Get Ready for the Excitement of Horse Fever!
Introduction
Hey there! Welcome to the world of Horse Fever! I’m here to guide you through the game rules, so you can start enjoying this thrilling experience. Horse racing is an exciting sport that has been around for ages, and Horse Fever brings all that excitement to your tabletop!
The Objective
So, what’s the goal of Horse Fever? Well, it’s simple. You want to be the punter who earns the most money by betting on winning horses. But remember, luck is not the only thing that matters here. You need to carefully analyze the horses, their stats, and make wise decisions to come out on top.
Setting Up
Before diving into the action, let’s set up the game first. You’ll need the game board, which represents the racecourse, as well as the horse cards and betting cards. Shuffle the horse cards and place five of them face up on the corresponding spots on the board. These are the horses competing in the current race.
Gameplay Overview
At the beginning of each round, each player receives a betting card. On this card, you’ll find three betting options: winner, placed, and dual forecast. Study the horses’ stats carefully and use your card to place your bets. You can also place side bets with other players to increase the thrill!
Once everyone has placed their bets, it’s time for the race to begin. The horses move along the track, and you’ll have the opportunity to play action cards to influence their progress. These action cards can give you a big advantage, so use them wisely!
Winning the Game
The race is over when one of the horses crosses the finish line. If you correctly predicted the winning horse, you’ll win money based on the odds. You can also win money if you predicted the placed horse or the dual forecast correctly. The player with the most money at the end of the game wins!
Conclusion
So there you have it, the Horse Fever game rules in a nutshell. Remember, this is a game of strategy and luck, so make your decisions wisely and enjoy the thrill of the race. Get ready to experience the excitement of horse racing like never before. Good luck, and may the best punter win!
- 1 Track board
- 23 Movement cards
- 22 Action cards
- 13 Assistant cards
- 14 Goal cards
- 10 Horse cards
- 6 Stable Owner cards
- 6 Loan cards
- 12 Character cards
- 1 First Player card
- 6 Horse pawns
- 125 Banknotes
- 63 Tokens
- 2 Sprint Dice
- Rulebook
Contents
Get Ready to Race!
Hey there! I’ve got something super exciting to tell you about – Horse Fever! It’s this awesome game that will take you right into the heart of horse racing. Are you ready to dive in?
Your goal, my friend, is to become the ultimate horse race bettor. You want to be known far and wide as the “Best Gambler Ever.” Trust me, it’s a title worth having!
Here’s how it works: Throughout a set number of rounds, you’ll use your skills to make smart bets and earn Victory Points (VP) and Danari (that’s the fancy Horse Fever currency). The player with the most VP wins the game. Simple, right?
Now, let me tell you something cool – Horse Fever has not one, but two different ways to play. You can mix it up and choose the style that suits you best.
The Family Game: This version of the game is designed for players who are new to horse racing. It’s a great way to get familiar with the basics. In this game, you’ll be running your own horse stable, fixing races, placing bets, and trying to earn Victory Points. The Board Game: If you’re an experienced player, this is the version for you. It’s the complete game, with all the intricate details. In this version, you’ll have the opportunity to manage your own stable, buy horses, hire assistants, and compete for secret goals. There are countless winning strategies, but the ultimate objective remains the same: become the best gambler ever.
The Family Game
Setup
First, place the Racetrack board in the center of the table. Next, make sure the banknotes are visible to everyone. This designated area is known as the “Bank”. The player closest to the Bank will act as the Banker and will be responsible for managing the game’s currency, called Danari (or D for short).
Alright, let’s get started. First, we need to set up the game. Grab all the Victory Point (VP) cards and place them on the table next to the Banker. This area is now known as the “VP pool”. Each player will get one VP card from this pool to begin with.
Now, it’s time to gather the rest of the cards we’ll be using. Get the Action cards, Movement cards, Stable Owner cards, and Character cards. These cards will be essential for playing the game. However, please note that we won’t be using any of the other cards in the Family Game.
Once you have everything set up, we can start playing. Good luck and have fun!
I’m here to guide you through playing the Horse Fever board game. Let’s get started!
First, we need to prepare the game components. I’m going to give you some step-by-step instructions that will help you set everything up.
Step 1: Remove all cards with a star symbol from the decks. We want to ensure that only the appropriate cards are used for this game. Once you’ve done that, shuffle all four decks separately. This will add an element of surprise to the game.
Step 2: Now, we need to arrange the cards on the table. Take the Movement cards and place them face down on the Blackboard. Next, grab the Action cards and put them face down beside the Racetrack. This way, you’ll have easy access to them during the game.
Step 3: It’s time to deal with the Bet tokens. We need a number of these tokens of each color, as indicated on the Bet Tokens Table. Take the required number of tokens and place them in a convenient location for all the players. These tokens will form the “Bet token pool” that everyone will have access to during the game.
![]() Bet Tokens Table |
Step 4: Let’s shuffle and place the Stable tokens. Take the 6 Stable tokens and shuffle them. Now, place them randomly one at a time onto the Blackboard. Start with the lowest Odds (1:7) and work your way up to the highest Odds (1:2). This will determine the starting positions for the horses.
That’s it! You’re all set up and ready to play. I hope these instructions were clear and easy to follow. Now, let’s have some fun!
When we start playing the game, we each pick a Character card and put it in front of us. We look at our Character’s skill in the rules booklet and get some money, called Danari. The rest of the Character cards go back in the game box.
We roll a special die called the Sprint Die. The result tells us who goes first. The First Player takes a card and both Sprint Dice.
We use an Hourglass token on the Turn Indicator to keep track of the rounds. We put the six Horse pawns on the Racetrack in the right lanes.
Playing the Game
We take turns going clockwise, starting with the First Player. We play for a certain number of rounds, depending on how many people are playing (check the table).
When we reach the end of each Round, the First Player card gets passed around in a clockwise direction. Throughout the game, every player will have a turn being the First Player.
When it comes to playing the game, there are four main phases that I need to keep in mind:
- Deal Phase
- Betting Phase
- Race Phase
- End of Round Phase
1. Deal Phase
First, I deal out two cards from the Action card deck to every player. It’s important that I keep the cards face down and don’t show them to anyone else.
2. Betting Phase
During the Betting Phase, it’s time to place our bets and prepare for the upcoming race.
First Bets
Starting with me, the First Player, and then going in clockwise order, each player needs to make a bet on a Horse. The bet should be equal to or greater than the Minimum Bet.
Horse And Stables
When we talk about Stables and Horses, we’re referring to the Stable tokens and Horse pawns in the game.
Each Stable token represents one of the six Stables in the game and is associated with a Horse pawn of the same color.
Hey there! I want to remind you about something really cool in Horse Fever. See, in this game, you’re not represented by a color or some pawns. Nope! Instead, you get to be a bettor standing right there at the racetrack.
Let’s Talk Odds
Now, at any point in the game, each Stable token gets assigned some odds. These odds can be 1:2, 1:3, 1:4, 1:5, 1:6, or 1:7. You read that like “one to two,” “one to three,” and so on.
Here’s the deal: these odds tell you how fast the Horses of each Stable are. The Horses from a Stable with high odds are probably gonna be faster than those with lower odds.
Now, when we talk about “High Odds,” we’re talking about the top three odds on the Blackboard. That’s 1:2, 1:3, and 1:4. You know, the ones with a pretty good chance of winning the races. On the flip side, “Low Odds” are the bottom three odds on the Blackboard, which are 1:5, 1:6, and 1:7.
During the game, the odds of the Stables may change, and it’s possible for multiple Stable tokens to have the same odds. This means that there may be empty spaces on the Blackboard where the odds are not displayed.
The Smallest Bet
The smallest amount you can bet is called the “Smallest Bet.” It is equal to the number of VPs you have multiplied by 100.
Remember: If you don’t have enough D to cover your Smallest Bet, you will lose two VPs. If you don’t have those two VPs, you will be disqualified from the game.
For example, if you have 5 VPs, your Smallest Bet would be 500 D. So every bet you make must be at least 500 D.
When you play the game, you get to pick which horse you want to bet on. If there are any Bet tokens left, you take one that matches the color of your chosen horse. Each Bet token has two sides: Win or Show.
Next, you decide how much you want to bet on the horse you picked. Just make sure you meet the Minimum Bet requirement.
Put your Danari in front of you and place the Bet token on top. Make sure the side with the type of bet you chose is facing up.
Now, let’s talk about the two types of bets: Bet to Win and Bet to Show.
A “Bet to Win” means you only win if your horse comes in first place. If your horse wins, you’ll get 3 VPs and some Danari based on the odds for the stable you bet on.
A “Bet to Show” is when you make a bet on a horse to finish the race in first, second, or third place. If you win a Bet to Show, you’ll earn 1 VP and your bet amount will be doubled, no matter what the odds are for that stable.
Now let’s talk about fixing the race.
Let’s start again with me, the First Player, and then each player after me, going clockwise, playing one of their Action cards face down.
We keep playing Action cards until all players have played all of their Action cards. Remember, you can’t save them for the next Race!
When you play an Action card, you always place it face down on the Horse you want to influence.
You can play Action cards on any Horse, and there’s no limit to how many you can play on the same Horse.
Second Bets
After the last player to bet (the player to my right) places their bet, we go in counter-clockwise order for the second bet.
Remember: During the second Bet, I am the last to choose my stake.
When you’re placing Bets, remember that the Minimum Bet is still important. You have the option to skip placing a second Bet and just pass. It’s also possible for one player to bet twice on the same Horse. This is allowed, but in that situation, one Bet must be “to Win” and the other “to Show”.
The Journey
Let me take you on a colorful adventure through the Stables. We have three Stables – red, green, and yellow. Each Stable has its own special movement ratio. The red and green Stables move at a ratio of 1:2, while the yellow Stable moves at a ratio of 1:3.
Now, let’s talk about the movement card. It’s a magical card that tells us how far we can go. When we look at the Movement card, we see the number 4 next to the Odds 1:2, and the number 2 next to the Odds 1:3. These numbers help us determine our next move.
The Horse pawns in the green and red Stables are ready to gallop forward! They can each move forward 4 squares, thanks to the 1:2 ratio. On the other hand, the yellow Stable’s Horse pawn moves at a slightly slower pace. It can only move forward 2 squares, as indicated by the 1:3 ratio.
So, are you ready to embark on this exciting journey? Let’s roll the dice and see how far we can go!
First to Arrive
After a Race round ends, the red, blue, and green Horses have all crossed the Finish Line.
The red Horse has traveled the farthest beyond the Finish Line, so it arrived before the other two and takes the second place in the Ranking (the first place was already claimed by the black Horse in a previous Race Round).
The blue and green Horses are tied, but because the blue Stable has a higher Odd than the green one, it secures the third place, while the green Horse finishes fourth.
3. The Race Begins
The Action Cards are Unveiled
All the Action cards played on the Horses are turned face-up. Now, let’s see what effects each card has and apply them before the Race starts.
It’s Time to Run
When the race begins, the Horse pawns start moving, each representing a horse running in its own lane.
The Race consists of a series of Race Rounds. We keep going until all the Horse pawns have crossed the Finish Line and the final rankings are determined.
Each Race Round begins by revealing a Movement card. Then, we roll the Sprint Dice to determine the horses’ progress.
How a Race Round Works
The First Player takes the top card from the Movement card deck and puts it in the corresponding spot on the Blackboard.
When playing the game, each card has a series of numbers ranging from 0 to 4, which represent the odds. These odds determine how far the Horses move during the game.
The Horses have the freedom to move in any order they wish. For the purpose of the game, all movement is considered to happen simultaneously.
After moving all of the Horse pawns as instructed by the Movement card, the First Player will roll both Sprint Dice and apply their effects.
Understanding the Ranking
At the end of each Race Round, it’s important to check if any of the Horse pawns have reached or crossed the Finish Line. If this is the case, those Horses are considered to have “finished”.
When a Horse finishes, it is placed on the Blackboard in the corresponding position: the first finishing Horse goes on the No. 1 spot, the second finishing Horse goes on No. 2, and so on.
When a Race Round is done, and there are more than one Horse finishing together, we determine their placement order following the Finish Line and Photo Finish rules. In case there are still Horses left without crossing the Finish Line, we have to play another Race Round.
Only the Horses that are still on the track keep moving. The Horses that have already reached the Ranking don’t move any further in this race. Once all Horses have crossed the Finish Line, the race is finished, and it’s time for the payoff!
Getting the Race Started
When the race begins, the first thing we do is reveal the Start of the Race card.
After all the horses have moved according to their Movement cards, it’s time to sprint! The player in the first position rolls the Sprint Dice for all the horses.
The colors on the dice tell us which horses get to sprint. When a horse sprints, it moves one extra square forward, even if it just reached or crossed the Finish Line.
If both dice show the same color, that horse still only moves one square. If the dice show the color of a horse that is already placed on the ranking, that sprint is lost, and it has no effect.
The Exciting Finish and Close Calls
The Finish Line is the row of striped spaces on the racetrack. When a horse reaches or crosses the Finish Line, it is considered to have “finished” the race.
When horses cross the Finish Line, those that move beyond it are considered to have finished earlier for ranking purposes. It’s like they’re in their own infinite space.
Now, let’s talk about the “Photo Finish.” This comes into play when two or more horses cross the Finish Line by the same number of squares. How do we break the tie? Well, it’s simple. We check the odds. The horse with the higher odds is the winner. But what if their stables have the same odds? In that case, the First Player gets to decide the ranking order for those horses.
Now, let’s talk about the payoffs.
The Banker, starting with the First Player and going clockwise, determines which bets players have won and lost. If you’ve lost a bet, don’t worry – the Banker takes the Danari and puts them in the bank. But if you’ve won, congrats! The Banker will give you your gains based on the stakes you made on winning bets.
Hey there! Let me break down what happens after a race in the game. First, the Banker gives out Victory Points (VPs) and cash prizes to the Stable owners. The Stable ranking first gets 600 D, the second gets 400 D, and the third gets 200 D. It’s an exciting moment!
Let’s Talk Odds
Next up, we need to determine the new order of odds. This is done by comparing the initial Odds of each Stable with the final Horse rankings from the race. The Odds of each Stable can change in three ways:
- If a Horse is placed higher in the Ranking than the Stable token of the same color, the token moves up one Odds row. It’s like climbing the ladder!
- If a Horse is placed lower in the Ranking than the Stable token of the same color, the token moves down one Odds row. It’s a step backward, but there’s always room for improvement!
- If a Horse is placed as high in the Ranking as the Stable token of the same color, the token stays in the same Odds row. Keep an eye on the Horse ranked first to avoid any mix-ups.
I felt like I was running in circles, trying to figure out the secrets of Horse Fever. It’s this crazy game with an exhilarating race and so many moves to make. Let me break it down for you.
First things first, I gotta mention these new order of Odds. They’re displayed in this cool image. Check it out!
New order of Odds
Now, let’s get to the juicy part. In this phase, the Action cards and Movement cards are mixed up and put back where they belong. The Horse pawns are returned to their starting positions on the Racetrack.
Once that’s all set, the First Player passes their card and the Sprint Dice to the next player. Oh, and the Hourglass moves to the next space too. If that was the last Round, the game ends. But if not, a new Round starts with the Deal Phase.
And now, the moment we’ve all been waiting for… the end of the game! The player with the most VPs is the ultimate winner. Simple as that.
Unless, of course, there’s a tie. In that case, the player with the most Danari takes the crown. And if there’s still a tie, we roll a die and use the Tie-breaker table to settle it once and for all.
So there you have it! Horse Fever may be a wild ride, but with these rules in mind, you’ll be racing towards victory in no time. Good luck!
Welcome to the Board Game!
If you want to play the Board Game, let me show you how to play the Family Game. The rules for the Family Game also apply to the Board Game, but there are a few extra rules and little differences we need to go over.
Getting Started
First off, we set up the Board Game just like we do with the Family Game. But there are a couple of changes:
- Keep the Action, Assistant, Horse, Stable Owner, Goal, and Loan card decks facedown next to their corresponding spaces on the Racetrack.
- The cards with a star are optional. We suggest removing them for your first few games.
- Mix each deck separately.
How to Play
Every round has five phases:
In the game, there are five phases: the Purchase Phase, the Betting Phase, the Race Phase, the Auction Phase, and the End of Round Phase. The last phase is completed after the final round.
Let’s start with the Purchase Phase. This phase replaces the Deal Phase in the Family Game. We begin with the First Player and continue clockwise. Each player has the option to make a purchase or pass. Once everyone has completed the first Purchase step, we move on to the second step, following the same player order.
During the Purchase Phase, players can choose to shuffle the cards before drawing. There are two Purchase steps, and in each step, players have different options to choose from. The cards are explained in detail at the end of the rule booklet.
One option is to purchase two Action Cards.
Hey there! Wanna know something cool? Action cards can totally change the outcome of a horse race! They have the power to make horses better or worse, depending on how they’re played. It’s like having an ace up your sleeve!
When you play an Action card, you can pay the Bank 400 D and draw 2 new Action cards from the stack. These cards go straight into your hand, and no one else can take a peek. Pretty sneaky, huh?
But here’s the catch – you can only buy Action cards during the Purchase Phase. And you can only buy them twice in a single Round, for a total of four Action cards per player. Gotta play fair, after all!
Now onto the Goal Cards!
A Goal card, if you complete it, will give you more points at the end of the game.
To get a Goal card, you need to pay the Bank 400 D. Then, draw 4 cards from the Goal card stack. Choose one card to keep and put the rest at the bottom of the stack.
Remember, always put your Goal cards face down in front of you so everyone can see how many you have. But don’t show them to other players!
You can only buy a Goal card during one of the two steps in the Purchase Phase.
Now let’s talk about another option: buying an Assistant Card.
When you have an assistant, you get financial benefits.
Here’s how it works: You pay the Bank 400 D and draw 4 Assistant cards from the deck. Take a good look at them and choose one to keep. The other cards go back on the bottom of the Assistant cards deck. Keep the card you chose face up in front of you so that everybody can see what it does.
Remember, the Assistant cards belong to you until you sell them or until the game ends.
You can only make this purchase during one of the two steps in the Purchase Phase.
How to Buy a Horse Card
Hey there! Have you heard about Horse cards? They’re pretty awesome in Races!
So here’s the deal: if you pay the Bank 400 D, you can draw 4 Horse cards. Then, you get to choose one of those cards to keep, and put the rest back on the bottom of the Horse cards deck.
Once you’ve made your choice, make sure to keep your selected card face up in front of you. That way, everyone can see which Horses are owned by each player.
Oh, and there’s one more thing! You can only make this purchase during one of the two steps in the same Purchase Phase.
Now, how about buying a Stable Owner Card?
You can still buy one of the remaining Stables. The cost of a Stable Owner card depends on the odds of the corresponding Stable token on the Blackboard.
To find out the price of a Stable Owner card, you just need to check the Blackboard.
Once you buy a Stable Owner card, place it face up in front of you. Congratulations, you’re now the proud owner of a Stable of that color!
Each Stable card you own gives you 1 VP. You can buy a Stable Owner card during any one of the two steps in the Purchase Phase.
Remember: you don’t have to bet on a Stable you own! It’s entirely up to you.
Choosing Not to Buy
If you decide not to purchase any card, you can choose to pass. In that case, the Bank will give you 400 D.
You can pass during both steps of the Purchase Phase.
Taking a Loan Card
If you need some extra Danari, you can use one of your Purchases to request a Loan.
There are two types of Loan cards you can choose from: one from the Bank and one from The Mob. Just remember, you have to repay both types of Loan cards at the end of the game, along with their respective interest. And keep in mind, you can only take one of each type of Loan card per game.
When you take a Loan card, place it in front of you with the side you chose facing up.
Buying from Another Player
If you want to buy a card from another player, you need their agreement. But remember, you can’t buy Action cards – any other type of card is fair game.
When it comes to Goal cards, the seller gets to choose which one they want to sell to you, since they’re placed face down.
The price of a card bought from another player is always double its original value. You pay the former owner of the card for it.
Keep in mind that you can only buy a card from another player during one of the two steps in the Purchase Phase.
Clearance Sale
If you want, you can use one of your Purchases to sell one of your cards to the Bank. You’ll get half of its value, rounded down, and the card goes to the bottom of the respective deck.
During the Purchase Phase, a Clearance Sale can take place in one of the two steps.
Now that all players have completed both Purchase steps, it’s time to create the starting lineup for the next race.
Starting with the First Player, players who have Horse cards can place them face-up on a matching Horse space on the racetrack. Remember, you can only place a Horse on a space that matches the color of a Stable you own. If you own multiple Stables, you get to choose where to place each Horse card. However, you can’t place more than one Horse card on the same Stable. If you have two Horses but only one Stable, you’ll have to decide which Horse card to place.
Next up is the Betting Phase, which follows the same rules as the Family Game but with a few modifications.
Let’s move on to fixing the race.
If you don’t have any Action cards, when it’s your turn to play them, you can just pass.
3. Race Phase
The Race Phase works like the Family Game, but with a few changes:
Payoffs
During this step, you have to pay or receive any Danari you owe or are owed from Assistant or Horse cards. Here’s the important part: if you don’t have enough D to cover your debts, you lose two VPs. And if you don’t have those two VPs, you’re out of the game.
4. Auction Phase
In this phase, we have two auctions where you can buy and sell VPs. First, we have a “Dutch” auction where you sell one VP to the bank. Then, we have an “English” auction where you buy one VP from the Bank.
Dutch Auction to Sell 1 VP
Hey there! Let’s talk about how the Bank works in the game. Basically, the Bank sets the minimum price for players to sell their Victory Points (VPs). They only buy one VP in each Auction Phase, starting with the First Player.
Now, here’s the deal: the Bank offers 1000 Danari to buy one VP. If a player doesn’t want to sell their VP for that amount, they’re out of the Auction. But, if they accept the offer, they sell one VP for 1000 D. Then, it’s the next player’s turn to decide.
The Bank keeps going around clockwise, asking each player if they’re willing to sell a VP for a slightly lower amount than the previous bid (reduced by 100 D). This continues until all players except one pass, which means they’re no longer interested in participating.
That last player who accepted the Bank’s bid gets to sell one VP and receives the appropriate sum of Danari. Pretty cool, huh?
Oh, and by the way, once a player decides not to take part in the Auction, they can’t join in again. Gotta make up your mind!
Now, here’s a tricky situation that could come up: if nobody is willing to sell a VP for any amount of Danari, the Auction ends because there are no bids. Bummer, right?
The English Auction: A Chance to Win a Victory Point!
Hey there! How would you like to get your hands on a valuable Victory Point (VP)? Well, in each Auction Phase, the Bank is offering just that to the player who is willing to make the highest bid. Pretty exciting, right?
Here’s how it works: starting with the First Player, the Bank offers to sell one VP in exchange for 1000 D. If you’re not interested, no worries! Simply pass on the offer and it moves on to the next player.
But if you’re feeling bold and ready to go for it, accept the Bank’s offer and be prepared to pay up 1000 D for that sweet Victory Point. Keep in mind that once you pass on the Auction, you can’t join back in later. So, think it over carefully!
The Auction continues clockwise, with each player having the option to either raise the bid by 100 D or pass on it. The bidding war goes on until everyone except for the player with the highest bid has passed. This lucky player gets to snatch up the Victory Point from the Bank, and their reward is well-earned!
But wait, there’s a twist! If none of the players are interested in spending any Danari for a VP, then the Auction sadly comes to an end due to lack of bids. Better luck next time!
5. End of Round Phase: Wrapped Up and Ready to Go
After the exhilarating race, we enter the End of Round Phase where we tie up loose ends. It’s similar to the Family Game, but with a twist. All the Horse cards played during the race trot back to their original owners, happy to be reunited.
The Finish Line: End of the Game
The final sprint follows the rules of the Family Game, but with some small adjustments:
Settling Debts: Paying Back Loans
If you’re among the players who’ve taken Loan cards, now it’s time to give them back to the Bank. Don’t forget to return the exact amount of Danari owed. However, be cautious, as not having enough Danari means an automatic loss for you.
This comes with a cost, though. Your victory points or VPs don’t count! None of your cards will be considered in the tally when determining which Goal cards have been accomplished.
Tallying Up: Counting Victory Points
In the game, we all take turns revealing the Goal cards we have completed. Any Goal cards that we haven’t finished, as well as any duplicate cards, need to be kept face down. We then calculate our Victory Points (VP) by adding up the VPs from our Goal cards and any VPs we have earned during the game.
The player who has the highest number of VPs is declared the winner and gets the prestigious title of Best Gambler Ever (at least until the next game!). It’s not about how much Danari (the in-game currency) you have; it’s all about the VPs.
If there happens to be a tie, we settle it by rolling the Sprint Dice and checking the color that comes up. We can then consult the Tie-breaker table to determine the ultimate winner.