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My new obsession: A horse-racing board game of pure luck

Recorded: May 27, 2026, 3 p.m.

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My new obsession: A horse-racing board game of pure luck | De minimis non curat Lex

De minimis non curat Lex

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My new obsession: A horse-racing board game of pure luck

16 Apr, 2026

Someone recently introduced me a weird and wonderful little board game that has become my latest obsession.
It's a game for 2-12 players where horses race on a track. Except that the players don't control the horses directly. Nor do they choose when and how to bet on said horses. Nor do they have any input whatsoever regarding how the game unfolds (though the proceedings are not deterministic – merely luck-based, like a casino game). The game basically amounts to a skill-free gambling machine. It wouldn't require much effort to turn it into a zero-player affair.

Oh, and did I mention that the game has no consistent title? As far as I've found, it has been (re)released many times under several different names, including:

Dubble Kross (1991)1
The Horse Race Game (2004)
Wooden Horse Races Game (2004)
Horse Race (2005)
The Racing Horse Game (2006)
Horse Racing Game (2007)
Various wood and metal sets, such as Ropoda's (pictured above).

Perhaps it's one of those ancient folk games that seem to have come to us fully-formed from deep in the past? Or else it's in the public domain, such that anyone is free to run with it? I have no idea. The mystery is part of the appeal – what on earth is this non-game, where did it come from, and why does it keep being repackaged?
I have no answers. All I know is that it's strange, and entertaining, and I love it. I'll probably try to code my own variation of it at some point.
In the interest of making more people aware of this strange and delightful game, I've compiled its rules and variations in this post:

Classic Mode is the aforementioned input-free variation. It's strangely enjoyable!
Advanced Mode adds a few wrinkles that introduce player inputs and a modicum of strategy.
Other House Rules are a handful of minor changes that I've found elsewhere on the internet. They add minor variations that increase the amount of player agency in the game.

Horse Race Board Game RulesA game for 2 to 12 players.
This rule set is adapted from Horse Race Board Game, published by Ropoda.
Components
Game board
2 six-sided dice
2 decks of cards
11 horse tokens

The BoardThe board consists of:

A starting gate where horses initially begin (containing one slot per lane).
A scratch zone (containing four slots per lane).
11 numbered lanes (each containing a variable number of slots).
A finish line (containing one slot per lane).

Starting Gate Finish Line
| |
| |
--------------------------------------------------
| 0 0 0 0 | 2 | 0 0 | 0 | (2 slots)
| 0 0 0 0 | 3 | 0 0 0 0 0 | 0 | (5 slots)
| 0 0 0 0 | 4 | 0 0 0 0 0 0 0 | 0 | (7 slots)
| 0 0 0 0 | 5 | 0 0 0 0 0 0 0 0 0 0 | 0 | (10 slots)
| 0 0 0 0 | 6 | 0 0 0 0 0 0 0 0 0 0 0 0 0 | 0 | (13 slots)
| 0 0 0 0 | 7 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 | 0 | (14 slots)
| 0 0 0 0 | 8 | 0 0 0 0 0 0 0 0 0 0 0 0 0 | 0 | (13 slots)
| 0 0 0 0 | 9 | 0 0 0 0 0 0 0 0 0 0 | 0 | (10 slots)
| 0 0 0 0 | 10 | 0 0 0 0 0 0 0 | 0 | (7 slots)
| 0 0 0 0 | 11 | 0 0 0 0 0 | 0 | (5 slots)
| 0 0 0 0 | 12 | 0 0 | 0 | (2 slots)
--------------------------------------------------
| |
| |
Scratched Race Track

Classic ModeFor 2-12 players.
Classic mode is played for 8 (or more) rounds, decided by the players at the game's outset.
Whichever player has the greatest number of chips at the end of all the rounds is the winner.
Setup
Prepare the deck(s):
Use one deck of cards with four or fewer players. Use two decks with more than four players.
Remove all aces (A), kings (K), and jokers from the decks.
Shuffle all remaining cards into a single deck.

Deal an equal number of cards to each player until the deck is depleted.
Place all horse tokens on the starting line.
Continue to the Scratch Phase.

Scratch Phase
Scratch the first horse:
The player to the dealer's left rolls the dice.
Add the numbers of the dice roll to determine the horse to scratch.
Move the corresponding horse to the first scratch line.
Any player holding a card with a number matching the horse must:
Discard the matching card. (Note: Jacks match "11" and queens match "12.")
Contribute 1 chip to the pot for each card discarded.

Scratch the second horse:
Pass the dice to the player to the left.
The player rolls the dice.
Add the numbers of the dice roll to determine the horse to scratch.
Move the corresponding horse to the second scratch line.
Any player holding a card with a number matching the horse must:
Discard the matching card.
Contribute 2 chips to the pot for each card discarded.

Scratch the third horse:
Pass the dice to the player to the left.
The player rolls the dice.
Add the numbers of the dice roll to determine the horse to scratch.
Move the corresponding horse to the third scratch line.
Any player holding a card with a number matching the horse must:
Discard the matching card.
Contribute 3 chips to the pot for each card discarded.

Scratch the fourth horse:
Pass the dice to the player to the left.
The player rolls the dice.
Add the numbers of the dice roll to determine the horse to scratch.
Move the corresponding horse to the fourth scratch line.
Any player holding a card with a number matching the horse must:
Discard the matching card.
Contribute 4 chips to the pot for each card discarded.

Continue to the Race Phase.

If a scratch number is repeated:

Move the matching horse to the corresponding scratch line.
Players who held matching cards must contribute a number of chips to the pot equal to the current scratch line.

Example

The third horse's roll is 4, but Horse #4 was the first horse scratched.
Horse #4 moves to the third scratch line.
Player 2 held two 4s when the horse was originally scratched. Player 2 now contributes 6 chips to the pot.

If a player is unable to contribute a specified amount to the pot, they must contribute all the chips they can. If the player has no chips to contribute, they contribute nothing.
Race Phase
The next player going clockwise rolls the dice:
If the dice total matches a non-scratched horse, move that horse forward one space.
If the dice total matches a scratched horse, the player contributes a number of chips to the pot equal to the horse's scratch line, if able.

Repeat Step 1 until a horse reaches the finish line.
When a horse reaches the finish line, continue to the Payout Phase.

Payout Phase
Players receive a share of the pot depending on whether they hold cards matching the winner's number:
If using one deck of cards, players receive 1/4 of the pot (rounded down) for each matching card.
If using two decks of cards, players receive 1/8 of the pot (rounded down) for each matching card.
Leftover chips remain in the pot.

Continue to the Reset Phase.

Reset Phase
All players pass their remaining cards to the player on their left.
Shuffle all the discarded cards, then deal an equal number to each player.
Move all horse tokens to the starting line.
Continue to the Scratch Phase.

Advanced ModeFor 4-12 players.
Advanced Mode retains the same core gameplay and objectives as Classic Mode, but includes the following variations.
Deck CompositionAces and kings are now included in the base deck.

Players
Deck Composition
Cards Per Player
Remaining Cards

4
Two suits + 1 joker
6
3

5
Two suits + 2 jokers
5
3

6
Three suits + 2 jokers
6
5

7
Three suits + 2 jokers
5
6

8
Full deck + 2 jokers
6
6

9
Full deck + 2 jokers
6
0

10
Full deck + 2 jokers
5
4

11
Full deck + one extra suit + 2 jokers
6
1

12
Full deck + one extra suit + 2 jokers
5
7

Card Abilities

Card
Ability

King (K)
Transfer a scratch penalty during the Scratch or Race Phase to the player on your left or right. Each King played in response to another King doubles the penalty.

Ace (A)
Cancel and ignore a scratch penalty during the Scratch or Race Phase.

Joker
After dice resolution, move any horse forward or backward one space.

Note
2-10 / J / Q retain their standard functions.

Dealing and Card Drafting
Designate a dealer to shuffle the deck and deal an equal number of cards to each player.
Draft the cards:
Each player examines their hand and keeps one card, placing it face down in front of them.
Players pass their remaining cards clockwise to the next player.
Repeat Steps 2.1-2.2 until all cards are drafted.
Each player's kept cards form their starting hand.

Pots and AntesAdvanced Mode adds antes to the game, and uses a two-pot system:

Main Pot: Players pay an agreed-upon ante into this pot each round in addition to the usual scratch penalties. This pot is divided as normal among the holders of cards matching the winning horse.
Jockey Pot: Players pay double the Main Pot ante into this pot each round. The entire pot is awarded to the player who moves the winning horse across the finish line.

Chain Penalty Scratch ModeThis feature is recommended for multi-race sessions.

The player to the left of the dealer rolls to scratch the first horse, following the same procedure as Classic Mode.
The player passes the dice clockwise to the next player.
When this player rolls:
If a new horse is scratched, all players discard their cards that match the horse, paying a penalty of (Scratch Position x Round Ante) into the Main Pot.
If an already-scratched horse is rolled, only the current player pays a penalty of (Scratch Position x Round Ante) into the Main Pot.

Repeat 2-3 until a horse is moved to the fourth scratch position.
Continue to the Race Phase like in Classic Mode, except that the player who made the final scratch makes the first roll.

Settlement PhaseOnce a horse crosses the finish line during the Race Phase, do the following:

Assess penalties to players who hold the following cards:
King (K): Pay 2x the base ante into the Main Pot.
Ace (A): Pay 3x the base ante into the Main Pot.
Joker: Pay 4x the base ante into the Main Pot.

Award payouts from the pots:
Distribute the Main Pot:
Players show any cards they hold that match the number of the winning horse.
Divide the Main Pot into a number of portions matching the shown cards. Round down any decimal amounts.
Place any leftover payouts in the Jockey Pot.

Give all of the Jockey Pot to the player who moved the winning horse across the finish line.

Reset the board and deck:
Collect all cards and shuffle them into the deck.
The player to the left of the current dealer becomes the new dealer.
Move all horses to the starting line.

Begin the next round.

Other House RulesThis section collects interesting house rules from various corners of the internet.
Jesse Schellenberg's Variant
Suitable for Classic Mode.

"This allows for folders remorse situations that are mostly hilarious for the majority at the table. It also allows a player to specialize or diversify in the cards they think will end up snagging a portion of the winnings."

Deal an extra hand at the beginning of the game. (I.e., in a 6-player game, deal a 7th hand.)
Once all scratched cards are discarded, the extra hand of cards are placed face up near the board.
After dice rolls are resolved on a player's turn, cards from the extra hand can be purchased at a cost of the highest scratch value.
Once you purchase a card, you must replace it with one from your hand.

George Husted's Variant
Suitable for Classic Mode.

Keep the face cards, jokers, and aces in the deck.
Cards are dealt and held without being displayed.
After the initial card draw, starting with the first player (highest dice roll), all players:
May place a wager, meet a wager, or raise a wager.
May then discard up to 2 cards and be dealt 2 replacement cards. Discards are placed face up.

All players are free to place another wager. Each wager or raise is limited to twice the ante. All wagers totaled are limited to five times the ante.
Each player must meet a wager or raise to stay in the race.

Face cards, aces, and jokers held in your hand may be played if you roll a "scratched" horse and have to pay into the pot:

Jacks: Retreat a horse of your choice one space.
Queens: Place one chip under a horse of your choice. When that horse's number is rolled, do not advance it. Remove the chip and place it in the kitty. Once the chip is gone, any subsequent rolls will move the horse.
Kings: Place two chips under a horse of your choice. When that horse's number is rolled, do not advance it. Remove one chip and place it in the kitty. Continue this until there are no chips left under the horse, and then any subsequent rolls will move the horse.

Marcus Perry's Variant
Suitable for Classic Mode and Advanced Mode.

At the game's outset, players may choose to implement a one-minute round of card trading from among the following options:

Before the scratch phase.
After each scratch.
At the end of the scratch phase.

Any trade is permissible as long as both trading partners consent to it.

Sample Trades

Giving two 6s for one 7.
Giving three 2s for one 8.

Matt Robertson's Variant
Suitable for Classic Mode and Advanced Mode.

After the scratch phase:

The current player rolls 4 six-sided dice.
The current player chooses how to pair the resulting rolls. (For example, rolls of 1, 4, 5, and 6 could be 5-11, 6-10, or 7-9.)
The two horses matching the chosen pairs move forward one space.

Notes

I must add that this one has nothing to do with horses.↩

#games

 

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The presented text discusses a horse-racing board game characterized as a system of pure luck, which the author finds strange and entertaining, noting its various historical titles such as Dubble Kross and Horse Race Game. The game's appeal stems from its nature as a skill-free gambling mechanism, allowing players no direct control over the horses or betting outcomes. The author compiles rules and variations to promote the game.

The core rules for the Horse Race Board Game, adapted from Ropoda, involve components including a game board, two six-sided dice, two decks of cards, and eleven horse tokens laid upon a track structure. The board features a starting gate, a scratch zone, numbered lanes, and a finish line.

The game features two primary modes: Classic Mode and Advanced Mode. Classic Mode is the input-free version, played for eight or more rounds where the winner is determined by the total chips held at the end of all rounds. The gameplay proceeds through a Scratch Phase, followed by a Race Phase and a Payout Phase, culminating in a Reset Phase where components are shuffled and dealt for the next round. During the Scratch Phase, players roll dice to determine which horse to scratch, and players holding corresponding cards must discard them and contribute chips to a pot based on the scratch position. The Race Phase involves subsequent dice rolls to determine horse movement, where matching dice rolls against un-scratched horses advance them, and matching rolls against scratched horses trigger chip contributions. The Payout Phase awards shares of the pot based on matching cards.

Advanced Mode expands upon the core mechanics by incorporating strategic elements through altered deck composition and card abilities. The base deck now includes Aces and Kings, and players are dealt different numbers of cards depending on the number of players (ranging from 3 to 7 cards per player). Specific card abilities are assigned to Kings, Aces, and Jokers, allowing for the transfer of scratch penalties or the cancellation of penalties, as well as movement modifiers. The card dealing process involves a card drafting method. Advanced Mode introduces a two-pot system: a Main Pot and a Jockey Pot, where the Jockey Pot rewards the player who moves the winning horse across the finish line, and it incorporates the Chain Penalty Scratch Mode, which modifies how penalties are calculated during the scratching process. The Settlement Phase in Advanced Mode specifies penalties for holding King, Ace, and Joker cards related to the pot.

Various supplementary house rules have also been compiled. Jesse Schellenberg's Variant suggests dealing an extra hand, allowing players to purchase cards based on scratch values. George Husted's Variant permits players to keep face cards, jokers, and aces in the deck, introducing wagering and card discarding options, along with specific rules for playing face cards in response to scratches. Marcus Perry's Variant introduces optional card trading before or after the scratch phase, while Matt Robertson's Variant allows for complex dice pairings during the race phase for movement. These modifications provide additional layers of interaction and strategic depth to the inherently chance-based structure.