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Horse Show
contains:
• 32 unique horse cards
• 12 assist cards
• 15 blue ribbon event cards
The first time you play, look over the three kinds of cards in the deck.
The dealer takes the remaining cards — the horse and assist cards —
shuffles them, and deals them face down, equally to each player.
These cards will be your stable for the entire game. Depending on the
number of players, there may be extra cards. Set these cards aside, out
of play.
Game Play
There are four horse shows in each game. In each horse show, there are
three different events. Beginning with the dealer, take turns
being the home club and hosting a horse show. The home club player lays
out the blue ribbon event cards and announces the events. In some cases,
he can earn additional points with a home club advantage or select the
event in a dealer’s choice. In a two player game, each player
hosts two shows as the home club. In a three player game, each
player hosts one show as the home club. In the fourth show, each of the
three players also hosts one of the three events. In a four player
game, each player hosts one show as the home club. To begin each
horse show, pick five cards from your stable to play in the next three
events. Keep these cards in your hand and put the remaining cards from
your stable face down, out of play until the next horse show. Of
the five cards you pick, at least three must be horse cards, since you
must play one horse in each event. The other two cards may be horse or
assist cards.
When you’ve played all three events in the first horse show, take the
remaining cards from your hand and return them to your stable. Now
select five more cards from your stable to enter in the next three
events.
You may pick some of the same cards from the first horse show or
different ones. The player to the left of the dealer becomes the new
home club player. Play continues until four horse shows have been
completed.
Beginning the Game
Playing an Event
To begin, the home club player takes the top three cards from the event
pile and places them face down in a row in the center of the table.
He turns over the first blue ribbon event card and announces the event.
The card indicates whether it will be a jumper, hunter, dressage, or
equitation event. From the five cards in your hand, select one
horse card to enter in the event and, if you like, one or more assist
cards. Here are some factors to consider in deciding which horse
and assist cards to play:
1) Most blue ribbon event cards favor some horses and penalize
others, so choose your horse card accordingly. If you’re the home
club player and the blue ribbon event card is a dealer’s choice, you get
to decide which event to play.
2) You may play any horse card you like. If you can, choose a
horse whose main event is in the same category as the blue ribbon event
card. If you can’t, look at the point values on your other horse
cards and choose one that has a high value in the event you’re playing.
For example, if you’re playing a dressage event, you might want to enter
Star. Dressage is her main event and she’s worth 5 points in that
category. If you don’t have a dressage horse, a horse like
Chocolate Chip may be a good choice. She’s worth 3 points in a
dressage event, even though her main event is jumper.
extra points–add them to your point value for the event
black dot means this is the horse’s main event
Object
The player who wins the most blue ribbon event cards wins the game.
Set-up
Players select a dealer. The dealer separates the blue ribbon event
cards from the rest of the deck, shuffles them, and places them face
down in a pile in the center of the table.
Ride for the Blue Ribbon
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A Card Game for Ages 8 & Up
2-4 Players
point value for each event – H6 means you earn 6 points in a hunter
event
Rules of Play
Note: In all our rules, we use either “he” or “she” to include everyone!
Rider’s Caution!
In a four player game, if you win several events in the first shows you
may run out of horse cards (since you don’t return winning horse cards
to your stable). Without horse cards, you can’t enter events, so
you must
sit out until the end of the game.
GLOSSARY
Dressage
The horse and rider are judged on the exact execution of reasonably
simple movements, like walking, trotting, and cantering on a flat
course. The ultimate goal is harmony and understanding between
horse and rider.
Equitation
The rider is judged on his riding ability and technique – how he holds
his hands, positions his heels, sits in the saddle, and controls his
horse.
Favor or Penalty Points
Most blue ribbon event cards favor some horses and penalize others.
In horse shows, there are always some horses that are expected to do
better in certain events or under certain conditions (just as when
they’re the home club in
Horse Show).
Hunter
The horse is judged on how the jumps are executed. There should be
a smooth action, arch of the back, with a snap of the front legs, legs
not dangling, and clearing 3 to 3 1/2-foot jumps.
Home Club
The barn or association who sponsors the horse show is the home club.
In our game, the player who lays out and announces the events is the
home club player. In some events, the home club player has an
advantage.
Jumper
Horses are judged on whether they clear the jump, regardless of their
style in jumping. The jumps are high and the goal is to jump
clean, with no faults, no knockdowns, or refusals.
Stable
A stable is your collection of horse and assist cards.
3) If you have an assist card in the same category as the blue
ribbon event card, you may play it to earn extra points. The
assist card must match the event, but it can be played with any horse
card, regardless of the horse’s main event.
For example, if you have a dressage assist card, play it with Chocolate
Chip (whose main event is jumper) to earn even more points in a dressage
event.
On the count of three, enter the event by placing your horse and assist
cards face up on the table in front of you.
Scoring an Event
Tally the points from your horse and assist cards, then add or subtract
applicable favor or penalty points from the blue ribbon event card.
No matter which horse card you enter, use the point value that matches
the event
(if you’re playing a jumper event, use the point value from the yellow
box on your horse card).
The player with the most points wins the event.
Breaking a Tie
If there’s a tie between two or more players, use the tie-breaker score
on your horse card to determine the winner of the event. (Don’t
count the points on the assist cards.) The player with the highest
TB wins the event. The winner of the event takes the blue ribbon
event card and places it on the table in front of him, with the winning
horse and assist cards tucked underneath. Other players return the
horse and assist cards played in that event to their stables (do not
return them to the cards in your hand).
Continuing Play
For the second and third events of the show, pick horse and assist cards
from your hand and compete as before. Remember, you may not use
the cards in your stable until the next horse show. The first
horse show ends when all three blue ribbon event cards have been played.
The game continues until four horse shows have been played.
Ending the Game
The player with the most blue ribbon event cards wins. If two or
more players have the same number of blue ribbon event cards, the dealer
reshuffles the cards and hosts one last event for those players whose
score is tied. The player who wins that event wins the game.
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