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Steeple chase» Forums » Variants

Subject: Mud on the Track, Horse Running Style, Whip, & Card Play rss

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George Husted
United States
East Hartford
Connecticut
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Has anyone thought of upgrading this from a simple "roll-and-move" to give it a bit of player interaction and some tactical decisions?

I propose doing the following...

Mud on the Track
Take a marker (preferably brown) and make circles around the holes in the track. These spaces are "muddy" and cost 2 movement each. I suggest clustering them in groups of 2...3...and 4 in irregular patterns.

Horse Running Style
Using a standard card deck, each player draws a card at the start of the game. On a result of an ace, your horse is first out of the gate. Add 2 to your first movement roll. On a result of a king, your horse is a front runner. Add 1 to your die roll every time you start the turn ahead of your opponent. On a result of a queen, your horse is a stretch runner. Add 2 to any die roll after the last jump. on a result of a jack, your horse has a burst of speed. Add 2 to any one roll during the game. On a result of a red number card, your horse is an outside runner. Add 1 to the die every time your horse starts the turn on the outside of the track. On a result of a black number card, your horse is a pace runner. Add 1 to every die roll.

Whip
Once per game, your jocky may use his riding crop to spur your horse on. After rolling the die and moving, roll the die again. If the number is lower than the first die roll, you may move your horse again that many spaces. You may continue to do this until your die roll is higher than the last one rolled. If the die roll is higher than the last die roll, your turn ends and you may not move the amount of the last die roll.

Card Play
Shuffle the cards and each player draws 3 cards and holds them in their hand. Cards 2-5 may be played against your opponent (in addition to your normal die roll). On your opponents turn, (s)he must roll the number on the card or greater to be able to move. If the number rolled is greater than the number on the card, the horse is moved that many spaces. If not, the horse loses a turn. Cards 6-10 add 1 to your die roll that turn. Jacks add 2, queens add 3, kings add 4, and aces add 5 to your movement die roll that turn.
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George Husted
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East Hartford
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