Turf Horse Racing
1995
A tense 40-space horse race where smart bets, lucky rolls, and risky outsiders can all lead to victory.
60
minutes
3 - 6
player(s)
10+
Medium Light
About this board game
Turf Horse Racing is a betting and racing game for 3–6 players, with a playing time of about 60 minutes. First published in 1995, it combines horse selection, changing movement values, and tactical die rolls on a 40-space course.
Players begin by betting on horses as they are dealt from the deck. Each horse card shows four values, one for each symbol shared by the cards and die: a jockey’s hat, boot, horseshoe, or horse’s head. When a symbol is rolled, the chosen horse moves the number of spaces shown for that symbol.
The horse’s head appears three times on the die, giving it a 50% chance of being rolled. Its value is always consistent for a given horse, creating dependable runners alongside more unpredictable choices. For example, Raven Beauty always moves seven spaces on a horse’s-head roll, while Lagoon Lady moves four and Roamin’ Emporer moves one.
- Steady favorites: Horses with strong, reliable movement can be dependable betting choices.
- Risky outsiders: Lower-ranked horses may have wildly varying values on the other three symbols, including the chance to surge far ahead.
- Tactical movement: On each turn, the active player rolls the die and chooses which horse moves.
- Scoring bets: Points go to the horses finishing first, second, and third, with one bet designated as a doubler.
A good roll lets you advance a horse you backed, while an inconvenient result may force you to move someone else’s horse. That tension makes every decision matter: support a consistent contender or gamble on an unlikely winner with a spectacular potential leap.
With its blend of betting, probability, and player-controlled racing, Turf Horse Racing offers a classic Knizia-style contest. It was later reimplemented as Winner’s Circle and Royal Turf.