How to read the card, ride your horse, and learn from the chart
You are the jockey. One horse, one race, one tank of energy.
Ride the Rail is a horse racing game played from the saddle. You pick one horse from the eight runners on the race card and ride it through the race in first person. You don’t train, buy, own or bet on horses. Your job is to get the most out of the horse under you: her natural speed, her stamina, her running style and her quirks.
One idea runs through everything in this guide. Your horse has a limited supply of energy for the race. Speed spends it, and the faster you go the faster it goes. A winning ride isn’t the one that goes fastest everywhere. It’s the one that reaches the last quarter mile with something left to give.
This is the full rider’s guide, built into the game; you reach it from Gameplay guide on the home page, and the contents take you to any chapter. Where it gives numbers, they’re taken from how the game actually works, rounded so they’re easy to remember. The screenshots were taken in an earlier build, so now and then a detail on screen differs a little from the picture.
The guide calls your horse “she” and a rival “he”. The game itself says she or he as each horse is: thirty-nine of the 120 horses are fillies and mares, and the breeding line on the card tells you which.
What you need, and a tour of the screens.
There is no account or sign-in. Your record is kept in the browser you play in ().
| Screen | What it’s for |
|---|---|
| The pre-meet | Shown once, on the first load, while every horse runs its four races before the meet. It takes a couple of seconds. |
| Home | Your record, the name you ride under, the Graphics setting, the jockey standings, the $2 win board and the horse standings (each horse a link to his form), and links to the race card, this guide and Past charts. The line under the title tells you which day it is and which race is next. |
| Gameplay guide | This guide. |
| Race card | The program for the next race. Read the field, take a mount and start the race. |
| Past performances | One horse’s form, opened from its link on the race card or from the Horses board. |
| Post parade | The field walking out to the call to post, before every race. Click or press a key to skip it. |
| The race | The ride itself, in first person, with two camera views, an energy gauge, the call and the race clock. |
| Result | The chart of the race, a trip note for every runner, your earnings, and the replay link. |
| Stretch replay | The last quarter mile again, from the grandstand. |
| Barn visit | After a race you’ve won, from the chart: a visit to your horse in the barn. |
| Past charts | Every race you’ve ridden, most recent first (the last thirty are kept), each with its replay. |
At the right-hand end of the line with your name on the home page is Graphics, with three levels. Click it to step from one to the next; the level you leave it on is kept in this browser.
| Level | What it draws |
|---|---|
| Full | The sharpest picture: up to twice the pixels on a high-density screen, the finest shadows, and the big screen in the infield updated every other frame. The starting level on a desktop or laptop. |
| Medium | Fewer pixels and softer shadows, and the big screen updated less often. The starting level on a phone or tablet. |
| Low | Fewer pixels again, the softer shadows, and the big screen slower still, for a slower computer. |
The level stays exactly where you put it. If the race looks choppy, step down a level; if the picture looks soft and your computer has room to spare, step up. However low the frame rate goes, the race itself runs at real speed down to about ten frames a second, and only below that does it slow.
Five races, from the claimer to the Grade I.
Each day is a card of five races run in a fixed order, and you ride in every one. The distance and surface of each race are drawn when the day’s card is made, along with the eight runners and their morning-line prices.
| Race | Class | Purse | Approx. post | Distances drawn from |
|---|---|---|---|---|
| 1st | $50,000 Claiming | $80,000 | 1:05 PM | 6f, 7f, 1 mile, 1⅛ miles |
| 2nd | $100,000 Allowance | $100,000 | 1:38 PM | 6f, 7f, 1 mile, 1⅛ miles |
| 3rd | $200,000 Listed | $200,000 | 2:11 PM | 6f, 7f, 1 mile, 1⅛ miles |
| 4th | $500,000 Grade III | $500,000 | 2:44 PM | 6f, 7f, 1 mile, 1⅛, 1¼ miles |
| 5th | $1,000,000 Grade I | $1,000,000 | 3:17 PM | 6f, 7f, 1 mile, 1⅛, 1¼ miles |
Only the two graded races can be run at a mile and a quarter. In the claimer, the $50,000 is the claiming price, which is simply the class level. There is no claiming in the game, and the race runs for an $80,000 purse.
Each class has its own roster of twenty-four horses (). A race takes eight of them, and every field has at least two front runners, so no race is run without a pace. Everyone in a race is the same class, and each class runs once a day, so a horse never runs twice on the same card. A Grade I horse is about four per cent faster than a claimer and a little stronger, but you only ever race against your own class.
Races are run on a one-mile oval: two straights of about 400 metres joined by two sweeping turns. The finish line (the wire) is about a furlong and a half past the top of the stretch. Six and seven furlongs start from a chute off the backstretch and go round one turn. The mile and nine furlongs start in the homestretch and go round two. The mile and a quarter starts from a short chute off the head of the homestretch, also round two turns. The race card tells you which it is: One turn or Two turns.
A race can be on dirt, turf or synthetic. All three ride exactly the same: the surface changes what you’re looking at, how much dust the field throws up and the sound of her hooves, and nothing else.
After each race the result screen offers Go to next race. After the fifth it reads Go to next day, and a fresh card is drawn for the new day. You can go Home between races whenever you like. The card, your place in it and any mount you’ve taken are all saved, so you can close the game and pick up the day later.
In the infield, facing the stands, is the big screen. On its left it shows the race as it’s run, as a television director would cut it; on its right is the tote board, with the race number and the trip, the running time and the last fractions, the running order in saddle-cloth colours and each horse’s final odds — and UNOFFICIAL once the winner is home. It shows the post parade and the stretch replay too, and you can see it from the saddle as you straighten for home.
Outside the far turn, behind the end of the grandstand, is the barn area, where the horses are stabled: a big barn with a cupola, its doors rolled back on a lit aisle, long shed rows either side of it, gravel, hedges and a white fence. Going into the far turn you ride straight at it. Across the track from the stands, outside the backstretch rail, is the amusement park: a midway of striped booths and bunting with a crowd of its own, and behind it a Ferris wheel, a drop tower, a carousel, a swing ride and a roller coaster with a loop, all turning as you go by. None of it makes any difference to the race.
Eight runners, and the clues that matter most.
| Item | What it tells you |
|---|---|
| Program number | The saddlecloth number, in the standard colors (1 red, 2 white, 3 blue, 4 yellow, 5 green, 6 black, 7 orange, 8 pink). It is also the starting stall: No. 1 starts nearest the rail and No. 8 widest. In the race the horse wears a cloth of that colour, with the number on both sides and his name under it. |
| Owner | The stable, top left. It sets the silks. |
| Trainer | Top right, beside the morning line. |
| Morning line | The track handicapper’s price, such as 3/5, 7/2 or 30-1. The shorter the price, the more fancied the horse. |
| Silks and name | The silks icon and the horse’s name. The italic line below describes the silks in words. The rider wears them in the race just as they’re drawn. |
| Medication / equipment | L is Lasix, and a dash means none. |
| Weight | Pounds carried, including the rider’s allowance (118–124 lb). |
| Jockey | Blank until you take a mount. Yours reads under your own name, set surname first. |
| Breeding | Age, color and sex, then sire – dam (dam’s sire). For example: 5yo Bay Mare by Complexity – Sunday Mercy (Discreet Cat). |
| Running style | Front runner, Stalks the pace or Closer. This is the most important tactical clue on the card (). |
| Past performances | Opens that horse’s form: what he has done, over what trips, and how he ran his races (). |
Ability and identity. How a horse runs comes from its running style, its class and its quirks, plus a little day-to-day form (under one per cent either way). Weight, Lasix, age, sex, breeding, owner, trainer and silks are the horse’s identity. They appear on the card, the chart, the form book and the record book, but they don’t change how it runs.
The handicapper prices four things, and he knows what he is looking at:
On top of that he adds his own share of guesswork, either way, so the line is a genuine hint and not a promise. The line is struck once, when the day’s card is drawn, and stays on the program all day.
The price a horse actually goes off at is his final odds, struck by the tote as the field loads. It starts from the morning line and moves a little either way — four times in five, a 3-1 shot goes off between about 2-1 and 4-1 — and it is written to the dime, as a tote writes it (4.20 is 4.20 to 1). The shortest price possible is 1-10. Your own final odds appear in the stall, every runner’s are on the big screen in the infield, and all of them are in the chart afterwards. The move is chance: it doesn’t tell you anything about how the horse will run that the card didn’t.
Quirks aren’t printed on the card (see ). The form book is the other way to find out: a horse who is always beaten for room, or always empties out late, is telling you something.
Choose mount scrolls down to the runners. Click or tap any horse to take the ride. Its entry is highlighted, the other riders are named, and Start race becomes available. You can change your mind as often as you like before you start; the other riders are re-booked each time. The ride you’ve taken is saved, so it’s still yours if you go home or close the game.
Opening a horse’s past performances doesn’t take the ride — the link is separate from the rest of the entry, and Back to the card returns you to the same place on the page.
Three running styles, six quirks.
Every horse has one of three running styles. It decides where she wants to be in the race, how deep her tank is, and how much she has saved for the finish.
| Front runner | Stalker | Closer | |
|---|---|---|---|
| Wants to be | On the lead | Just off the pace, 2nd to 4th | Well back, but in touch |
| Stamina | Least (about 7% below standard) | Standard | Most (about 8% above) |
| Natural cruising speed | Just above par | A little below par | Well below par |
| Finishing reserve | Small | Moderate | Big |
| Boxed in behind a horse | Hates it | Minds it | Barely notices |
| Alone in front, no cover | Barely notices | Minds it | Hates it |
| Under a hold | Never settles | Settles after a few seconds | Settles after a few seconds |
Many horses also carry one or two quirks. They aren’t listed on the card, but a horse keeps its quirks for good, so you learn them by riding — and by reading its form. lists every horse’s quirks if you’d rather know in advance.
| Quirk | What it does | How to ride it |
|---|---|---|
| Puller | Fights a hold much harder, so she comes back to you grudgingly. Slightly less stamina. | Start taking a hold earlier and stay with it until she settles. |
| Tough | More efficient and more stamina. Keeps finding when others are stopping. | You can ride him more positively than most. |
| Turn of foot | A much bigger finishing reserve, but slightly less efficient and less stamina. | Protect the reserve at all costs and save it all for the last two furlongs. |
| Needs room | Much more bothered by being boxed in, and drifts wider on the turns. His rider seldom manages to shut a gap. | Keep him in the clear, even if it costs a little ground. |
| Likes the fence | Happy boxed in on the rail and holds the rail well round the turns. Slightly more stamina. His rider is quicker to shut the door on the fence. | Tuck her in on the fence and save ground. |
Keyboard, gamepad and touch.
| Keyboard | Gamepad | What it does |
|---|---|---|
| ↑ Ask | Right trigger or A | Ask her for more. A tap gives a burst that fades over about a second and a half. Holding it keeps her working, and keeps spending energy while you do. The first time in a race you hold it a full second, the William Tell plays. |
| ↓ Hold | Left trigger or B | Take a hold. It costs nothing, and she gets her wind back while she travels inside herself. Hold overrides Ask if you press both. |
| ← → | Left stick or D-pad | Steer toward the rail (left) or the outside (right). Hold the steer into a gap beside a horse to squeeze through it. |
| Enter Crop | Y | A strong, short surge. Four per race. |
| Space + ← or → Nudge | X + stick or D-pad | Hold Space and press a direction: the horse alongside you on that side goes over a path. Four per race, a second apart. While Space is held the arrows don’t steer. |
| H | — | Show or hide the riding read-out. |
| V | — | Hide or show the two small camera views, the aerial view and the rail camera. |
| Space Enter Esc | — | Skip the post parade, or leave the barn visit (a click or tap does the same). |
| Esc | — | Close the stretch replay and return to the chart. |
Your inputs take effect as the field breaks; the key that skips the parade never carries into the race as a crop or a nudge. A gamepad vibrates on each stride, and so does a phone that supports vibration.
The buttons appear once you’re loaded in the gate. Each finger is tracked on its own, so you can hold Ask and tap the crop without letting go. Your right thumb can slide from Hold to Ask (or back) without lifting, and sliding onto Ask counts as asking. The crop only fires on a fresh press, so a sliding thumb can’t spend one by accident. Nudge is held, like Space: with it down, press Rail or Out to nudge that way — or hold Rail or Out and press Nudge. Holding Rail or Out into a gap squeezes, as the keys do. On a touchscreen laptop, the buttons appear the first time you touch the screen.
Everything you can see from the saddle.
That’s a desktop. On a phone the same things are laid out for your thumbs ().
The edges of your view also close in and darken when horses press in alongside you.
| Line | Meaning |
|---|---|
| par | The race’s reference pace, in metres per second: the speed at which a standard horse of this class would run exactly empty at the wire over this trip. |
| cruise | Your horse’s natural galloping speed when you leave her alone. It sits just above par for a front runner and below par for stalkers and closers. |
| speed | Her speed right now, in metres per second (17 m/s is about 38 mph). |
| energy | Energy left out of her full tank, with her stamina rating in brackets. Tanks run from about 530 to about 765 (). |
| eff | Her efficiency: the higher it is, the less it costs her to run at any given speed. |
| ask | How hard you’re asking at this moment, and how many times you’ve asked. |
| fight | How much she’s resisting your hold (shown as fight). |
| path | How far off the rail you are, in metres. |
| lost | Ground lost so far, in lengths, from running wide on the turns. |
| reserve | intact or spent: whether her finishing reserve is still there for the last two furlongs. |
| to go | Furlongs left to the wire. |
On a small screen the read-out is set in two columns and leaves out the header line (the horse’s name, trip and surface).
Energy, position, ground, and when to go.
Before every race the field is led out in post order while the bugler plays the call to post: first from high at the end of the stand, as the string comes down the chute onto the track, then alongside your own horse. It lasts as long as the call, about nine seconds, and then you’re in the stall. Click, or press Space, Enter or Esc, to skip it.
You begin loaded in your stall. The distance is announced as you load, and then the price you’re going off at (Off at 4.10 to 1 · morning line 8-1). After a couple of seconds the bell rings, the two doors on the front of your stall swing forward and apart, the caller has them away, and the field breaks. American-style gates stand a short run-up (30 feet) behind the start line, so the field is already galloping when the leader trips the timing beam and the clock starts. Your controls come alive as the field breaks.
A tap of Ask is a burst that fades away on its own over about a second and a half. Holding Ask keeps the burst up, adding up to about 1.8 m/s to her cruising speed, and charges extra energy for as long as you hold it. The first time in a race you hold it for a full second, the orchestra strikes up the William Tell — it’s music, not a signal, and it costs nothing a hold of Ask doesn’t already cost. Remember that the other riders notice: ask hard, or use the crop, within about six lengths of a rival who still has energy, and he’ll answer. He pays for it too.
Taking a hold is the one free thing in a race: it costs no energy at all, whether or not she fights you. What fighting costs is brake. A horse still resenting the hold comes back to you slowly, while a settled one drops right back and travels well within herself, getting her wind back. Stalkers and closers start to settle after about three and a half seconds of steady holding. Front runners never settle, and pullers fight much harder while they do.
You have four. Each gives a strong surge (up to about 1.9 m/s) that fades over roughly four seconds, and also lifts her ceiling a little when she’s tired. Each costs a chunk of energy. Used in quick succession it bites less each time, because she stops answering it, so space them out. The crop belongs in the stretch. Early in the race it will cost you your finishing reserve.
Every horse has a finishing reserve, which you’ll see as reserve intact in the read-out. If it’s still intact when she reaches the last two furlongs, it cuts the cost of speed from there to the wire: by about a sixth for a front runner, about a third for a stalker, and more than half for a closer. It also lets her hold a little more speed as she tires. A turn of foot horse gets even more.
How the reserve is lost. About a second and a half of hard asking before the halfway point (just past half-way, strictly: 55% of the trip) spends the reserve for good. “Hard” means a full ask or a crop. A tap of Ask counts for about a quarter of a second, so roughly six taps will do it. A single crop uses up about half the allowance on its own, and two in quick succession use all of it. Holding and steering never touch it. Two extra lengths early can cost you far more than two lengths late.
| Situation | What happens |
|---|---|
| Covered | A horse within about six lengths in front and near your line gives you cover. Without it you’re exposed, and running costs more energy. Closers mind that most and front runners hardly at all. |
| Crowded | Tucked in close behind another horse, within about a length and a half. It costs energy: a lot for a front runner, some for a stalker, little for a closer. Needs room makes it worse; likes the fence makes it easier. |
| Blocked | A slower horse right in front of you holds you to his pace. Run up on him and you’re checked — she’s snatched up with a jolt and a bump — and the chart records it as blockd. |
| Forcing a gap | Steer into a horse alongside and you can lean on him and force a way through. It comes slowly and costs a little speed and energy, and he may not let you out. |
| Squeezing through | Hold the steer toward a gap with a horse beside you or just ahead, and you ride him boot to boot. Free — see below. |
| Shut off | The rider you’re squeezing past comes over and closes the gap. You’re checked, and the chart says shut off. |
| Bumped | A bump you didn’t ask for gives her a fright, and she quickens off it for a stride or two. A nudge doesn’t: nobody gains or loses speed from one. |
| Nudging | Hold Space and press toward a horse alongside, and he goes over a path. Four a race. See below. |
| Clipping heels | With your horse’s head at another’s tail — charging up on his heels, or squeezing into a gap that’s closing — you can clip heels. Most of the time she stumbles and loses a lot of speed; sometimes she goes down. A fall ends the race for you: the chart shows Fell and there’s nothing to collect. Horse and rider are always unhurt. |
Horses need a path’s width of room between them — about 1.3 metres, centre to centre — and ordinarily you give a horse that. But a real jockey can get up the fence, or between two horses, through less. So can you:
Nothing on screen tells you how it’s going: you feel it and hear it — the bump as you go boot to boot, the jolt if the door is shut. The chart records the outcome: sqzd thru rail or split horses when you get through, shut off when you don’t, clipped heels for a stumble.
Pick your gap. Up the inside of a tiring closer who needs room is about as safe as a squeeze gets. Up the fence past a front runner who likes the rail is the worst bet on the track: his rider will shut the door more often than not, and he’ll be coming across as you arrive.
Watch your outside. In every race one of the other riders will try to sit on your outside whenever you’re racing on the inside, keeping you in. Saving ground inside is worth a lot, but plan how you’ll get out before you need to.
A jockey can lean on a horse to force a gap, slowly; he can also give one a sharp bump to move him out of the way. That’s a nudge.
Nothing is written on screen: you hear the bump, and you see him go.
Look before you nudge. A horse you send into another’s path, or into a slower horse, makes somebody check for room, and a check you caused can cost you the race in the stewards’ room (). Nudge into clear ground.
The rail is busy. With the field riding for ground and running close together, horses are checked for room often, and you will be too. The fence saves the most ground, and it’s also where you’re most likely to be shut in. Ride it, but know where your way out is — or squeeze, or nudge your way out.
Reading the chart like a racing secretary.
After the wire the field gallops out for a few seconds as the stands quieten. If you won, the stands go up as you cross and Congratulations appears over the gallop-out. Then the result screen comes up.
| Column | Meaning |
|---|---|
| Pgm | Program number. |
| Horse (Jockey) | Horse and rider. Your row carries your own name. |
| Wgt | Weight carried. |
| M/E | Medication and equipment: L, b, Lb or a dash. |
| PP | Post position (the starting stall). |
| Start | Position as the leader trips the timing beam. As on a real chart, no margins are given at the break. |
| 1/4, 1/2, 3/4, 1M… | Position at each quarter mile of the leader’s run, up to the stretch call. The small figure is the margin to the next horse back: nose, head, neck, then lengths in quarters. |
| Str | The stretch call, taken as the leader reaches the top of the stretch, about a furlong and a half out. It is always the last call before the finish: a quarter that falls after it (the 3/4 at seven furlongs, the mile at nine) is timed in the fractions but not called, as on a real chart. So six and seven furlongs read Start, 1/4, 1/2, Str; a mile and nine furlongs add 3/4; a mile and a quarter adds 3/4 and 1M. |
| Fin | Where the horse crossed the wire, and the margin to the next one across. Fell if the horse came down. After a disqualification the rows are in the official order, the disqualified horse’s placing carries DQ, and the horses moved up carry Plcd. |
| Odds | The final odds, written to one (4.20 is 4.20 to 1, 0.60 is 3-5). * marks the favorite at post time. These can differ from the morning line on the card (). |
| Earned | The horse’s share of the purse. The first five are paid. |
| Comments | The chart-caller’s shorthand (see below). |
Under the chart: Fractional times (the leader’s elapsed time at each quarter), Split times (each quarter on its own, then the last part), the Run-up (30 feet), the Final time, which is taken from the timing beam, with the time from the gate beside it, and $2 Win: the winner’s number, name and what a $2 win ticket paid — the $2 stake back plus twice his odds, so a 2.40 winner pays $6.80.
A chart and a form line count lengths differently. In the chart above, the small figure beside a position is the margin that horse held over the horse behind him. In the form book () it is the lengths he was behind the leader. Both are real racing conventions, and they are not interchangeable: the same trip reads 2 lengths in one place and 5 lengths in the other without either being wrong.
A nudge that makes a horse check for room within two seconds — the horse you moved, or a horse he was moved into the path of — is interference, whoever did it. As soon as the winner is home the tote board on the big screen shows INQUIRY instead of UNOFFICIAL, and the stewards look at it.
With an inquiry on, the race doesn’t end on the chart. It ends on the tote board: INQUIRY flashing in red, the order as they crossed the wire, the numbers of the horses involved flashing, and Please hold all tickets along the foot. About six seconds on, the stewards rule: INQUIRY goes out, OFFICIAL lights, the order goes official, the winner’s $2 price goes up and the ruling is posted (No change, or which horse is disqualified, from where to where). Two seconds later the chart comes up, official, with the ruling in a box above it. A click or any key skips the board. A note under the chart gives it in full — who was disqualified, from where to where, for interference with whom and where on the track — and the trip notes say who was placed and why. Purses, the record book, the $2 win board and the form book all go by the official result; the form line keeps where the horse crossed the wire, marked DQ 3rd or Plcd 1st. The other riders are judged by the same rules, so you can be placed up as well as down.
Watch the inquiry on the chart’s header line plays the patrol film of each incident ().
Each comment has up to four parts: where the horse was early, the path it took, any trouble, and how it finished. How it finished is judged from the last call (the stretch call) to the wire, and on whether the horse was in contention: in the first three, or beaten no more than three lengths. A horse out of it isn’t said to have ran on just because he passed a tired one.
| Shorthand | Meaning |
|---|---|
| pace | Led at the early call, taken just over a quarter of the way into the race. |
| prssd pace | Pressed the pace: 2nd or 3rd early. |
| mid pack / off pace | 4th–5th early / 6th–8th early. |
| ins / 2p / 3w / wide | The path, judged on total ground lost: under 1½ lengths (inside), 1½–4, 4–7, and 7 or more. |
| blockd / blockd twice | Checked for room once / two or more times. |
| shut off | Went for a gap and had the door shut. |
| sqzd thru rail / split horses | Squeezed through: up the fence / between two horses. |
| clipped heels | Clipped heels and stumbled, but stayed up. |
| drew clr / held on / up late | Won: clear by more than 3 lengths after leading at the last call / led at the last call and held on / came from behind. |
| led, caught late / led, gave way | Led at the last call, then was beaten into second / into third or worse. |
| rallied / ran on | In contention: gained two or more places / one place from the last call to the finish. |
| mild rally / mild late gain | Out of contention, but gained a place or more and made up ground on the leaders: 3 lengths or more / 1 to 3 lengths. |
| passed tired rival(s) | Out of contention, and gained a place or more only because horses in front tired: he lost ground on the winner himself. |
| dropped back / gave way late | Lost two or more places / lost one place from the last call. |
| wknd late | Weakened late: faded in the last furlong with almost nothing left. |
| held pos | Kept the same place in the first three. |
| no bid / no late kick | In contention, but kept the same place outside the first three: with plenty of energy left, so was never really asked / with no more to give. |
| no factor | Out of contention and kept the same place. |
| clipped heels, fell | Came down. |
| …, DQ | Disqualified by the stewards. The comment describes the race as he ran it. |
The same shorthand is used in the Comment column of the form book, so a line you read there is written in the language you already know from the chart.
Click or tap any runner in the chart to read its trip note in full sentences below. Yours is shown first. For example: Away smartly and stalked the pace in fourth, carried wide on the turns, was shut off when trying to improve, was passed inside the final furlong. A horse beaten out of it is described as one: passed a tiring rival late but was never a factor, made some late headway without threatening, rallied mildly through the lane but was never a threat, was never a factor. Under the note are the horse’s ground lost, energy left, position at the first call, how often it was checked, and, for your horse, how many crops you used.
How hard a horse was ridden is written the way a chart writes it. For your horse it follows your crop count: none or one is under a hand ride, two is handily, three or four is driving. For the others it follows how much energy they had left.
When you’ve won, a second link sits under Replay stretch run: Visit and your winner’s name, in the barn. Take it and you’re back at the barn with her after the race, seen through your own eyes; what happens there is for you to find out. It lasts about fifteen seconds and then brings you back to the chart — or click, or press Space, Enter or Esc, to come back sooner. The link is offered once, and goes when you’ve used it. It belongs to the chart straight after the race only, so Past charts don’t carry it, and it changes nothing in the book.
A fall ends the race for you — but not for the others. The rest of the field runs on and finishes the race, so the chart has its real times, margins, fractions and calls, and every other runner’s comment tells his own story. Your horse is listed at the foot as Fell, with a dash at every call after the fall and a note underneath saying where it happened. She is always back on her feet at once and walks off sound, and the rider is unhurt. The ride still counts as a start in the record book and on the $2 win board, takes its line in the form book, and nothing is earned. The stretch replay is there as usual, with her out of the picture.
The run home, from the grandstand roof.
Choose Replay stretch run on the chart’s header line, either on the result screen straight after a race or on any chart in Past charts. The screen changes to the track seen from the stands, and the field runs the last quarter mile again, exactly as it was run, every horse in his own saddle cloth and every rider in his own silks, with his own face.
| Button | What it does |
|---|---|
| Half speed | Toggles slow motion. The horses’ legs slow down with the picture. |
| Play again | Starts the replay again from the beginning. |
| Back to chart | Returns you to the chart you came from, at the same scroll position. Esc does the same. |
Every inquiry is filmed, as the stewards’ patrol cameras film a real race. Watch the inquiry sits beside Replay stretch run on the chart’s header line, on the result screen and in Past charts, whenever the race had one.
Where replays are kept. A replay is saved alongside its chart, one for each of your stored charts. If the browser runs short of space, the oldest replays go first and the charts are always kept. That can leave an older chart without its Replay stretch run link. Charts ridden before version 12 never had one, and replays from before version 28 show plain saddle cloths in the stables’ colours.
What a horse has done before today.
Every runner on the race card carries a Past performances link, and every horse on the home page’s Horses board is one. It opens that horse’s form: his breeding and connections at the top left, his record at this track at the top right, and his starts underneath, newest first, one line each. The button at the top takes you back where you came from — Back to the card, to where you were on the program, or Back to home.
Every line on the page is a race that was actually run, by the same physics as the race you ride. They come from two places:
The page prints the last ten lines for each horse, so as a horse runs on the card his pre-meet lines drop off the bottom of the page — but they still count in his record box.
The record book on the home page is a different thing and counts only races on the card. So a horse can show six starts on his form page and two in the standings, and both are right.
Top right, the way a form page sets them:
| Row | What it counts |
|---|---|
| Total | Every start he has had at this track, the pre-meet included — also the ones too old to be printed on the page. |
| 2026 / 2025 | The same, for this year and last. Most of the pre-meet falls in 2025. |
| Dirt / Synth / Turf | His record on each surface. |
Each row gives starts, firsts, seconds, thirds, money earned, and Best — the highest speed figure he has run for that row. A horse who has never run on turf shows a row of noughts, which is worth knowing before you take the ride.
| Column | What it is |
|---|---|
| Date | The day of the race, and beside it the race number and the track — always RTR. The meet opened on 10 January 2026 and each card moves the calendar on four days, so a horse who runs every third card has about a fortnight between his starts. The pre-meet ran on the same calendar in the weeks before. |
| Trk | The going: fst fast dirt, fm firm turf, ft the synthetic. The small letter beside it marks the course: Ⓣ turf, Ⓐ all-weather, nothing for dirt. |
| Dist | The trip: 6f, 7f, 1m, 1⅛ or 1¼. |
| Fractions & final | The leader’s time at each of the last three quarter-mile calls the race took, then the final time in bold. Counting back from the wire like that means a sprint or a mile starts at the quarter and a longer trip starts at the half, and the final time sits in the same column whatever the race. |
| Race | The class: Clm 50000, Alw 100000, Listed 200k, GrIII 500k or GrI 1000k. A horse only ever runs in his own class. |
| PF / SF | The pace figure and the speed figure (below). |
| PP | The post position he broke from. |
| Points of call | Where he was, four times in the race (below). |
| Fin | Where he finished, and how far behind the winner. Fell if he came down. |
| Jockey | Who rode him. Your own name on races you rode. |
| Wgt | Weight carried, with L in front of it if he raced on Lasix. (Lines from before version 47 may also show b, for the blinkers green horses wore then.) |
| Odds | The price he went off at, with * if he was favourite: the final odds. A line you rode before version 16 carries the morning line. |
| First three home | The first three past the post with their weights, and the margin each held over the next one. His own name is in there when he ran well enough. |
| Comment | The chart-caller’s shorthand, the same as the chart’s (). |
The four columns in the middle are where the horse was at four moments in the race, and which four depends on the trip:
A sprint takes exactly those four calls. A route also takes a call at the break, and a mile and a quarter one at the mile as well; those are recorded but not printed, because a page of mixed trips has to read straight down its columns. A route line’s first figure is therefore the quarter-mile call where a sprint line’s is the break.
The small figure is the lengths he was behind the leader, and in the Fin column the lengths he was behind the winner. A horse in front carries what he held over the next one instead, and at the break there is no figure at all — the field is still a bunch of noses there and the fractions of a length between them mean nothing.
This is not how the chart counts. The chart gives each horse’s margin over the horse behind him; a form line gives his distance behind the leader. Both conventions are used in real racing, and mixing them up will have you reading a beaten horse as a close one. 5³½ on a form line means fifth, three and a half lengths off the leader.
SF is the speed figure and PF the pace figure. They are the track’s own, worked out from the times actually run: SF from the horse’s final time, PF from his position at the half-mile against the leader’s fraction there. Both are set against par for the trip.
| The number | What it means |
|---|---|
| 77 | About what a claimer runs |
| 85 | An allowance horse |
| 92 | A listed-class winner — par |
| 99 | Grade III |
| 107 | Grade I |
A class is worth about seven points, and the field in one race comes home within a few points of each other. So a claimer who runs 85 has run to allowance class, and is worth a second look; a Grade I horse who runs 95 had a bad day or a bad trip, and the comment usually says which.
A horse who finished a long way back — because his rider never asked him, for instance — will show a very low figure. That is honest: he ran that slowly.
Ten per cent of what your horse earns — and what $2 on you would have paid.
The first five finishers are paid: 60%, 20%, 10%, 6% and 4% of the purse. As the rider, your earnings are 10% of whatever your horse earns. Because the purses rise so sharply through the card, the last two races are worth far more than the first three put together.
| Class | Purse | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| $50k Claiming | $80,000 | $4,800 | $1,600 | $800 | $480 | $320 |
| $100k Allowance | $100,000 | $6,000 | $2,000 | $1,000 | $600 | $400 |
| $200k Listed | $200,000 | $12,000 | $4,000 | $2,000 | $1,200 | $800 |
| Grade III | $500,000 | $30,000 | $10,000 | $5,000 | $3,000 | $2,000 |
| Grade I | $1,000,000 | $60,000 | $20,000 | $10,000 | $6,000 | $4,000 |
The most a perfect day can earn you is $112,800. The result screen shows your earnings for each race and your running total for the day. After the fifth race it sums up the day, for example Day 5 complete — 1 winner from five rides, $36,000 in earnings.
Every race you ride is entered in the record book. Every horse in the race gets a start, its placing and its share of the purse, and its rider gets the ten per cent he would really take. Your own record at the top of the home page counts your starts, your placings and your earnings; in the jockeys’ standings you’re under your own name, highlighted, and the figures there are the same figures. Only races you’ve actually ridden are counted, so the book fills up as you go — and the pre-meet () is not part of it.
Earnings reward winning the big races. The $2 Win ROI board, in the middle of the home page, rewards something else: winning on horses nobody fancied.
Every ride a jockey takes counts as a $2 win ticket on his horse, paid at the horse’s final odds. A winner returns the $2 stake plus twice the odds; a loser, or a horse that falls, returns nothing.
| Winner’s final odds | $2 ticket returns |
|---|---|
| 0.80 (4-5) | $3.60 |
| 2.50 (5-2) | $7.00 |
| 8.40 | $18.80 |
| 20.00 | $42.00 |
For each jockey the board shows:
| Column | Meaning |
|---|---|
| Sts | Starts counted on the board (from version 16 on). |
| 1st | Winners. |
| $2 Avg | Average return per $2: everything his tickets returned, divided by his starts. |
| ROI | The same figure as a gain or loss: $2.94 is +47%, $1.40 is −30%, $0.00 is −100%. |
A jockey needs 15 starts to be ranked. Ranked jockeys come first, highest average return at the top, ties broken on wins and then the fewest starts. Below a line, in grey, come those still short of 15, most starts first. You’re always on the board, highlighted, even if you’re outside the ten shown. You ride five races a day and each of the other twelve riders gets about three, so everyone reaches 15 in five or six days.
What a good number looks like. The track keeps a cut of every pool, which is why final odds are shorter than a fair price. A jockey whose horses win just about as often as their odds say will average less than $2.00. Across 240 simulated races, the average jockey came out at about $1.46 (−27%), so anything above that is riding better than the field, and above $2.00 you’re bringing home more longshots than the betting expected — the favourite at 4-5 barely moves the number, but one 20-1 winner in fifteen rides is worth $42 on its own.
The board is a statistic, not a wager. Nothing is bet, and it has no effect on your earnings. It started fresh in version 16 for every jockey, because earlier versions never recorded the price a horse went off at.
The last thirty charts are kept. Older ones drop off as new ones are added.
Automatic, and kept in this browser.
There’s nothing to save by hand. The game keeps these in the browser’s storage as you go:
Two thumbs and a sideways phone.
The phone version hasn’t had its final tuning yet: that comes once the desktop game is finished.
Don't confuse activity with good riding.
Start on stalkers. You don’t have to fight for the lead or drop out of the race, so they’re the most forgiving style. Turn the read-out on, settle a few lengths behind the leaders with some cover, stay close to the rail on the turns, and watch the energy gauge. Don’t ask hard before halfway unless something clearly calls for it. As you come to the final turn, start thinking about your position and how much you have left for the finish.
| Style | Do | Don’t |
|---|---|---|
| Front runner | Break sharply, cross to the rail, and let him roll at his natural pace. Keep something back for the lane: rivals ride for a placing from three furlongs out. | Take a hold (he won’t settle), or get into a speed duel with another front runner that empties both of you. |
| Stalker | Sit three lengths off with cover, save ground, and start your move at the quarter pole with the reserve intact. | Get boxed in on the rail with a horse parked on your outside and no exit — or nudge him out of it. |
| Closer | Drop in, take a hold until she settles, save ground, and let her loose once you straighten, where the big reserve pays off. | Wait too long: from the quarter pole there’s no recovery, and energy left at the wire is wasted. |
The most important lesson. Asking, steering and the crop all have a purpose, but every unnecessary effort leaves your horse with less energy when it matters most. The best rides often look like you did very little until the quarter pole.
Earnings and the $2 board pull in different directions. The favourite in the Grade I is your best chance at the day’s biggest cheque, but even if he wins he adds little to your average. A 15-1 shot in the claimer is worth little in earnings, but win on him and he carries your average for a week. The form book is where the value hides: a horse with good figures, a bad trip last time and a long morning line is the ride that moves the board.
After every race, read your trip note and your comments. Were you wide? Blockd? Shut off? Did she wknd late (you went too soon) or finish with no bid (too late, energy left over)? Then watch the replay to see where the winner made his move.
A day or two later, when you meet the same horse again, open her past performances. The line you rode is in there with your name on it, next to her pre-meet and the lines other riders got out of her — which is the clearest way there is to see whether the trip you gave her was the one she wanted.
When something doesn't look right.
| Problem or question | Answer |
|---|---|
| There’s no sound. | Browsers only allow sound once you’ve interacted with the page, so it starts with your first race. On an iPhone or iPad, check the silent switch. If the sound stops after a call or a screen lock, touching the riding controls wakes it again. |
| The 3D view is black, or the game won’t load. | The game needs WebGL and, for the single-file version, an internet connection as it loads. Make sure hardware acceleration is on in your browser settings and that the browser is up to date. |
| The race looks choppy, or the picture looks soft. | That’s the Graphics setting on the home page. Step down a level if it’s choppy, up a level if your computer has room to spare (). |
| A progress bar came up before it asked my name. | That’s the pre-meet: every horse running its four races before the meet opens, so the form book starts full. It takes a couple of seconds and happens once. |
| My gamepad does nothing. | Press a button after the page has loaded; browsers only reveal a gamepad once it’s been used. Pads with the standard layout work best. |
| Choose mount doesn’t pick a horse. | It only scrolls down to the runners. Click or tap a horse to take the ride. |
| I don’t want to watch the parade every race. | Click it, or press Space, Enter or Esc, and you go straight to the gate. |
| The race stopped when I switched tabs. | That’s deliberate: the race waits for you. Come back to carry on. |
| My record has disappeared. | You’re probably in a different browser or profile, or a private window, or the site’s data has been cleared. The record lives in one browser only. |
| I keep getting shut in on the rail. | The other riders ride for ground, so the field runs tight to the fence. Plan your way out before you need it, sit a path off the rail on the straights, where it costs nothing — or hold the steer and squeeze through. |
| I pressed Space and an arrow, and nothing happened. | Nobody was in reach. The horse has to be in the next path — within about 1.5 metres across — and no more than half a length ahead or behind. You also can’t nudge a horse into the rail, within a second of your last nudge, or after your fourth. Nothing is spent when a nudge doesn’t happen (). |
| I won and was placed third. | The stewards disqualified you. One of your nudges made a horse check for room, and he finished within three lengths of you — or it happened in the first ten seconds, where any margin counts. The note under the chart says which horse, and where, and Watch the inquiry shows you (). |
| Nothing happened when I pressed Ask. | A tap of Ask is silent. She still answers — watch the ask line in the read-out. |
| The William Tell didn’t play. | It plays the first time in a race that you hold Ask down for a full second, and only once a race. A shorter hold, or a second hold, is silent. |
| The William Tell stopped halfway through. | A fall cuts all the recordings off. Otherwise it plays to its end, even after you let go of Ask. |
| She only neighed once. | She answers the first crop of a race. After that it’s just the crack. |
| There’s no barn link on my chart. | It’s only there after a race you’ve won, on the chart straight after the race, and only until you’ve used it. Past charts don’t have it. |
| The trip note calls my horse “he”, but this guide says “she”. | The game says she or he as the horse is; the guide just keeps to “she”. The breeding line on the card gives the horse’s sex. |
| Why did I get shut off? | You went for a gap and the other rider closed it. Front runners’ riders and horses who like the fence do it most (). |
| Why did I come down? | You clipped the heels of the horse in front — running up on him much faster than he was going, or squeezing into a gap as it closed. |
| I fell and the race kept going. | The rest of the field runs on without you, so the chart, the form lines and the replay are all complete. |
| My horse gained a place but the chart says no factor or passed tired rival. | Ran on and rallied are only for a horse in contention — in the first three, or within three lengths of the winner. A horse well beaten who picked off a tired one is charted as that (). |
| An old chart has a 3/4 column after Str, or says ran on of a horse well beaten. | Charts keep the words and columns they were written with. Charts ridden before version 35.2 took a call at every quarter and judged ran on by places alone. |
| The odds in the chart aren’t the ones on the card. | The card gives the morning line; the chart gives the final odds, the price the horse actually went off at. They’re usually close but never quite the same (). |
| The favourite on the card isn’t starred in the chart. | The star follows the final odds. Now and then the betting makes a different horse favourite. |
| I’m on the $2 board but below the line. | A jockey needs 15 starts to be ranked. That’s five or six days of riding. |
| Why is almost everyone’s ROI negative? | The track keeps a cut of every pool, so a jockey whose horses win about as often as their odds say averages under $2.00. Positive ROI means beating the odds (). |
| Can a horse run twice in a day? | No. Each class runs once a day, and every race draws from its own class’s twenty-four horses. |
| It never asked for my name. | It asks once, on a first load. If you skipped it, or want to change it, use the change link under Your record on the home page. |
| A horse’s form shows races that weren’t on the card. | Those are his pre-meet: the four races every horse ran before the meet opened. Races you rode him in are the shaded lines, with your name on them. |
| His Total is more than the lines on the page. | The page prints the last ten; Total counts every start he’s had here (). |
| Why is a beaten horse’s margin so much bigger on his form than it was in the chart? | They count differently. A chart gives the margin over the horse behind; a form line gives the lengths behind the leader. See . |
| A form line has no figures, just dashes. | The horse came down, so there is no final time to read a figure off. |
| An old chart has no replay link. | It was ridden before version 12, or its replay was dropped to make room. |
| An old chart has a group of horses beaten thirty lengths, all blockd. | That’s a fault in version 16 and earlier that let two horses side by side slow each other right down. Version 17 fixed it. |
| Why won’t my horse settle? | Front runners never do, and pullers fight hard. With a puller, take hold earlier and stay with it. |
| Why was I checked for room? | You ran up on a slower horse directly in front of you. Pull out a path before you get there, or squeeze past him. |
| Does weight or Lasix matter? | No. They’re part of the horse’s paperwork, not its ability. |
| Can I claim, buy or bet on horses? | No. It’s a jockey’s game. The claiming price is only a class level, and the $2 win board is a statistic: nothing is ever wagered. |
Racing words used in the game and in this guide.
| Term | Meaning |
|---|---|
| $2 win price | What a $2 ticket on the winner paid: the stake back plus twice his final odds. Printed under the chart. |
| Allowance | A race class above claiming, run under written conditions about what the horses have won. |
| Barn area | Where the horses are stabled at the track. In the game it stands outside the far turn. |
| Big screen | The infield board facing the stands: the race on the left, the tote on the right. |
| Boot to boot | Two horses racing so close together that their riders’ boots nearly touch. What a squeeze is. |
| Call to post | The bugle call that brings the field out onto the track before a race. |
| Chute | A straight extension off the oval that lets races start on a straight. |
| Claiming race | The lowest class, where every horse is entered for a claiming price. In the game the price is only a class level. |
| Closer | A horse that runs best from well back with one late run. |
| Cover | Horses in front of you to run behind, out of the wind. |
| Crop | The rider’s whip. |
| Crowded | Tucked in close behind another horse, with nowhere to go. It costs a horse energy, some more than others. |
| Daylight | Open track between one horse’s tail and the next one’s nose. |
| Disqualified (DQ) | Placed lower by the stewards for interference. In the game, placed directly behind the horse interfered with. |
| Driving / handily / hand ride | How hard a horse was ridden to the wire, from hardest to easiest. |
| Earnings | Your share of a race: ten per cent of what your horse earns. |
| Eighth, quarter and sixteenth poles | Markers one furlong, two furlongs and half a furlong from the wire. |
| Exposed | Running with no horse in front to follow. |
| Final odds | The price a horse actually went off at, struck by the tote as the field loads. Printed in the chart and the form book. |
| Form | A horse’s record of recent races; the past performances. |
| Fractions | The leader’s elapsed time at each quarter mile. |
| Front runner | A horse that runs best on the lead. |
| Furlong | An eighth of a mile, about 201 metres. Races in the game run from 6 to 10 furlongs. |
| Graded stakes | The top races: Grade I, II and III. The game runs a Grade III and a Grade I each day. |
| Ground loss | Extra distance covered by running wide on a turn. |
| In contention | In the first three, or within three lengths of the winner. Only a horse in contention is charted ran on or rallied. |
| Inquiry | The stewards looking into the running of a race. Shown on the tote board, and on the result screen until the result is official. |
| Interference | Making another horse check for room. In the game, a check within two seconds of a nudge, by the horse moved or one moved into his path. |
| Lasix (L) | A raceday medication shown on programs. Paperwork only in the game. |
| Length | The length of a horse, about 2.4 metres. The unit for margins. |
| Listed stakes | A stakes race just below graded level. |
| Longshot | A horse at a long price, one the betting gives little chance. |
| Morning line | The track handicapper’s estimated odds, printed on the program. |
| Nose, head, neck | The smallest margins, in that order. |
| Nudge | A deliberate bump that sends the horse alongside you over a path. Four a race. |
| Official | The result once the stewards are done with it. Purses and the books go by the official order. |
| Pace figure (PF) | A number for how fast the horse was going at the half-mile, against par. |
| Par | In the game, the reference pace for the race’s class and distance — and, for the figures, the time a listed-class horse runs. |
| Past performances | A horse’s form, one line a start, as the Racing Form sets it. |
| Path | A lane’s width out from the rail. 2p is two paths out, 3w three wide. |
| Patrol film | The stewards’ film of a race, head-on and from the side. In the game, Watch the inquiry plays it for each incident. |
| Placed | Moved up the order by a disqualification; or, for the one disqualified, put down it. |
| Points of call | The moments in a race at which a horse’s position is recorded. |
| Post parade | The field walking out in post order before the race, to the call to post. |
| Post position | The starting stall. No. 1 is on the inside. |
| Pre-meet | The four races every horse runs before the meet opens, the first time the game loads. The oldest lines in the form book. |
| Rail (fence) | The inside running rail. The shortest way round. |
| ROI | Return on investment: on the $2 board, how much a jockey’s $2 tickets gained or lost, as a percentage of what they cost. |
| Route | A race of a mile or further. Under a mile is a sprint. |
| Run-up | The distance between the gate and the start line where timing begins: 30 feet in the game. |
| Saddle cloth | The numbered cloth under the saddle, in the colour of the horse’s post, with his name. |
| Shut off | Had a gap closed in front of you by another rider. |
| Silks | The owner’s racing colors, worn by the rider. |
| Speed figure (SF) | A number for how fast the race was run, off the final time against par. 92 is a listed-class winner. |
| Split horses | Went through the gap between two horses. |
| Sprint | A race under a mile. A mile or further is a route. |
| Squeeze | To go through a gap narrower than a path, boot to boot with the horse beside you. |
| Stalker | A horse that runs best just behind the leaders. |
| Stewards | The officials who rule on the running of a race, and disqualify a rider for interference. |
| Stretch | The final straight to the wire. |
| Tote | The totalisator: the machine that takes the betting and works out the odds. |
| Trip | The distance of a race; also the story of how a horse’s race went. |
| Wire | The finish line. |
All 120 horses, with the quirks the card doesn't print, and how the riders ride.
Skip this if you’d rather discover your horses by riding them — or by reading their form, which is the slower and more enjoyable way round. Tank is the horse’s full energy supply, as shown on the gauge.
| Horse | Style | Quirks | Tank |
|---|---|---|---|
| Big Hat Benny | Front | needs room | 552 |
| County Line King | Front | turn of foot, likes the fence | 546 |
| Duke of Hazards | Front | likes the fence, turn of foot | 546 |
| Hot Pocket | Front | — | 552 |
| Mississippi Moonshine | Front | likes the fence | 567 |
| Red Dirt Rebel | Front | tough | 588 |
| Royal Ruckus | Front | needs room | 552 |
| Turbo Biscuit | Front | puller, needs room | 541 |
| Lady Side-Eye | Stalker | puller | 577 |
| Mostly Harmless | Stalker | needs room | 587 |
| Peaches McGee | Stalker | turn of foot | 566 |
| Quiet Riot Act | Stalker | — | 587 |
| Ruby Two Shoes | Stalker | — | 587 |
| Second Breakfast | Stalker | — | 587 |
| Sir Gallop | Stalker | — | 587 |
| Velvet Hammer | Stalker | — | 587 |
| Backstretch Betty | Closer | puller | 617 |
| Crown and Anchor | Closer | likes the fence, puller | 633 |
| Last Call Larry | Closer | tough | 664 |
| Midnight Snack | Closer | needs room, puller | 617 |
| Moonlit Pickpocket | Closer | needs room | 628 |
| No Hurry Harry | Closer | turn of foot | 607 |
| Sneaky Pete’s Revenge | Closer | — | 628 |
| The Long Con | Closer | puller | 617 |
| Horse | Style | Quirks | Tank |
|---|---|---|---|
| Bluegrass Bullet | Front | tough | 617 |
| Brass Lantern | Front | likes the fence | 596 |
| First Dominion | Front | turn of foot | 559 |
| Gallant Mischief | Front | — | 580 |
| King’s Highway | Front | tough, likes the fence | 632 |
| March of Kings | Front | — | 580 |
| Queen of the Prairie | Front | — | 580 |
| Sunday Shoes | Front | puller | 569 |
| Borrowed Time | Stalker | likes the fence | 632 |
| Clever as Sin | Stalker | needs room, turn of foot | 595 |
| Count the Roses | Stalker | tough, needs room | 653 |
| Lady Marmalade | Stalker | — | 616 |
| Proper Nuisance | Stalker | tough | 653 |
| Silver Lining | Stalker | puller | 606 |
| Velvet Regency | Stalker | turn of foot | 595 |
| Velvet Rope | Stalker | likes the fence | 632 |
| After the Parade | Closer | — | 657 |
| Autumn Sovereign | Closer | — | 657 |
| Lasting Impression | Closer | puller | 647 |
| Late to the Party | Closer | likes the fence | 673 |
| Long Division | Closer | — | 657 |
| Midnight Province | Closer | turn of foot | 636 |
| The Back Nine | Closer | tough | 694 |
| Whispering Pines | Closer | — | 657 |
| Horse | Style | Quirks | Tank |
|---|---|---|---|
| August Empire | Front | — | 608 |
| Blue Renegade | Front | likes the fence | 624 |
| Copper Comet | Front | puller | 598 |
| Desert Crown | Front | puller, needs room | 598 |
| Ghost of Glory | Front | — | 608 |
| Golden Province | Front | — | 608 |
| Thunder Parish | Front | likes the fence | 624 |
| Fool’s Triumph | Stalker | tough | 682 |
| Iron Promise | Stalker | needs room | 645 |
| Lucky Lucy | Stalker | turn of foot | 624 |
| Northern Gambit | Stalker | — | 645 |
| Ransom Note | Stalker | needs room | 645 |
| Red Meridian | Stalker | — | 645 |
| Royal Detour | Stalker | turn of foot, likes the fence | 640 |
| Silver Rebellion | Stalker | tough | 682 |
| Blacktop Angel | Closer | needs room | 687 |
| Brass Eclipse | Closer | likes the fence | 703 |
| Crimson Harbor | Closer | puller | 677 |
| King’s Misfortune | Closer | needs room, tough | 724 |
| Last Testament | Closer | — | 687 |
| Midnight Verdict | Closer | needs room | 687 |
| Railborne | Closer | turn of foot, puller | 656 |
| Velvet Cannon | Closer | likes the fence | 703 |
| Wicked Dividend | Closer | — | 687 |
| Horse | Style | Quirks | Tank |
|---|---|---|---|
| 19th Wonder of the World | Front | — | 627 |
| Hatful of Rain | Front | tough | 664 |
| Heat Seeking Missile | Front | turn of foot | 606 |
| Paperback Writer | Front | needs room | 627 |
| Prince of Mischief | Front | — | 627 |
| Radio Free Europe | Front | tough, puller | 653 |
| Ramp of Death | Front | puller | 617 |
| Thunder at Dawn | Front | — | 627 |
| Baron von Blink | Stalker | puller | 654 |
| Bourbon Street Beat | Stalker | needs room | 664 |
| Lady Vesper | Stalker | likes the fence | 680 |
| Marble Rye | Stalker | puller | 654 |
| Quiet Authority | Stalker | — | 664 |
| Red Hot Receipt | Stalker | tough, turn of foot | 680 |
| Sidewalk Chalk | Stalker | turn of foot, needs room | 643 |
| The Diplomat | Stalker | tough | 701 |
| Almost Famous | Closer | likes the fence | 723 |
| Black Diamond | Closer | turn of foot | 686 |
| Cavalier’s Shadow | Closer | — | 707 |
| Chasing Waterfalls | Closer | likes the fence, tough | 760 |
| Darkest Before Dawn | Closer | puller | 697 |
| Five Alarm Smile | Closer | tough | 744 |
| Prince Spellbound III | Closer | — | 707 |
| The Final Word | Closer | tough | 744 |
| Horse | Style | Quirks | Tank |
|---|---|---|---|
| Blue Periodicals | Front | turn of foot | 625 |
| Ethereal Static | Front | tough | 683 |
| Lullaby of London | Front | likes the fence | 662 |
| Only Shallow | Front | puller, likes the fence | 651 |
| Regal Thunder | Front | likes the fence | 662 |
| Teenage Riot | Front | — | 646 |
| Tin Roof Romeo | Front | needs room | 646 |
| Velveteen Rabbit | Front | puller | 635 |
| Electric Marmalade | Stalker | needs room, likes the fence | 700 |
| Painted Soldiers | Stalker | needs room | 684 |
| Perfectly Placed | Stalker | — | 684 |
| Roadside Attraction | Stalker | turn of foot, needs room | 663 |
| Silken Reign | Stalker | — | 684 |
| The Grand Strategist | Stalker | puller | 673 |
| Velvet Dominion | Stalker | tough | 721 |
| Whiskey River | Stalker | likes the fence | 700 |
| Baroque Hoedown | Closer | tough | 764 |
| Call Me Maybe | Closer | — | 727 |
| Crackity Jones | Closer | needs room | 727 |
| Half Past Midnight | Closer | puller, tough | 754 |
| Hot Rod Rodney | Closer | — | 727 |
| Motel Vacancy Inn | Closer | — | 727 |
| Traffic Jamboree | Closer | turn of foot | 706 |
| Trouble in Reno | Closer | tough | 764 |
| Jockey | Style | What it means |
|---|---|---|
| Amundsen, K. | Ordinary | Nudges when boxed in, and only into clear ground. |
| Bakshi, D. | Rough | Nudges readily, without looking, and now and then in a stretch duel. |
| Corrigan, T. | Clean | Almost never nudges. |
| Devane, P. | Ordinary | Nudges when boxed in, and only into clear ground. |
| Ferreira, L. | Ordinary | Nudges when boxed in, and only into clear ground. |
| Marchetti, R. | Rough | Nudges readily, without looking, and now and then in a stretch duel. |
| Nakamura, Y. | Ordinary | Nudges when boxed in, and only into clear ground. |
| Okonkwo, A. | Clean | Almost never nudges. |
| Oyelaran, F. | Clean | Almost never nudges. |
| Salcedo, M. | Clean | Almost never nudges. |
| Vasquez, E. | Rough | Nudges readily, without looking, and now and then in a stretch duel. |
| Whitlock, J. | Rough | Nudges readily, without looking, and now and then in a stretch duel. |
Everything on one page.
| Key | Does |
|---|---|
| ↑ | Ask (tap to burst, hold to keep her working; the first 1-second hold plays the William Tell) |
| ↓ | Hold (free; lets her recover) |
| ← → | Toward the rail / toward the outside; hold into a gap to squeeze (free) |
| Enter | Crop (4 per race) |
| Space + ← → | Nudge the horse alongside over a path (4 per race, a second apart) |
| H | Riding read-out |
| V | Camera views on / off |
| Esc | Skip the parade · leave the replay or the barn |
Gamepad: RT or A ask · LT or B hold · stick or D-pad steer · Y crop · X with the stick or D-pad nudge.
| Number | What happens |
|---|---|
| 2 furlongs out | Recovery stops; reserve kicks in; rivals empty their tanks |
| 3 furlongs out | Rivals start riding for a placing |
| 55% of the trip | After this, hard asking no longer spends the reserve |
| ~1.5 seconds | Of hard asking before that point spends it |
| ~1.3 lengths | Lost per metre off the rail, per turn |
| ~3.5 seconds | Of holding before a stalker or closer settles |
| ~40% / ~15% | Gauge turns amber / red |
| ½ length, 1.5 m | How far ahead or behind, and how far across, a horse can be nudged |
| 1.5 seconds | How long a nudged rider holds his new line |
| 3 lengths / 10 seconds | A check you caused is a DQ if the horse finishes within 3 lengths behind you — at any margin in the first 10 seconds |
| 15 starts | To be ranked on the $2 win board |
Hold the steer toward a gap with a horse beside you or up to 6 m ahead: boot to boot, no cost. His rider may shut the inside door (front 3 in 5, stalker 2 in 5, closer 1 in 4). Clipped heels: 3 in 5 a stumble, 2 in 5 a fall.
| Race | Class | Purse |
|---|---|---|
| 1 | $50k Claiming | $80,000 |
| 2 | $100k Allowance | $100,000 |
| 3 | $200k Listed | $200,000 |
| 4 | Grade III | $500,000 |
| 5 | Grade I | $1,000,000 |
Purse split 60 / 20 / 10 / 6 / 4%. Your earnings are 10% of your horse’s share. Distances 6f–1⅛m (graded races up to 1¼m). Dirt, turf or synthetic.
A $2 win ticket on every ride, paid at the final odds: stake back plus twice the odds. $2 Avg is the average return; ROI is the same as a gain or loss. Ranked from 15 starts. Above $2.00 means beating the odds.
| Style | How to ride |
|---|---|
| Front | Lead, roll, never hold. Hates being boxed in. |
| Stalker | Three lengths off with cover; move at the quarter pole. |
| Closer | Drop in, settle, one run in the stretch. Hates being alone in front. |
| Item | Meaning |
|---|---|
| SF 77 / 92 / 107 | About a claimer / a listed winner / a Grade I horse. A class ≈ 7 points |
| Superscripts | Lengths behind the leader — behind the winner in the Fin column |
| Points of call | Sprint: break, ¼, ½, stretch. Route: ¼, ½, ¾, stretch |
| Fractions | The last three quarter calls, then the final time in bold |
| Shaded lines | Races you rode him in; the oldest are his four pre-meet starts |
pace · prssd pace · mid pack · off pace — ins · 2p · 3w · wide — blockd · shut off · sqzd thru rail · split horses · clipped heels — drew clr · held on · up late · rallied · ran on · held pos · dropped back · wknd late · gave way late · no bid · no late kick — out of contention: mild rally · mild late gain · passed tired rival · no factor
Every race you have ridden, the most recent first
Ride the Rail · individual horse, at this track
Before the first card, every horse on the grounds runs four races, so the form book is full of real races when you open it. They are being run now, by the same physics as the race you ride. This happens once.
Every other rider in the room has one, and the chart wants a name in the brackets after the horse. Give yours once and the card, the chart, the form book and the standings will all carry it, set the way they set the rest of them.