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Setup:

Bet tokens – The number of bet tokens per color to use: 2p=1, 3p=2, 4p=3, 5p=4(all), 6p=4(all).
Character card – Deal each player one character card face up. Starting money is here. View rulebook for powers.
Starting VP – Each player receives 1 VP token for free
Round marker – Place the hourglass token on the 1 space of the round tracker
Number of rounds – 2p=6, 3p=6, 4p=4, 5p=5, 6p=6
Phases:
1) Purchase – Each player, once at a time and in order, makes 2 choices below (*’s can be taken only once/rd)
a. 2 action cards - 400D (face down)
b. *1 goal card (draw 4, keep 1) - 400D (face down)
c. *1 horse card (draw 4, keep 1) - 400D (face up)
d. *1 assistant card (draw 4, keep 1) - 400D (face up)
e. *1 stable - 1100D to 2100D, see board (face up)
f. Pass - +400D from bank
g. Loans - +2000D or +4000D from bank (each player can only take one of each type per game, to be paid back at end)
h. *Buy cards from another player @ 2x cost if they agree
i. *Sell cards to bank @ ½ cost rounded down
2) Starting Lineup – Each player, one at a time and in order, may place a horse in a stable they own face up (limit 1 per stable)
3) Betting – When placing any bet, each bet (not total) must bet at least your current VP x 100
a. Make first bet (mandatory) by placing one colored token on its “to show” or “to place” side
• See rules under 4d for betting to show VS. betting to win
b. Fix the race (play action cards face down on board, can have multiple cards on each)
c. Make second bet (optional) in reverse turn order by placing one colored token on its “to show” or “to place” side
• Can bet on same colored horse, but one must be “to show” and other must be “to place”
4) Race – Horse movement
a. Reveal and apply all action cards
b. Draw a movement card and move horses as indicated
c. Roll the sprint dice and move indicated horses (doubles only sprint once)
• Repeat b and c until all horse placement is determined
• Once a horse reaches or crosses the finish line, it is considered to have finished. Place it on the ranking track
1. Finish Line - Horses that are the furthest beyond the finish line are considered to have finished first
2. Photo Finish - For ties, the horse with the better odds wins. If still tied, the 1st player decides their order
d. Pay out winning bets and collect cash from lost bets
• Successful bets to show (places in top 3) – double the money and give 1 VP
• Successful bets to win (places 1st) – pay per the odds on the board and give 3 VP
• Add or subtract the amount by any character, assistant or horse cards
e. Pay stable owners (1st=600D, 2nd=400D, 3rd=200D)
f. Change the odds for each stable – Move up if horse over-performed, down if under-performed
5) Auction
a. Bank buys 1 VP. Initial offer of 1000D goes to 1st player, decreasing 100D each time around
• If any player refuses, they drop out of auction, which continues around until someone sells for the lowest
b. Bank sells 1 VP. Initial offer of 1000D goes to 1st player, increasing 100D each time around
• If any player refuses, they drop out of auction, which continues around until someone offers the highest
6) End of Round
a. Action cards and movement cards reshuffled into decks
b. Horse cards are returned to owners
c. Horse pawns are returned to track starting locations
d. 1st player marker moves clockwise
e. Advance hourglass once space forward (if already on the final space, proceed to End of Game below)
7) End of Game – Most VP wins (tie goes to player with the most money)
a. Pay back loans - If you can’t pay back your loans, you lose
b. Add VP for completed goal cards (2VP if you achieve most/least, 1VP if tied. Duplicates score only once)
Action Cards (1-22) - Completely replace horse cards of the same symbol. Action cards with the same letter cancel another
1. Magna Velocitas – At the start of race, this horse moves +4 spaces instead of what the movement card says
2. Fortuna Benevola – At the start of race, this horse moves +1 space plus what the movement card says
3. Flagellum Fulguris – When this horse sprints, it moves +1 extra space
4. Herba Magica – When this horse sprints, it moves +2 spaces instead of one
5. In Igni Veritas – If this horse is part of a photo finish (tied for placement), it wins the tie even when its odds are lower
6. Fustis et Radix – When this horse crosses the finish line, it moves +2 spaces before rolling sprint dice
7. Vigor Ferreum – If this horse is in last place when a movement card is turned over (or is tied for last) it moves +4 spaces instead of the
number shown on the movement card. This does NOT APPLY at the start of race
8. Globus Obscurus – At the start of race, the horse stays still instead of what the movement card says
9. Aqua Putrida - At the start of race, this horse moves -1 space plus what the movement card says (not backwards)
10. Serum Maleficum – During this race, if this horse is rolled on the sprint dice, it does not move forward
11. Veneum Veneficum – When this horse sprints, it moves -1 space than normal (not backwards)
12. Mala Tempora – If this horse is part of a photo finish (tied for placement), it loses the tie even when its odds are higher
13. XIII – When this horse reaches the finish line, it stops immediately (any other movement is lost) but still can sprint
14. Felix Infernalis – If this horse is in 1st place when a movement card is turned over (or tied for first), it stays still instead of the number
shown on the movement card. This does NOT APPLY at start of race
15. Alfio Allibratore – When this card is revealed, the odds for the stable go up two levels (1:4 to 1:2, i.e.)
16. Fritz Finden – All negative action cards played on this horse are discarded and have no effect on this race
17. Pecunia Non Olet – All plaers that have bet on this horse, including those who lost their bet, gain 400D during payoff
18. Boss – Any successful bets on this horse award an extra VP (4VP for a bet to win, 2VP for a bet to show, i.e.)
19. Steven Sting – When this card is revealed, the odds for the stable go down by two levels (1:2 to 1:4, i.e.)
20. Rochelle Recherche – All positive action cards placed on this horse are discarded and have no effect on this race
21. Armand Amende – All players that bet on this horse, including those who lost their bet, have to pay 400D during payoff
22. Boss!!! – Any successful bets on those horse award one less VP (2VP for a bet to win, 0VP for a bet to show, i.e.)
Assistant Cards (23-35)
23.Adalbert Diplomatisch (The Diplomatic Planner) – Your cost to purchase goal cards is reduced to 0D
24.Tommy Style (The Adonis) – Your cost to purchase assistant cards is reduced to 0D
25.Francisco Caballos (The Poor Groom) – Your cost to purchase Horse cards is reduced to 0D
26.Franz Gallop (The Handsome Jockey) – Your cost to purchase stable cards is reduced by 600D
27.Michele Cuorlione (The Boss’ Wicked Right-Hand Man) – If you owe a loan to the mob, you pay back 4000D instead
28.Aronne Dal Banco (The Generous Banker) – If you owe a loan to the bank, you pay back 2500D instead
29.Didier Addition (The Shy Accountant) – When passing a purchase phase, you gain an additional 400D each time
30.Justice Bros (The Twins) – This card counts as two assistant cards for completing the “most assistant cards” goal
31.Brian O’Fist (The Slugger) – During the payoff step, the player to your right must pay you 200D
32.Pedro Pugnos (The Brawny Man) – During the payoff step, the player to your left must pay you 200D
33.Daniel Jackson (The Rough Barman) – During the payoff step, you receive 300D from the bank
34.Cedric Copieur (The Skillful Mime) – When purchased, swap him for any other assistant card in play from any player. The other player
gains this card and may not use its action, but may sell to another player who can then use the power
35. Francois Riche (The Danari-Making Friend) – Gain 800D immediately after purchasing this assistant
Horse Cards (36-45) – Can only be played in a stable you own
36. Constantino (The Sprinter) – When this horse sprints, it moves +2 spaces instead of one
37. El Guapo (The Nice Little Horse) – When played before a race, the odds for its stable go up two levels (1:4 to 1:2, i.e.)
38. La Longue Carabine (Long-Necked) – When this horse crosses the finish line, it moves +3 spaces before sprint dice
39. Napoleon (The Unbeatable) – If in last place when a movement card is drawn (or tied for last) moves +4 spaces instead of card says
40. The Fury – At the start of race, this horse moves +4 spaces instead of what the movement card says
41. Varonne (The Legend) – At the start of race, this horse moves +2 spaces in addition to what the movement card says
42. Biscuit De Mer (The Worst Horse) – The odds for that stable go down two levels (1:2 to 1;4, i.e.) but you gain 600D during the payoff
phase if you played this horse
43. Bosson (The Boss’ Dreadful Horse) – At the start of race, this horse stays still instead of moving forward the spaces its movement card
says but you gain 600D during the payoff phase if you played this horse
44. Giumenta (The Sweet Mare) – This card counts as two horse cards for completing the “most horse cards” goal
45. Troy (The Scary Wooden Horse) – When purchased, swap him for any other horse card in play from any player. The other player gains
this card and may not use its action, but may sell to another player who can then use the power

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