Last update: 10. June 2022
Start · Horses · Jockeys · Tracks · Weather · Break · Run · Scorecard · Time · Examples
The problem with this kind of racing dice games in general is: you can't run with all horses at the same time. So you need to roll each move for each horse after each horse. And here we have our troubles, because if we roll perfect dice rolls, the first horse will also always cross the finish line first and is always the winner. But that's not correct for solid results, because maybe horse number 12 is the real winner! So to overcome this problem, we have to use the TIME RESULT table, to calculate the finish position based on the amount of dice rolls until we have reached the finish wire and a combination of horse power and the amount of fields, that the horse overshoot the final wire. More fields mean a higher speed and increase the chances of winning. So if you have less dice rolls than other horses and many additional fields (Fin+), you'll be the winner. Again, look at the Example race to see, how it's work.
The time value in the scorecard is built in that way: [amount of dice rolls] . [time result]. For example, you needed 9 rolls and get the time result of .48, you finish time will be 9.48 and this is used to define the final position of each horse... and the winner.
|F + LP||-3||-2||-1||0||1||2|
The [LP] value means, that you should use the [Last Power] value, that was noted on the scorecard for this horse during the race. The [F+] value is the amount of fields over the finish wire. So we know, that track is for example 100 fields long and after the last roll, that horses stops at 104, then 4 is the additional value. If the horses stops exactly on 100, then the additional fields are 0.
Sometimes, it also can happens, that many horses have the same amount of dice rolls until the finish wire and also the same amount of additional fields and power value. So - no surprise - they will have the same time results. In this case you roll the dices again and use the 0 column for the result and add it as additional time values (think about it like milliseconds), for example: [9.48,52]. The horse with the lowest time value is one position before the other one(s). If there is still a tie, roll the dices again and drill down, until you have clear positions.