Horse Board Game Rules

Horse Board Game Rules Rating: 4,1/5 3347 votes

Introduction

  1. Horse Race Board Game Rules
  2. Horse Card Game Rules
  3. Horse Racing Board Game Rules

The games described on this page are mixed poker games in which several different poker variants are played in a fixed sequence. They could be thought of as equivalent to the pentathlon in athletics: success requires skill and experience in all the variants included. To ensure fairness, a complete round of each game is played, every player having one chance to deal (or to have the dealer button) before the table moves on to the next game in the sequence. The names of the games are acronyms indicating which variants are played and in what order.

Shuffleboard horse collar games are played one-on-one or with two or more teams of two people Team members play on same end of the board each player using one set of weights red or blue, however depending on the number of teams may need to alternate ends as the changes frames.

These formats are commonly used for tournaments, both face to face and on line. Unlike the home game of dealer's choice, once the game has begun the players have no choice about which variants to play and in what order.

Horse card game rules
  • Across The Board games are handcrafted wooden tributes to classic games that are designed to get families together. And they are made to last for many years of game night fun. All the games—from penny hockey to horse racing to a king-of-the-hill strategy game—are straightforward and easy to play.
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Rules

H.O.R.S.E

The most famous of these mixed games is H.O.R.S.E in which the five games are:

  • Omaha/8
  • Razz
  • Seven-Card Stud
  • Eight or Better (Seven-Card Stud High-Low)

Normally these are all played as limit games. The two shared card games Hold'em and Omaha are played with blinds and the three stud games with antes and a compulsory bring-in bet as usual.

If there are more than seven players at the table, the last player(s) in order (the dealer and if necessary the player to dealer's right) sit out for the seven-card stud games, to avoid the possibility that the deck will run out. Since a complete round of each variant is played, everyone at the table will sit out the same number of hands during these rounds.

An alternative format is sometimes used in casinos, in which the game is changed every 30 minutes when a new house dealer comes to the table.

Game

C.H.O.R.S.E and C.H.O.R.S.E.L

These games are similar to H.O.R.S.E. but with the addition of one or two extra variants. The C stands for Crazy Pineapple and the L for Lowball, which in this case is California or Ace-to-Five Lowball.

R.O.E., H.O.E, H.O.S.E, S.H.O.E.

These are shorter (or more quickly cycling) games similar to H.O.R.S.E but involving only three or four of the variants.

Eight Game Mix

This version was introduced in 2008 and was offered as event 2 in the 2010 World Series of Poker, and is also available online at Pokerstars. It is sometimes known as T.H.O.R.S.E.H.A. and consists of eight variants played in the following sequence:

  • Limit 2-7 Triple Draw
  • Limit Texas Hold 'em
  • Limit Omaha High-Low 8 or better
  • Limit Razz
  • Limit Seven-card Stud
  • Limit Seven card Stud Hi-Lo Eight or better
  • No limit Texas Hold'em
  • Pot limit Omaha High (PLO)

OBJECTIVE OF CODENAMES: To be the team to guess all their clue first.

NUMBER OF PLAYERS: 4-8 Players

MATERIALS: 8 Blue and 8 red agent cards, one double agent card that is blue and red, 1 assassin card that is black, 7 civilian cards that are white, double-sided codename cards and key cards.

TYPE OF GAME: Verbal cooperative party game

AUDIENCE: For adults and children 14+

OBJECTIVE OF CODENAMES

The objective of codenames is to correctly guess all of your teams’ code words on the board before the other team does and without guessing the assassin. This is possible because your Spymaster will give you a one-word clue and a number. Using this information and similar clues throughout the game your team will try to interpret the spymaster’s clue and guess each code word.

HOW TO SETUP CODENAMES

The game needs the players to split into two even teams. One team claiming the blue agent cards and one team claiming the red agent cards. Each team should then appoint a spymaster, they will be the clue giver for the game.

The spymasters then should shuffle and deal out 25 codename cards and arrange them in a 5X5 square. Then shuffle and draw a key card that needs to be kept secret from everyone but the spymasters. This will be the key for which clues belong to which team, with the blue squares belonging to the blue team, red squares belonging to the red team, white squares are civilians, and the black square is the assassin.

Horse Board Game Rules

HOW TO PLAY CODENAMES

The game begins once the cards are laid out and the spymasters are ready with their first clues. The team that goes first is indicated on the keycard by the color that runs along the border, and this team will also take the double agent tile because they will have one more card to guess. The first spymaster will start the game by giving their team the first one-word clue.

Giving Clues

Clues are only given by the spymasters and these clues are the only time during the game that a spymaster should talk. The spymaster should make a point to not give away any additional information, even nonverbal information. It is best to not make eye contact and keep your facial expressions to a minimum.

Clues consist of one word and a number; The word is what the clue is and should focus on the cards that belong to your team, while the number is for how many cards this clue alludes to. The number is used only for the spymaster to tell the guessers how many code words his clue refers to, and can not also be a part of the clue. For example, if two of your clues are sea animals like whale and dolphin a spymaster might say “sea, 2”, but you can not use the number as part of your clue, so if trying to get your teammates to guess lemon and octopus you can not say “sour, eight.” The words your spymaster uses for clues cannot be any of the words visible in the grid either.

Making a Guess

Board

The next part of the game is guessing the cards that go along with your spymaster’s clues. All other teammates may discuss on what they think the clue could mean. Once they have their guesses they may start locking them in, and this happens when a teammate touches a card. No changes can be made once a card has been touched.

When guessing you must guess at least once, but after one guess you may decide to stop guessing at any time. You may only guess the number of times equal to one more than the number your spymaster gave you. Guessing ends for your team when you guess all your clues and win the game, guess the max number you are allowed this turn, make a wrong guess, or when every team member decides to pass.

Horse Race Board Game Rules

If your team incorrectly guesses a clue a few things can happen. If a civilian is guessed the spymaster will cover that card with a civilian tile. If your team guesses one of the other team’s clues then their spymaster will cover that clue with one of their clues, but if your team guesses the assassin then the game is automatically over, and your team loses.

Additional Rules

There a few official rules about words you can use for clues, but any other words not falling into these categories are up for the spymasters’ decisions. The official rules include: a clue must be about the meaning of the words and must not allude to letters in the word or the position on the table, Letters and numbers are valid clues but only if they refer to the meaning of the words, the number after the clue cannot be part of the clue, you must play in English, you can’t say words visible on the table, you can’t say parts of compound words on the table.

Horse Card Game Rules

ENDING THE GAME

Horse Racing Board Game Rules

The game can end a couple of ways. Either team can win by having all of their team’s clues covered before the other team, or the opposing team wins if your team ever guesses the assassin.