race charting sheet in column 114 opposite the post position his mount has been assigned for that particular race.

If the race which is to be run is an 8 furlong race, the game board will be set up in the following manner. Each horse marker will be positioned in its respective post position lane along the 8 furlong lane 200. An 8 furlong race would be almost a complete turn around the track beginning at the 8 furlong line 200 and being completed when the markers pass the finish line 38. No matter what the distance of the race, for example, 5, 8, 12, 15, 18 furlongs, each race should finish at the finish line 38 designated on the game board. The various furlong starting points for the full furlong races are marked around the track and can easily be determined. If the race is to be a full furlong and a fraction, for example, a 5 1/2 or 6 3/4 furlong race, the starting point for the 5 1/2 furlong race would be half way between the fifth and sixth furlong lines or four spaces back from the fifth furlong line, while the starting point for a 6 3/4 furlong race would be between the sixth and seventh furlong lines or six spaces behind the sixth furlong line. The furlong markers 46 are positioned around the inside or outside of the track at the x marks 34 so that the players may easily determine in which furlong each of the horses are at at any given time.

Although the race is ready to be run after the above preparations have been completed, the players may desire to determine the winning odds for each of their horses in each of the races. The method of determining the odds for each horse is as follows: First, add the net ratings indicated at 194 on charting sheet 110, for each horse in the race. If the race is over 7 furlongs, there may be some horses in the race which will require an adjustment of their net rating. This adjustment is only made for sprinter horses. An asterisk 88 inscribed next to the horse rating 74, as can be seen on horse card 60, indicates a sprinter horse. The adjustment requires that the horse net rating be lower by two points for each successive furlong over seven, for example, if a horse has a rating of 23 and the distance of the race is 9 furlongs, the horse's rating for determining odds would be 23 - (2 excessive furlongs × 2) or 4 = 19. This adjustment is only used in determining odds and is not used in finding the finder number column for each horse. After the combined net rating for the race has been determined, this number is divided by the number of horses in the race. For example, looking at the race charting sheet 110, we have a total number of 88 which would be divided by four (the number of horses in the race); therefore, the average odds rating number would be 22. If after the division calculation is made the final odds rating number ends in a fraction below 0.5, the odds rating number is dropped to the lower whole number. If the fraction is 0.5 or more the odds rating number is increased to the next whole number. Continuing now with the sample race shown on the charting sheet, the average odds rating number for this race is 22. Irish Castle, Post Position 1, has a net rating of 20, thus the difference between the horse's net rating (20) and the average odds rating (22) is -2, which is recorded at 202. Insubordination, Post Position 2, has a 0 difference between his net horse rating 22 and the average odds rating 22 and so on. This difference number can be a plus or minus number or zero and is recorded for each horse on the left-hand side of the net horse rating. It also corresponds to the first number in one of the seventeen columns 180 on the odds chart shown in FIG. 13.

Now that the appropriate columns have been determined, it is necessary to determine which of the lines 182 on the odds chart is to be used. This line number is determined by a dice roll which will give a number between 2 and 12. Each player rolls the dice for his particular horse and adds the numbers of digits on the two dice cubes in the standard manner. This number is recorded on the race charting sheet at 204. It is necessary to record the number determined by the dice roll on the race charting sheet because it will be used after the completion of the races to determine the return for each placing horse. It is not absolutely necessary to record the number indicating the difference between the net horse ratings and the average odds rating, indicated at 202, since this number will not be used after the odds numbers are determined. Nevertheless, if an entire program is run, consisting of several races, and all the odds for the races are figured prior to the running of any of the races, it would be difficult to remember the odds for each horse; therefore, it is probably the better practice to record this number. The odds of each horse winning the race may be determined by entering the odds chart and correlating the numbers recorded at 202 and 204 on the charting sheet 110. For example, Insubordination, Post Position 2, (see FIG. 7), has a dice roll number of 8 and a difference rating of 0. To determine the odds, simply follow the Dice Roll column on the odds chart down to line 8 and the upper line of the odds chart to the right to the center column 184 which is the 0 column. The 0 column 184 and the 8 line intersect at box 186. The indicia 7-2 at 188 are the odds that this particular horse will win this particular race and can be recorded in the appropriate space at 206 in column 112 of the race charting sheet 110. The method of using the odds chart upon completion of the race will be described hereinafter.

Running of the Race

After all of the above-described preparations have been performed, it is now time to play the game, or run the race. Each race is run in a similar manner, therefore, the explanation will relate to only one race which is shown on the race charting sheet of FIG. 7. The track moves by the horse markers on the game board can be made both forward and sideways, but not backwards or diagonally. The number of track move counts resulting from each dice roll is given by correlating figures on the horse performance cards and race action chart 140. Prior to beginning the race, an explanation of the rules for forward and sideways moves, moves through the turns, and the methods of determining which player is to move first will now be explained.

First, as can be seen in the race action chart 154, the move count numbers are designated in whole numbers and tenths. After the move count has been determined, the player can move his horse marker along the track in the following manner. If the move number 9.2 is obtained from the race action chart, the horse marker may be moved from one to nine spaces forward, but may not be moved the two-tenths of a space, since only whole numbers can be used for forward moves. The extra two-tenths (0.2) and any unused whole number can be accumulated and used on subsequent forward moves.

Any tenths of a move count can be used, however, to make either inside or outside side moves. An example of an inside move would be a move from lane 10 on the outside of the track towards the inside lane number 1 in the same furlong without forward movement, while an outside move would be from lane 1 towards lane 10. The number of tenths required to move one space inward for the various lanes is as follows: Lanes 8, 9 and 10, Group D, on the game board require two-tenths of a move count per lane. The move inward to a given lane can only be made when the furlong space to which the horse marker is being moved is unoccupied. Nevertheless, when moving sideways, the move may be made through other horses, but this is only true on sideways moves. Lanes 6 and 7, Group C, require three-tenths of a move count per inward lane move. Lanes 4 and 5, Group B, require four-tenths of a move count for each inward lane move. Inward moves from lanes 2 and 3 of Group A require five-tenths of a move count per lane. The number of move counts required for a sideways move is determined by the starting lane. For example, if a horse marker is moved from lane 8, 9 or 10 inwardly, each inward lane move would count for two-tenths of a move count, thus a marker in lane 10 which is to be moved to lane 1, would require one and eight-tenths points. But, if the horse marker is stopped in lane 6 or 7 and on any subsequent dice roll is again moved sideways towards lane 1, each side move would require three-tenths of a move count per lane.

All outside moves can be made at two-tenths of a move count per lane, for example, if a horse marker is in lane 1, 3 or 5, it can be moved outwardly at a requirement of only two-tenths of a move count per lane. Sideways moves in opposite directions cannot be in succession during a single turn, thus a forward move must intervene if the player wishes to move sideways in the opposite direction on the same dice roll. This rule only applies when the player wishes to make an inside and outside move on the same dice roll.

Forward moves are made at one full move count for each space moved forward and may never be made through another horse. In order to pass a horse, it is necessary to move outside or inside to an open lane before moving forward. If the horse marker is advanced to a space behind another horse marker and the player does not wish to use points for sideways moves on that dice roll, he may stop and save any unused points for a subsequent dice roll, even though sideways moves may be possible. The player may not save the points, however, on the final dice roll, and must use all the points accumulated, if possible.

Turning now to the forward moves in the turns, it can be seen on the game board that the length of the lanes increases progressively from the inside to the outside; therefore, to make the game realistic, a horse marker being moved through a turn in lane 10 would require more move counts than a marker being moved through the turn in lane 1. In lanes 1, 2 and 3, one move count is required for each space forward. In lanes 4 and 5, 1.5 move counts are required; in lanes 6 and 7, two full move counts are required; in lane 8, 2.5 move counts are required; and in lanes 9 and 10, three full move counts are required, as indicated at 42 on the game board. It is, therefore, important to every player to have his horse near lanes 1, 2 or 3 before entering a turn. This must be accomplished by making sideways moves on the straight portion of the track before the markers enter the turns.

The sequence of movement of the markers will be determined in the following manner. On the first dice roll of the race, the sequence of movement is taken from the order of the post position; therefore, the horse in post position 1 moves first, post position 2 moves second, and so on. Each player may move his horse marker forward and sideways as much as he desires within the limits of the move counts determined from the race action chart. On all succeeding dice rolls, after the first roll, the sequence of movement is determined by the order of leadership. For example, the leading horse or the horse that is in the farthest space forward moves first, then the second place horse, etc. If two horses occupy the same forward space in a side by side relationship, the horse who is in the lesser numbered lane moves first. For example, if two horses are side by side in lanes 2 and 4, the horse closest to the inside rail, or in lane 2, will move first.

In order to find the move counts for use by each horse in the race, the following procedure is used. At his turn, each player rolls the dice and combines (not adds) the two dice numbers using the digits on the large red dice cube 54 (see FIG. 3) and the digits on smaller white dice cube 52 as the second digit of a two digit number. For example, if a player were to roll the dice as shown in FIG. 3, the combined two-digit number would be 12 indicating a one on the large red dice cube 54 and a two on the small white dice cube 52. This two-digit number 12 is a key number. The key numbers for each horse are found on the horse performance cards in one of the columns 84, therefore, the player would look up the key number 12 in the first key number column 84 and find that his index number is 26. Continuing, the index number 26 found on the horse performance card 60 provides the player with one figure which is used to enter the race action chart 140. The other figure is determined by the finder number column which can be found in column 120 of the race charting sheet. The horse, Insubordination, in post position 2 on the charting sheet (see FIG. 7), has a finder number column Roman numeral I; therefore, to enter the race action chart, the player merely proceeds down the finder number column I to the index number 26 then proceeds in that line to the right to the first furlong column 146 to get his first move count of 9.5. If desired, the game player can move his horse marker nine full forward spaces, or he may move less. He may also move sideways or save the five-tenths or unused full move counts until a later turn.

The method of recording the moves on the race charting sheet is as follows. If the horse is moved say nine spaces forward, that number would be inscribed in the upper line 132 of the No. 1 column 130 opposite the particular horse's post position. The leftover or unused number would be recorded in the same columns 130 but would be inscribed in the lower line 132'. The later move numbers are determined in the same manner as described above and any left over or unused number may be added to the succeeding move numbers to increase the number of forward moves, if desired. The procedure described above is used for each succeeding roll of the dice, but rather than going to the first furlong column 146 on the race action chart 140, the player continues to the second, third, fourth, or fifth furlong column depending upon which furlong his horse marker is in at the time of the dice roll. For example, on the first dice roll, he used the first furlong column, on the second dice roll, use a second furlong column, on the fifth dice roll, use the fifth furlong column, etc. There is one exception to this general rule--same dice roll, same furlong column. It occurs when the horse is so far behind in the race that he has not reached the furlong corresponding to the dice roll. When this occurs, if the horse is more than three spaces behind the preceding furlong, then use the preceding furlong column on the race action chart to find his move counts, but only if the horse has no accumulated unused full move counts in an amount that would put him less than four spaces behind the preceding furlong. For example, if a horse running last is four spaces back into the fifth furlong (five spaces away from being in the sixth furlong) and the race is now in the sixth dice roll column, and this horse has no unused full moves showing on the charting sheet when it becomes his turn for the sixth dice roll column, then on his sixth dice roll, he uses the fifth furlong column of the race action chart for the number of move counts he gets for his sixth dice roll. The furlong markers 46 along the inside edge of the track on the playing board help to keep the players advised of the furlong column which is to be used.

As mentioned above, the race distances may vary in fractions of a furlong, for example, 5 1/2 or 6 3/4. If this is the case, it is necessary to run the distance involving the partial furlong at the beginning of the race and not at the end of the race. For example, suppose the race being run is 5 1/2 furlongs. In this instance, the horse markers will be started at the half way point between the fifth and sixth furlong. There are eight spaces on the track for each furlong, so the horse markers will be lined up in their respective post positions behind the fourth space or in the fifth space away from the fifth furlong marker. When determining the move numbers with the race action chart for the running of the fraction of a furlong in a 5 1/2 furlong race, the sixth furlong column in the chart will be used on the first roll rather than the first furlong column, but the resultant move points for each horse would be divided by two so that if the move number was 8.8 for a particular horse the actual move points which would be used in the first turn would be 4.4 or one-half of 8.8. In any instance of uneven tenths, like 8.7, add a tenth before dividing by two so that it would be 0.8 which is a figure divisible by 2.

Occasionally, the real-life races on the race result sheet 100 will be run at odd number furlongs such as 1 mile and 70 yards, or 8 furlongs and 70 yards. If this is the case, and it is desired to run the race for that distance, start the horses three spaces into the ninth furlong, that is behind the third space with the horses standing in the fourth space away from the eighth furlong. Then, instead of taking one-half of the move count figure in the ninth furlong column of the race action chart, the players must take 37.7 percent of the move count on the first dice roll. This is a time consuming process, but it must be done on the first dice roll only. Multiply each move count figure by 0.375. For example, suppose the move figure is 7.3, then 0.375 × 7.3 is equal to 2.7375, so in this example, the horse getting 7.3 as a move count on the first dice roll would actually get 2.7 only. Sometimes the second decimal figure will be 0.05 or more, for example, 2.7525 as opposed to 2.7375. In the latter instance, the move point figure is 2.7, but in the former, it is 2.8. When the second decimal figure is 0.05 to 0.09, inclusive, add one more to the first decimal figure. On all preceding dice rolls, in this type of fractional furlong race, the full move count figure is used in the normal manner. Keep in mind that these fractional furlongs are always taken at the start of the race and never at the end.

During the running of the race, there is no requirement that the player must take all of the possible moves for any horse on any dice roll throughout the race, except on the last dice roll. On the last dice roll, the horse must use all possible moves forward, and sideways. If on the last dice roll the horse is in a space directly behind another horse after completing all his full forward moves, he must use his remaining tenths to move sideways to a space behind an unoccupied space. If he does not have enough tenths remaining with which to make such a move, then any remaining tenths he does have are nullified with respect to the computation of his racing time.

Determining the Winner and Time of the Race

The method for determining the winner and the time for each horse will now be described. The last turn or dice roll of the race should correspond to the furlong distance of the race. For example, the eighth turn or dice roll should be the last in an eight furlong race. Reaching the finish line is sufficient to win the race, and a horse need not cross it. However, in most races, one or more horses will pass the finish line 38 on the final dice roll. The winner of the race is the horse that is advanced to the farthest point after completion of the final dice roll. In some instances, two or more horses will finish on side by side spaces at the end of the race. When this occurs, the horse with the greatest number of left over move counts is considered to be in front. When this occurs, the fractional separating distance table, shown in FIG. 12C, is used to determine the distance the front horse was ahead of the second horse at the finish line. Therefore, if the difference in the leftover tenths is 0.1, the lead horse wins by a nose, if he has 0.6 difference he wins by a length, and so on. If two or more horses finish on parallel spaces and have identical remaining leftover tenths, they are considered to have finished in a dead heat. The timing would be the same and the existing prizes for their finishing positions would be split. There is a slight possibility that the winner of the race could reach the finish line in one dice roll less than the furlong number of the race. If this rarity should occur, do not take another dice roll for the remaining horses. Their position of finish and computation of time are determined on the basis of where they stand following the dice roll which has determined the winner. The finishing position for each of the horses is recorded at the right-hand side of race charting sheet 110 in column 134 opposite the horse's name.

In order to determine the time for running the race for each horse, leave the marker standing on the racetrack after the race is finished and find the time for the winning horse. If the winning horse has just reached the finish line but did not pass it, his time should be the accumulated time in seconds shown at 152 on the last furlong column of the race. For example, suppose the race was a mile and a quarter, or 10 furlongs. The time shown at the top of the 10th furlong column of the race action chart is 2:07 or 2 minutes and 7 seconds which would be the winning horses's time. It will be more likely, however, that the horse will have some unused tenths left over which is recorded on the race charting sheet. If this is the case, in the above situation where the horse reaches the line but does not cross it, the number of left over points, say 0.6, would be deducted from 2:07, thus resulting in a time of 2:06.4. Since racing times are always computed in fifths, not tenths of a second, it would be necessary to reduce the tenths to fifths and so officially the time in this instance would be 2:06 2/5. If the final computation would be an odd tenth, like 0.3, 0.5, etc., another tenth should be added so it can be reduced to fifths of a second. If when this extra tenth is added it should happen to exactly tie one horse with another for a finishing position, the running time of both horses will officially be the same, but the horse with the odd tenth will finish ahead by a photofinish.

Since the winner of a race generally reaches and passes the finish line on the final dice roll and will usually be several spaces beyond the finish line, the above discussed situation seldom happens. Therefore, in the normal case, time is figured by taking the final accumulated furlong time at 152 of the column representing the distance of the race and deducting the times assigned in the timer table, shown in FIG. 12B, from the total number of spaces beyond the finish line that the horse has advanced. For example, suppose in the same 10 furlong race the last dice roll took the winner four spaces beyond the finish line, referring to the timer table, the total of the time for the first four spaces in the eleventh furlong is 1.6 × 4 or 6.5. Once the total time in excess of the required furlongs has been determined, merely subtract the total excess time from the accumulated time shown in the tenth furlong column as being 2:07, thus the final time figure would be 2:00.6. Again, however, if the leading horse has 0.6 unused points left over on the racing chart, this must also be deducted from the total time, thereby leaving 2:00 or 2 minutes running time for the mile and a quarter race. x

After the winner's time has been computed, the remaining horses are timed simply by adding their trailing space times to the winner's net time and then deducting from that figure any unused tenths they might have showing on the race charting sheet. For example, if a horse which finished in second place is two spaces behind the winner in a mile and a quarter or ten furlongs, example described above, refer to the timer table in column 168 to the eleventh furlong line. Since the first two spaces in the eleventh furlong are worth 1.6 apiece, the total trailing time would be 2 × 1.6 or 3.2 which would be added to the winner's time of 2:00 to give the second horse 2.03.2 or 2:03 1/5 of a second for the second place finish. If this horse has any unused tenths, they would be subtracted from this total, as has been explained above with respect to the first place finishing horse. As mentioned above, there is one situation under which these unused tenths would not be subtracted. This occurs when a horse finishes in the space immediately behind another horse and does not have enough points to move sideways onto an unoccupied space behind a preceding unoccupied space.

In evaluating the space time for the horses in a particular race who did not reach the finish line on the last dice roll in the example above, rather than using the eleven furlong column 168 from the timer table, use the tenth furlong line to determine the time per space. There is another rare situation which might occur, in that, a race may require one more dice roll than its furlong distance to complete the race. If this occurs, the additional furlong time must be added onto the basic race time before making the appropriate deductions or additions. Suppose, for example, that eleven dice rolls are required to determine the winner of a ten furlong race. In such a case, the time figure at 152 of the 11th furlong column (2:20) on a race action chart would be used. Then the 12th furlong line in the timer table would be used for determining the seconds per space to be deducted. In another likewise unlikely event, if a horse reaches the finish line in one dice roll less than the furlong number of the race distance, his running time should be computed from the accumulated time figure at the top of the preceding furlong column. For example, if a horse reaches the finish line in nine dice rolls in a 10 furlong race, use the time figure at the top of the ninth furlong column on the race action finder chart. The time determined from the timer table would still be added to the winner's time to determine the trailing horse's time at the completion of the ninth dice roll. The trailing horse would not take a tenth dice roll. As soon as the winner is determined, no more dice rolls are made except to complete for all horses that dice roll which determines the winner. Upon completion of the timing computation, each horse's time is recorded in the race charting sheet in column 136 of the right-hand edge of the sheet. The above timing procedure for the winning horse is described in FIG. 12A.

Returns for Placing

After the timing of the race has been determined, the returns for the winner, the second place and third place horses may be determined from the odds chart. For example, on race charting sheet 110 illustrated in FIG. 7, Insubordination placed first, Belle Noire placed second, and Irish Castle placed third. In the case of Insubordination, the odds of his finishing first are 7-2 indicated at 206. The dice roll number, the determination of which was explained hereinabove, for Insubordination is 8, as indicated at 204; therefore, by using line 8 on the left-hand edge of the odds chart of FIG. 13 and proceeding to the right to the odds block 186 which indicates an odds number of 7-2 at 188, the return for a first place finish for Insubordination can be found and is indicated at 190 as being 7.40. The return for Belle Noire to place (finish second) in the race is 3.40 as indicated at 220 on dice roll line 6, while the return for Irish Castle to show (finish third) in the race would be 3.00 as indicated on dice roll line 5 at 222.

The above description gives all the information necessary for preparation, running, determining a winner, timing, and determining the placing horses' return in any one race. Besides the above charts, tables and the like used in the game, there is one other chart which is employed to make the game more realistic. This is the Mishap and Violations table, shown in FIG. 11. When a mishap or violation has occurred, it is determined by the asterisk 224 behind the move count on the race action chart (see FIG. 8). If an asterisk follows the move count, first complete the horse's move, then roll the dice again and add the dice numbers rather than combining them to come up with a number From 2 to 12. Correlating this number with the numbers on the left-hand side of the mishap and violation table shown in FIG. 11, the penalty to be assessed against the horse can be determined. For example, if the dice roll number is 2, the horse has come up lame, and the player must use the finder number column VII for the remainder of the race in determining his move counts. Occasionally, the horse may be bumped or herded by another horse. In this situation, the numerals 5 and 6 would turn up on the dice roll. In the case of a horse which is the victim of a bumping incident, on the next dice roll the player must go four finder number columns lower on his next dice roll to determine his move count. It can be seen on the race action chart that this lower finder number column would reduce the number of move counts, thus indicating the horse had slowed down. Since herding and bumping are violations which carry penalties for the horse committing the violation, it is necessary to determine the identity of the bumping or herding horse. This is done by waiting until the turn has been completed and then noting the name of the nearest horse ahead of the bumped or herded horse not in the same lane, but in the right or left lane. If horses occupy both right and left lanes the same number of spaces ahead, charge the horse on the right nearest the rail with the violation. Should all leading horses be in the same lane of the victim horse, then charge the one closest to him with the violation. If the victim horse should be the leading horse in the race at the end of the dice roll, then follow the same procedure, but in reverse, that is, the closest trailing horse should be charged, etc. At the end of the race, the horse in violation must be declared disqualified and his official finishing position will be the position behind the horse he bumped or herded. For example, the horse in violation finished second and the horse violated finished fifth. Therefore, the horse in violation would officially finish sixth and all of the other horses move up one position except those behind sixth place.

After all of the races have been run in the above described manner, the statistical data on each horse may be recorded in the horse's record sheet illustrated in FIG. 15.

It can be seen from the above description and drawings that the horse racing game of the present invention provides a more realistic simulated horse racing game wherein not only chance plays the part of the outcome of the race but also the strategy used by the players. The game provides a plurality of components which are used in combination and cooperate with one another to produce varying track and handicap conditions and performances by each horse in a race.

The above described embodiment can be modified in various ways as would be apparent from the foregoing; for example, the number selecting means can be a circle having various numbers described thereon with a pivotal arrow which can be flicked to point to a particular number. However, these and other variations and changes can be made in the invention as above described and illustrated without departing from the true spirit and scope thereof as defined in the following claims.




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