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Huuue!
A whole new breed of horse race
Game overview
...check the race set up and the "tips" you have in hand to know for who you're gonna bet...
...you can act upon the race but never fully control it...
...all the way to the finish line, enjoy a very uncertain and very peculiar kind of horse race...
GAME CONTENTS
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6 race markers
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14 race cards
    
42 "tip" cards
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......................notepad front side ....................................notepad back side
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RULES & VARIANTS

From 2 to 7 players
Age: 8 +
Race length: 5'
Game length: 15 to 30'
BOX CONTENT - 56 cards :
..........42 "tip" cards (green back)
......... 14 "race" cards (blue back)
- 6 race markers
- 1 notepad for bets and winnings
- 1 rules leaflet
OBJECTIVE
All the players are racegoers and they are going to bet in different races in order to be the first to earn 6 coins.
GAME SETUP
- Give a bet sheet to every racegoer.
- Draw a random "race" card to set the number of runners and the value for each of them.
- Horses value: Favourite (2) Outsider (1) U nderdog (0)
- The randomly drawn "race" card shows the "race" cards that will be used in the coming race. These cards have to be shuffled and stacked face down (see illustration below).
- If there are less than 6 entrants, you have to discard the race markers and the "tip" cards corresponding to the non-runners.
- Deal to each player (face down) a number of "tip" cards equal to the number of runners for this race (4, 5 or 6).
- Place the runners' race markers on the same vertical line in the middle of the table.

BETTING
- Each player chooses his bet according to the common "race" cards and to his "tip" cards.
- Each player only bets on the winner.
- Each player can only bet on 1 horse.
- Each player fills in his bet sheet, without showing it, and turns it over in front of him.
- The players leave their bets hidden until the race is over.
Ex: The player bets on "Vertige".

WINNINGS
The players who placed the good bet at the end of the race win:
a. For a favourite (horse with a value of 2): 1 coin
b. For an outsider (horse with a value of 1): 2 coins
c. For an underdog (horse with a value of 0): 3 coins
Each player ticks the box corresponding to his winnings.

GAME TURN

Every player has as many tips in hand as the number of runners on the race.
- A turns over the first "race" card.
- B, C, D and A each play a "tip" card, clockwise.
- end of the 1 st turn.
Then A turns over the 2 nd "race" card and so on, until the last card has been played.
* For each new race, the dealer and the 1 st player change (clockwise).
THE RACE
Horses' movement
..........The horses can move :
1. After a "race" card is turned over.
2. After a "tip" card is played.
1. Movements due to a "race" card.
The value of the "race" card gives the number of places immediately gained by the horse.
"race" card turned over (value 0), the blue horse (Cocotte) doesn't move.
"race" card turned over (value 1), the green horse (Vertige) moves up 1 place.
"race" card turned over (value 2), the black horse (Noiro) moves up 2 places.
2. Movements due to a "tip" card.
When a player plays a tip card, this card is compared to the race card that was turned over for this round.
The difference between the values of the 2 cards gives the number of places gained or lost by the horse pictured on the tip card.
Examples:

MOVING UP 1 PLACE MEANS

Moving in front of the horse placed just ahead.

Moving in front of the horse placed just ahead and in between this horse and any horse that's ahead of it.

Moving in front of the horses that are on the same line.

Moving in front of the horses that are on the same line, and in between this line and any horse that's ahead of it.
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LOSING 1 PLACE MEANS

Moving behind the horse placed just behind.

Moving behind the horse placed just behind and in between this horse and any horse that follows it.
 Moving behind the horses that are on the same line.

Moving behind the horses that are on the same line, and in between this line and any horse that follows it.
SPECIAL CASES
- When the turned over race card is the one of a favourite (value of 2), this horse cannot lose any place during this round, whatever tip cards are played.

- A horse in the last place obviously cannot lose more places.
- A horse in pole position obviously cannot move up places.
Riding crop

The tip and crop card has a value of 2 except if it's played during the last round of the race.
In this case, its value is increased by 1 (value of 3).
GAME END
The horse in 1st place after the last tip card is played wins the race.
The players who bet on the winning horse write down their winnings on their sheet.
The first player with 6 coins (or more) wins the game.
If several players draw (with 6 coins or more), they split the victory.
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VARIANTS Variant #1 :
Crop card :
The crop card is worth 3 if it's the first crop card used in the same round, whatever game round it is.
If it's not the case, it's worth 2.
Variant #2 :
Each player's bet is not secret anymore but visible to all.
The race loses in uncertainty but will be more tactical and ask for more calculations from the players (notably to prevent this or this player from losing).
Variant #3 :
Betting on several horses:
- Betting on 2 winners
- Placing a "win bet " and a "place bet" (1 st or 2 nd )
- Placing a "show bet" (on the first 3 horses)
      ---------------------------------------------------------------------------------------------------------------- DOWNLOAD THE BET SHEETS AND THE TRACK
The track
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.................Front side .....................................................................Back side...
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