This is Not Candyland
Movement isn't determined by a die -- each player has a hand of six cards (numbered 1-6, naturally!) which are chosen and played simultaneously. The lowest number goes first, with ties broken by which horse is farthest behind. In practice, this means that the whole Robert Burns "plans of mice and men gang aft agley" thing is in full swing here at the races. All it takes is for some plodding rider to move you one space back, and your once-brilliant move now plows you straight into the river.
Speaking of the river (and the bog and the fences), if a horse ends his move on one of those spaces, it's as if his move never happened. The horse (in dressage parlance) "refused" the jump and you simply stay where you started.
Warning: Hosage Ahead
I should also note that this warning doesn't just apply to kids -- sadly, most of the adults who have this tendency aren't able to recognize it in themselves.
It All Adds Up to Fun
One final word: This is an excellent game for kids. The bits encourage imaginative play and the simple "gotta figure out what the other guy is gonna do" process is an important decision-making skill. But it's also an excellent filler for adults, whether they're gamers or complete newbies. Simple rules + hosage + quick play = fun.




