Search Images Maps Play YouTube News Gmail Drive More »
Sign in
Screen reader users: click this link for accessible mode. Accessible mode has the same essential features but works better with your reader.

Patents

  1. Advanced Patent Search
Publication numberUS3690666 A
Publication typeGrant
Publication dateSep 12, 1972
Filing dateNov 24, 1970
Priority dateNov 24, 1970
Publication numberUS 3690666 A, US 3690666A, US-A-3690666, US3690666 A, US3690666A
InventorsJohn R Seitz
Original AssigneeJohn R Seitz
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Horse racing board game apparatus
US 3690666 A
Abstract
A horse racing game including a game board inscribed with a simulated racetrack, and a plurality of cards inscribed with various groups of numbers which indicate horse performance, a particular horse's rating, key numbers, and index numbers. A race action board has various tables and charts which are used, in combination with the horse performance cards, to determine the amount each marker representing a horse is to be moved along the simulated racetrack. A random number selector means is used to determine the key numbers and various finder numbers which are used with a plurality of finder tables which are, in turn, used to determine the track condition, race time, odds for each horse, etc. A race charting sheet is used to record all pertinent data during the preparation for and running of each race.
Images(13)
Previous page
Next page
Claims  available in
Description  (OCR text may contain errors)

United States Patent Seitz [54] HORSE RACING BOARD GAME APPARATUS [72] Inventor: John R. Seitz, 915 Wheaton Dr.,

Lancaster, Pa. 17603 [22] Filed: Nov. 24, 1970 [21] App]. No.: 92,338

[52] US. Cl..273/l34 CH, 273/134 CB, 273/134 DB [51] Int. Cl. ..A63f 3/00 [58] Field of Search ..273/l34 CH [56] References Cited UNITED STATES PATENTS 3,260,526 7/1966 Seitz ..273/l34 CB 3,462,151 8/1969 Parisi ..273ll34 CH 3,463,496 8/1969 Weinstein et al....273/l34 CH Primary Examiner-Delbert B. Lowe Attorney-Jones and Lockwood 511 Sept. 12, 1972 [57] ABSTRACT A horse racing game including a ,game board inscribed with a simulated racetrack, and a plurality of cards inscribed with various groups of numbers which indicate horse performance, a particular horse's rating, key numbers, and index numbers. A race action board has various tables and charts which are used, in combination with the horse performance cards, to determine the amount each marker representing a horse is to be moved along the simulated racetrack. A random number selector means is used to determine the key numbers and various finder numbers which are used with a plurality of finder tables which are, in turn, used to determine the track condition, race time, odds for each horse, etc. A race charting sheet is used to record all pertinent data during the preparation for and running of each race.

12 Claims, 19 Drawing Figures Patented Sept. 12, .1972

15 Sheets-Sheet l QQN Patented Sept. 12, 1972 3,690,666

15 Sheets-Sheet 2 I I No p HNISHES/ Mounts 1s" 2nd 3rd OM.

Jockey Name & Rating Larry Adams 0 1936 New Orleans, La.

94 2. F. Alvarez x 1930 Puerto Rico 3. Pete Anderson 0 1931 Southampton, NY. .924

4. H. Arroyo 0 I944 Puerto Rico 5. J. Artcrburn a 1934 French Lick, Ind.

6. Braulio Baeza 1 k 1940 Panama lity. Panama Patented Sept. 12,. 1972 15 Sheets-Sheet 5 Year: 1969 I 68 Year: 19 9 INSUBORDINATION PROMISE Chestnut Colt Age: 2"70 Bay Colt Age: 4 By: Semi-Pro- Deeptrust By: The Irishman-vowed By: Depth Charge By: Dedicate 72 Breeder: C. W. Black, Kentucky Breeder: S. S. .lanney, Jr., Maryland Owner: G. Robins 81 W. J. Resseguet, Jr. Owner: locust Hill Farm Trainer: W. .1. Resseguet, Jr. Trainer: F. Y. Whiteley, r-

Rating: 22' Turf: 20* Rating: 23 Turf: 20 78 Good: --1 Muddy: -4 78 Good: -1 Muddy: 4 Slow: -2 Sloppy: Slow: -2 Sloppy: 5 3O 80 84 86 11-22 21-24 31-24 41-24 51-24 61-24 11-2 21-10 31-10 41-10 51-9 61-9 12-26 22-23 32- 26 42- 26 52- 26 62-26 12- a 22- 4 32-19 42-12 52-14 62-12 13-23 23-23 33-22 43-14 53-10 63-30 13 7 23-7 33-3 43-11 53-11 63-11 14- 27 24- 27 34- 27 44- 22 54-13 64-13 14-13 24-13 34-20 44- 5 54- 64- 6 23 25- 23 23 27 5s- 23 65- 29 15-22 25-23 35-24 45-25 5 -26 16- 2f 26- 25 36- 25 46- 25 56- 25 66- 22 16-27 26-28 36-22 46-30 56- a 66-1 F/6.4A F/G.4B 1

6:4 Year: 1969 ARTS AND LETTERS Chestnut Colt Age: 3

By: Ribot-All Beautiful By: Battlefield Breeder: P. Mellon, Virginia Owner: Rokeby Stable Trainer: Elliott Burch Rating: 24 Turf: 22 Good: 1 Muddy: 4 Slow: -2 Sloppy: 5 84 5 11-1 21-13 31-3 41-19 51-4 61-4 12-14 22- 2 32- 9 42- 9 52- 9 62- 5 13-11 23-11 33-1 43- a 53- a 63- 3 14- 6 24- 6 34- 6 44- 2 54-10 64- 4 1s- 3 25- 3 35- s 45- 5 55- 2 65-12 16- 7 26- 7 36- 7 46-10 56-10 66-1 INVE/VTOR JOHN R. 55/ 72 ATTORNEYS Patented Sept. 12, 1972 15 Sheets-Sheet 4 AMERICAN DERBY Time: 1:22-5/5 Track Fast Silent Screen Insubcrdination Windy Tide 1969 RACE RESULTS (1st race at Arlington Park, 8/50/69 ARLINGTON-WASiINGTON FUTURITY 8th race at Arlington Park, 9/6/69 Jockeys L. Rotz Shoemaker Pineda Belmonte Ray Baeza Brumiield E. Whited Layland Nochols Perret Ccrdero, Jr.

7 furlongs. 2-year-o1ds. Record: Tumiga, 7/15/68 1:20-2/5 Finish Post No.

1. Silent Screen 7 2. Insubordination l 5. Windy Tide 4. Finance Minister 1O 5. Everett's Last 12 6. Irish Castle 9 7. Hard Work 8 8. Spotted Line 5 9. Jim's Alibi 5 10. Mona's Jet 11 ll. Woodie Can 4 12. Native Royalty 2 8th race at Belmont Park, 6/7/69.

1% miles. 5-year-olds. Record: Gallant Mon, 6/15/57 2:26-3/5 Finish Post No. Jockeys 1. Arts and Letters 1 B. Baeza 2. Majestic Prince 5 W. Hartack 3. Dike 5 E. Belmcnte 4. Distray 6 J. L. Rotz 5. Rooney's Shield 4 L. Adams 6. Prime Fool 2 J. Velasquez Time: 2:28-4/5 Track Fast Arts and Letters 5.40 2.60 2.10 Majestic Prince 2.40

Dike

ARLINGTON CLASSIC 8th race at Arlington Park, 6/21/69.

1-1/8 miles. fi-year-olds. 1 mile. 3-year-o1ds. Record: Damascus, 8/5/67 1:46-4/5 Record: Dr. Pager, 8/24/68 Finish Post No. Jockeys Finish Post No. 1. Fast Hilarious 1 L. Pincay, Jr. 1. Ack' Ack 7 2. Night Invader 7 D. E. Whited 2. King of the Castle 1 5. Dike I03 8 W. Shoemaker 3. Fast Hilarious 5 4. Jay Ray 10 E. Fires 4. Dike 5 5. Twogundan 6 A. Pineda /06 5. Night Invader 9 6. Dondougold 2 J. Shaffer Fleet Allied 2 7. Strong Strong 5 C. Marquez 7. Twogundan 8 8. Famed Prince 4 W. Gavidia 8. Gleaming Light 10 9. Barely Once 5 H. Moreno 9. Barely Once 4 10. Mr. Power 9 C. Perret l0. Trusty Pro 6 Time: 1=4e-1/5 Track Fast Time: 1. 5 -2/5 Track Fast Fast Hilarious 15.60 10.80 2.60 Ack Ack 5.20 5. Niqt Invader 7.80 2.40 King of the Castle Dike 2.10 Fast. Hilarious BELMONT STAKES Jockeys B. Baeza.

C. H. Marquez E. Fires E. Belmonte C. Perret R. Nono W. Gavidia L. Adams H. Moreno M. Heath lNVE/VTOR JOHN R. 55/72 Patented Sept. 12, 1972 13 Sheets-Sheet 5 13 Sheets-Sheet 6 0140M ZO .FU uudm fs NE Patented Sept. 12, 1972 Patented Sept 12, 1972 3,690,666 I 15 Sheets-Sheet 7 /56 52 COLUMN Horse's Dice Net L58 Rol1 /64 J3; 9* we Rating Column 0 a: 30 I 2 Muddy 28 I 4 Good 27 I 5 Fast 2 t I 6 Fast 24 I 8 Fast 23 I 9 Fast 22 I 10 Fast 21 n 11 Good 20 H 12 Sloppy 19 II 13 11 Before running a race, determine the track 17 m conditions by rolling the dice and adding the 5 111 two dice numbers.0ne of the above eleven 15 m numbers will result. Opposite that number 14 m will be the track condition prevailing tor the 13 w race. or series of races, on your "day's" card.

Iv When running on a sloppy track the front running horses 11 Iv use their muddy track ratings to determine their dice 10 roll columns. This rule applies-as well to any horse 9 V running in a lane unocccupied anywhere ahead and 8 V with both side lanes also unoccupied. It another horse is in the same lane or the one on either side. no matter 7 v how far ahead, the rule does not apply. You use the 8 V sloppy track rating.

5 VI v 4 w This situation can change. of course, with each u cessive dice-roll. 3 VII 2 VII This rule applies to dirt tracks only. Do not observe it 1 VII when running turt tracks.

lNl/E/VTOR A T TOR/VEYS Patented Sept. 12, 1972 3,690,666

13 Sheets-Sheet 8 I) When an asterisk follows one of the move points above. first complete the horse's moves and then roll the dice again for that horse but add the dice numbers instead of combining them as you do when you read the horse's card numbers. You will thus get a number from 2 to 12. Find that number in the table below and observe whatever instructions it gives.

2-Horse comes up lame. Use dice roll column VII for remainder oi race for this horse.

3Ioclrey is thrown and horse is eliminated from race. NOTE: This applies only if the track is muddy or sloppy. It track is not sloppy or muddy. use dice column I in the FIRST iurlong column on the next dice roll for this horse. but just on the next dice roll.

4-Horse stumbles at start. Go five dice columns lower on the next dice roll. but only if this is the FIRST dice roll oi the race. It it is not the first dice roll of the race, ignore the stumble and use dice roll column I in the First Furlong Column on the next dice roll only.

5Horse is bumped by horse passing. Go tour dice columns. lower on the next dice roll only.

6Horse is victim of passing horse herding Go three dice columns lower on next dice roll only.

7-Use dice column I in First Furlong Column for this horseon the next dice roll only.

8-Same as number four. 9-Same as number seven.

l0-Same as number four.

' ll-Same as number five.

l2-Same as number four.

In case your horse is already in a dice roll column too low to drop the number specified in tour and five above, then simply use Dice Roll Column VII on the next dice roll.

' Determine the identity of the bumping or herding horse by waiting until this particular dice-roll is completed and then note the name of the nearest horse ahead of the "bumped" or "herded" horse but in the lane to his right or left, not the same lane. Ii horses occupy both right and leit lanes the same number of spaces ahead, charge the horse on the right, iartherest from the mil. with the violation. Should all leading horses be in the same lane as the horse in question, then charge the one closest to him with the violation. If this horse, himself. should be the leadinghorse in the race at the end of this dice-roll, then follow the same procedure, but in reverse that is, the closest trailing horse would be charged.

At the end of the race the horse in violation must be declared disqualified and his oificial finishing position will he the position behind the horse he bumped or herded. Example: the horse in violation finishes second and the horse he violated finishes fifth. Therefore. the horse in violation will oificially finish sixth and all the other horses move up one position except those behind sixth place.

A TTOR/VEYS Patented Sept. 12,1972.

13 Sheets-Sheet 9 T-IMING THE RACE Compute the Running Time tor each Horse as Follows:

After the dice rolls tor all the horses have been completed and their order at finish has been established. leave the markers standing on the track iust where they finished the race.

First. find the time of the winner. It the winner iust reached the finish line to win the race (did not pass it) his time would be that figure shown at the top of the last turlong column of the race. Example: suppose it was a mile and a quarter raceten furlongs. The time shown at the top of the Tenth Furlong column on the Race Action Board is Z:07two minutes and seven seconds. so that would be the winner: time.

More likely. however. the horse would have some unused tenths lett on the race charting sheet. Let's suppose there would be six tenths (.6) left. In that case you would deduct .6 from 2.07 and thus get 2:054. Now. since racing times are always computed in titths. not tenths. of a second. youreduce the tenths to fitths and so otticially the time in this instance would be 2:05 2 5. Many times the final computed time tigure will be in odd tenths. like .3. .5 or .7. Whenever this occurs. add another tenth to the odd figure so it can be reduced to litths at a second. II WHEN THIS EXTRA TENTH IS ADDED IT SHOULD HAPPEN TO EXACTLY TIE ONE HORSE WlTH ANOTHER FOR A FINISHING POSITION. THE RUNNING TIME FOR BOTH HORSES WILL BE OFFICIALLY THE SAME. BUT THE HORSE WITH THE ODD TENTHS WILL FINISH AHEAD BY A PHOTOEINISH.

Very seldom will the winner of a race lust reach the finish line and go no further on the last dice roll ot the race. Usually he will finish several spaces beyond it. In this case. you take the tinal turlong time at the top 0! the column representing the distance of the race and then deduct the time assigned in the table at the right to the total track spaces beyound the tinish line that the horse has advanced. Example: Suppose in this same ten iurlong race the last dice-roll tool: the winner tour spaces beyound the tinish linerotor to the Timer Table and total the time oi the first tour spaces in the elevonth turlong. Always use the turlong following the one representing the race's distance. Thus. in a seven iurlong race. you would use the eighth turlong in.

the table. The first Iour spaces in the eleventh furlong of the Timer Table total 6.4-4X1.6. so you will now deduct 5.4 trom the column ten turlong time of 2:07. which gives the figure ot 2:00.S. and since the horse. in this example. has .5 unused points left on the race charting sheet, this. too, must be deducted. leaving an even 2:00 (two minutes) running time to: the mile and a quarter.

'I'hls timing system of the APBA American Saddle Racing Game is incredibiiy realistic. The American track record. Ior example, tor a mile and a quarter ls 1:58 1/5. The running time tor any and all race distances in APBA. even taking into consideration varying track conditions, always will be a figure that relates realistically to the actual real-lite time tor the distance being run.

Once the winner's time has been computed. the remaining horses are timed simply by adding their trailing space time to the winner's NET time and then deducting tromthat figure any unused tenths they rnight have showing on the race charting sheet. For example. the second (place) horse finishes two spaces behind the winner in the mile and a quarter (ten turlong) example described above. Refer to the Timer Table at the right and tind these correspoading two trailing spaces in theeleventh turlong. You will see that these two spaces total 3.2 2 X L5. The winner: time was 2:00. so by ad ing 8.2 to 2:00 you get 2:032 or 2:03 1/5 tor the second. or place. horse. If this horse had any unused tenths, they would be subtracted from this total. Suppose. tor example. this horse had a lettover figure of .4. This would make his exact running time 2:02 4/5. that is 2:03.2-.4':2:02.8 or 2:02 4/5. THERE IS ONE SITUATION UNDER WHICH THESE UNUSED TENTHS WOULD I lO'I' BE SUB'I'RACTED. THIS OCCURS WHEN A HORSE FINISHES IN THE SPACE IMMEDIATELY BEHIND ANOTHER HORSE AND DOES NOT HAVE ENOUGH POINTS TO MOVE SIDEWAYS TO AN UNOCCUPIED SPACE RE- HIND AN UNOCCUPIED SPACE.

. that did not reach the finish line on the last dico-roli.

' the horse is standing after the final dice-roll.

When evaluating this space time ior those horses There is a very rare possibility that a race may roguire one more dice roll than the number of its furlong distance. It this rarity should occur, you must add the additional turlong time onto the basic race time batore making the appropriate deductions and additions. Suppose. for example. that eleven dice-rolls are required to determine the winner at a ton turlouq race. In such a case. you would use the time figure at the top oi the Eleventh Furlong Column (2:20) on the Race Action Board and then use the twellth hrlonq line in the Timer Table from which to take any do duction points.

In the. likewise. very unlikely event that a horse reaches the finish line in one dice roll less than the iurlong number oi the race distance. his running time would be computed from the time iiguro at the top at the preceeding iurlong column. Example: it a horse reaches the finish line in nine dlcerolls in a ten turlong race. use the time figure at the top at the Ninth Furlong Column on the Race Action Board. The time of the trailing horses would still he added to the winner's time trom the point at which they stand at the completion oi nine dice rolls. They would not take the tenth dice-roll. As soon as a winner is determined no more dice rolls are made except to complete tor all horses the one which determined the winner.

I'NVEN roe JOHN Ii. 55/ TZ 4 mm; rs

Patented Sept. 12, 1972 3,690,666

15 Sheets-Sheet 10 FIG. IZB

TIMER TABLE FURLONG TIME PER SPACE (in 'mondl) l7 umona /70 1 2 a 4 s 1 a 1st (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 2nd (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 3rd (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 4th (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.! 5th (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 6th (13 secs) 1.6 1.6 1.6 1.6 1.8 1.6 .1.7 1.7 7th (12 secs) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 8th (12 secs) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 9th (12 secs) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 10th (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 11th (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 12th (13 secs) 1.6 1.6 1.6 1.6 1.6 1.6 1.7 1.7 13th (12 secs) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 14th (12 secs) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 15th (19 secs) 2.3 2.3 2.4 2.4 2.4 2.4 2.4 2.4 16th 8 secs) 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 17th (20 secs) 2.5 2.5 2.5" 2.5 2.5 2.5 2.5 2.5 18th 8 secs) 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0

FRACTIONAL SEPARATING DISTANCES (This is provided to give a realistic visualization of the distances separating the horses both while running and tor describing the finish. There is no need to: this 11110111101101! 1n the actual running 01 the race.)

One-tenth (.1) a nose Two-tenths (.2) a head Three-tenths (.3) a neck 1 h Four-tenths (.4) qucnterenqt 7 5 Five-tenths (.5) halt-length Six-tenths (.6) a: a length Seven-tenths (.7) a length and a half Eight-tenths (.8) two lengths Nine-tenths (.9) two and a half lengths Count each tull space as three lengths.

//vxv/vr0/? JOHN R. /72

ATTORNEYS Patented Sept.

13 Sheets-Sheet l 2 To find the odds on each horse in the race:

1. First total the ratings of all the horses in the race. That is, the ratings after making any adiustments clue to track conditions or iockey points.

IMPORTANT: Some horses will have an asterisk alter their rating. On races of more than seven turlongs any horse with an asterisk following his rating should have his rating reduced by two (2) points for each successive iurlong over seven. Example. a horse is rated 23' and the race is nine .turlongs, so in determining his odds,-consider his rating to be 19 tor this particular race. THIS REDUC- TION IS TO BE MADE ONLY FOR DETERMINING HIS ODDS, NOT F OR FINDING HIS DICE-ROLL COLUMN.

2. Next, divide this total figure by the number of horses in the race. It the result is a fractional figure, drop any traction under one hall (.5), but count as a whole number any traction that is at least one halt or more. (Example: 18.4 is counted as I8: 18.5 or more is counted as 19.)

3. Next, compare each horse's net rating number with this computed average figure. Each horse's individual rating number will be either more or less. or possibly the same, as the computed average number. Mark on the charting sheet under each horse's name this plus or minus figure. Example: +5, it he is five points more than the average; 3, it he is three points under the average: 0, it his rating is the same as the average.

4. Now roll the dice once for each horse and add the dice numbers-add them into one figure. You will get one oi eleven numbers for each horse-2 to 12. Write in this diceroll number under the horse's name on the race charting sheet. Find this number in the dice roll column at the left oi the odds chart below. Then on that line look under the column heading which gives the plus or minus figure of the horse. There you will find. four lines of figures tor each dice roll under each column. The top line is the odds figure tor the horse in this particular race. Write in this odds figure at the place provided for it on the race charting sheet. The three lines under the odds figure are the win. place and. show dollar winnings that will apply to the horse it it finishes in the moneyfirst, second or third.

A suggested use ot these winnings figures is to wager on the outcome of the race with simulated paper money, which can be purchased in any stationery store. to create added interest when groups get together tor a party of APBA racing.

FIG/4 JOHN R. SE/TZ ATTORNEYS Patented Sept. 12, 1972 3,690,666

15 Sheets-Sheet l5 HORSE: 427 Al LETTERS AGE: 3 f sex: W

DATE RACE JOCKEY DIST FIN TIME Track Condition 74/ 0 Azuwm/u, 5' g; 5 /,'3X/{ i457 /o///1- Mm /09 h7/M4 XY V 4/00 [/5 if W ls STARTS FIRST I SECOND THIRD LAST F/G. 5 INVE/VTUR I JOHN R. 55/ TZ 57% MW ATTOR/VE rs HORSE RACING BOARD APPARATUS BACKGROUND OF THE INVENTION This invention relates to a simulated horse racing game, and more particularly to the various components of the horse racing game which are used in combination, and which cooperate to produce a realistic performance fromthe various horses in each particular race.

In the past, the toy industry has produced many horse racing games which use various types of game boards, cards that set up race conditions, horse markers which are moved along the game board and a random number selection means such as a plurality of dice which furnish the move number for the horse markers. Usually, in this type of game, during each game players turn, the random number selector means are used to determine a move number which indicates the distance on the game board, which has agridded simulated racetrack inscribed thereon, a marker isto be moved. On occasion, there are special squares'marked off on the gridded board, and if the markers come to reston these special squares at the termination of the move, the player may be required to adjust his position in either a favorable oiunfavorable manner in accordance with instructions printed on the game cards or on the game board itself. These presently known horse racing games are basically a game of chance, since they usually are based solely on the random number furnished by the selector means. They produce no realistic simulation of a horse race, and the game players are not able to make strategic moves which will enhance their position and make them a winner.

Applicant has developed various other simulated sports games such as a Football game U.S.- Pat. No. 3,043,594, issued July 10, 1962; a Golf game U.S. Pat. No. 3,260,526, issued July 12, 1966; and a Basketball game U.S. Pat. No. 3,545,763, issued Dec. 8, 1970. All of these games were devised to produce a simulated game witha realistic representation which takes into account a teams past performance and/r players past performances and abilities. These games are carried out by using workable charts and tables with various tabulated results to represent the individual players and teams performances. The performance results determined by the charts are translated into maneuvers which are executed by a marker on a game board. The present invention utilizes this basic concept in a simulated horse racing game.

SUMMARY OF THE INVENTION It is, therefore, an object of this invention to provide a horse racing game which adds realism to a simulated game and permits strategic moves by the game players to enhance their chances of winning.

Another object of this invention is to provide a horse racing game having a plurality of components which are used, in combination, and which cooperate with one another to produce varying track and handicap conditions and performances by each horse in the race so that each game player may determine his strategy prior to and during the running of the race.

Another object of this invention is to provide a horse racing game which takes into account past performances of the horse under various conditions and the handling abilities of the jockeys to produce a present invention through the use of a game board having inscribed thereon a simulated oval racetrack with 10 lanes or post positions. The track is divided orgridded into spaces which represent one-eighth of a furlong and has indicia around the edge of the track marking various furlong distances so that different distance races can be selected. The race distance and number of races which are to be used while playing the game is left to the discretion of the'game players, and should be determined at the outset of the game. Each game player is provided with a plurality of horse performance cards having indicia indicating the horses rating under various track and race conditions, columns of key numbers which are correlated with index numbers to indicate the horses speed and stamina over various race distances. The gameplayers may then select which horse they wish to run, in a particular race. .Ajockey list is provided which indicates a horse handling ability rating for each jockeyto permit the game players to select which jockey they wish to use on each of their particular mounts.

A race charting sheet is used to record data such horse name andratin'g, jockey name and rating, post position, track condition, race distance, winning odds for each horse, and other data in preparation of running the race. The sheet also provides spaces to record the individual horses performance during the race and the time required for each horse to finish the race. The data recorded in the race charting sheet is determined by the ratings and figures inscribed on the horse performance card and various tables inscribed on a race action board such as a race action chart which is used to indicate the number of spaces or move counts to be taken by a horse marker during the running of the race, or a mishap or violation table indicating penalties which will be assessed for various infractions and mishaps that may occur during the race. The race action chart further includes timing tableshaving instructions for timing the race, a timer table, and a fractional separating distance table which are used in conjunction with one another to determine the exact finishing time of each horse in the race. A track condition table and a column index table are provided to determine the track conditions and a finder column number which is used in conjunction with the index numbers on the horse performance cards to determine the entry points on the race action chart so that the move counts can be determined.

An odds chart with instructions is provided to determine the odds for each horse to win, place or show against the other horses in a particular race. The odds of each horse winning the race is based upon the horses rating and the average rating of the total number of horses in the race.

Arandom number selecting means such as a pair of dice is used to select numbers which are used in conjunction with the various game tables such as the track condition table and the odds chart. The number selector means is also used to determine which key number is to be used on the horse performance cards, and thus the index numbers which are used in the horse action chart can be found.

BRIEF DESCRIPTION OF THE DRAWINGS The foregoing and additional objects, features and advantages of the invention will be apparent to those skilled in the art from the following detailed description of a preferred embodiment taken with the accompanying drawings, in which:

FIG. 1 is a plan view of a game board with an ovalshaped racetrack inscribed thereon;

FIG. 2 is a perspective view of a horse marker which is moved around the track on the game board to indicate a particular horses position during the running of a race;

FIG. 3 is a perspective view of a random number selection means which can be employed in the game; Y

FIGS. 4A, 4B and 4C show a series of horse performance cards having indicia representing horse rating and horse performance figures;

FIG. 5 is a portion of a jockey list showing the jockey name and rating;

FIG. 6 is a chart showing actual race results of various-real life horse races which have previously been I run;

FIG. 7 is a race charting sheet for recording the horse racing game results;

FIG. 8is a race action chart having eighteen furlong columns having indicia indicating move counts which are associated with finder columns composed of a plurality of index numbers according to the present invention;

FIG. 9 is a finder number index table which is used in conjunction with the race action chart of FIG. 8 to determine the finder column to be used by each horse;

FIG. 10 is a trackcondition table;

FIG. 1 l is a mishap or violation table;

FIGS. 12A, 12B and 12C illustrate various timing tables which are used to determine the time required for running the race;

FIG. 13 is an odds chart;

FIG. 14 is a table giving instructions on the use of the odds chart shown in FIG. 13; and

FIG. 15 is a race record sheet which is used to keep a record on each horse s performance.

DESCRIPTION OF A PREFERRED EMBODIMENT Elements of Game Referring more particularly to the drawings, in FIG. 1, the numeral 10 indicates a game board having a simulated horse racing track 12 inscribed thereon. The horse racing track 12 is oval shaped having two parallel side portions 14 and 16 and semi-circle end portions 18 and 20. On each of the side portions 14 and 16 are side extensions 22 and 24, respectively. The track has nine lane lines 25 which divide it into 10 equal lanes 26 corresponding to ten post positions. The numbering of the lanes begins with the No. 1 lane on the inside and progressively increases to the No. 10 lane on the outside. The lane spacing is uniform throughout the parallel side portions 14 and 16, the semi-circle end portions 18 and 20 and the side extension portions 22 and 24. Perpendicular to the lane lines are a plurality of furlong lines 28 which divide each of the lanes into a division or square 30 representing one-eighth of a furlong. Various furlong indicia 32 inscribed around the outside of the simulated track indicate the starting positions for various furlong distances. A indicia 34 inscribed on the game board 10 and located on the inside and outside of the racetrack defines a distance of one furlong 36. One furlong has eight spaces 30 which indicate a distance of one-eighth of a furlongEach of the side extension portions 22 and 24 add an extra furlong to each of the parallel side portions 14 and 16. A finish line 38 corresponding to one of the furlong lines 28 extends transversely across the lanes of the track at a preselected location on the racetrack. The finish line is so positioned that it can be used no matter which furlong distance is selected.

The lanes 26 are further divided into four groups- Group includes lanes 1, 2 and 3, Group in cludes lanes 4 and 5, Group includes lanes 6 and 7, and Group includes lanes 8, 9 and l0-by extra wide lane lines 40 which coincide with the lane lines 25 around the track. Any other suitable means can be used to divide the track into the four lane groups, such asv difierent colored lane lines. The significance of the lane line division will be described hereinafter.

At various preselected locations in the semi-circle portions 18 and 20 of the racetrack, move count indicia 42 are inscribed within the lanes 26 which indicate the number of move counts to required to move a horse marker 44 (see FIG. 2) one space in each lane as the marker is being moved through the semi-circle portions 18 and 20 of the racetrack during the running of the race. A plurality of movable furlong markers 46 are positioned at various locations about the track and are usually positioned over the marks 34 so that game players can easily determine the particular furlong that each horse marker is in during the running of the race.

In FIG. 3, a random number selecting means is illustrated by a cup 50 and a pair of dice 52 and 54, respectively. During playing of the game, it is necessary to distinguish between the two dice cubes, therefore, in the preferred embodiment dice cube 54 is larger and of a different color than dice cube 52, thus permitting the cubes to be easily distinguished. Any other suitable random number selecting means may be provided; however, it has been found that a pair of dice is the easiest to use.

Turning now to the horse performance cards 60, 62 and 64 illustrated in FIGS. 4A, 4B and 4C, respectively. Each card has various indicia inscribed thereon. Line 1 at 66 of card 60 indicates the year from which the performance figures were tabulated. Line 2 at 68 indicates the name of the horse. Line 3 at '70 indicates the color, sex and age of the horse and lines 4, 5, 6, 7 and 8 at 72 indicate the background information of the horse, such as parentage, breeder, owner and trainer.

Below the background information, the horse rating data is located. The horses rating for a dirt track is indicated at 74, while the horses rating for a turf track is indicated at 76. Adjustment figures for track conditions are indicated at 78. These figures are used to determine each horses adjusted rating under various track conditions, for example, horse performance card 60, representing the horse named Insubordination, indicates that the horses rating on a fast dirt track would be 22, but the same horses rating on a muddy track would be 18 or 22 4.

At the bottom of each horse performance card is a plurality of horse performance columns 80. Each of the horse performance columns is subdivided into a key number column 84 and an index number column 86. Since no two horses perform in the same manner over different distance races, the three cards illustrated in FIG. 4 generally indicate the three different types of horses which are included in the plurality of horse performance cards based on their past performances over various distances. The three general classifications of horses are sprinters, distance horses and two-way horses which can run both sprints and distance races. The way to determine whether a horse is a sprinter, distance, or both is to merely check the index number columns 86, and if the index numbers are all high numbers as indicated in performance card 60, the horse is considered a sprinter, if the index numbers are low numbers as indicated on performance card 64, the horse is a distance runner, and if the index numbers are both high and low numbers, the horse is both a sprinter and a distance horse. Other markings can be placed on the cards if desired to indicate the types of horses, for example, an asterisk 88 by the rating number 74 and 76 on card 60 indicates that Insubordination is a sprinter horse.

In order to provide the game player with a jockey selection, a jockey list 90, which is illustrated in FIG. 5, is provided. The jockey list has, the names 92 of a number of well-known jockeys listed in alphabetical order with their horse handling ability rating 94 located opposite their name. This horse handling ability rating is added to the adjusted horse ratings as determined above to furnish a final, or net, horse and jockey rating for use in various charts and tables which will be described hereinafter. The jockey list 90 also has five columns in order to keep an accumulated record for each jockey. In column 94', the accumulated number of mounts is recorded, and in columns 95, 96, 97 and 98 the accumulated finish record of each jockey is recorded indicating first, second, third and out-ofmoney finishes, respectively.

To make the horse racing game more realistic, a race result sheet 100 is provided which is merely a reproduction of the statistics and results of previously run real-life races. A portion of a racing result sheet is illustrated in FIG. 6, wherein the statistics and results of four races, the American Derby, Arlington-Washington Futurity, Arlington Classic, and Belmont Stakes are reprinted. Generally, each game consists of a number of races, and if desired the real-life race data from the race result sheets is used to set up at least one of the races on the racing program during each game. The pertinent information on the race result sheet is the distance of the race indicated at 102, the horses and jockeys names indicated in columns 103 and 104, respectively, the post positions indicated in column 104, and the track condition indicated at 108. When preparing a racing program using one of the races from the race result sheet, the information indicated above is used to select the horse performance cards and jockeys to be used, the distance of the race, post positions and the track condition only, and the remaining information necessary to prepare for the running of the races will be detemiined in the normal manner which will be explained hereinafter.

A race charting sheet 1 illustrated in FIG. 7 is used to record all the data for the preparation and running of each race in the racing program. The chart has various columns along its left edge, as viewed in FIG. 7, to record certain information. In column 112, the name of the horse, final, or net, horse rating and odds information are recorded. Column 114 is provided to record the color of the horse marker which is used by each horse, while column 116 is provided to record the post position for each horse for the start of the race. In column 118, the jockeys name and horse handling ability rating is recorded. Colurrm 120 is provided to record the finder number column; the manner of determining the numbers for this column will be explained hereinafter. In the heading at the top of the sheet, there are spaces for recording other information which is necessary for the running of the race, for example, in-

dicated at 122 is the number of the race, at 124 the name of the race can be recorded, at 126 the condition y of the track is recorded, and at 128 the distance of the race in furlongs is recorded. The methods of determining the track condition and furlong; distance will be explained hereinafter. Belowthe chart heading and to the right of colum 120, there are 18 vertical columns 130 which are divided into 10 horizontal lines 131 corresponding to the 10 post positions. The horizontal lines 131 are further divided into lines 132 and 132'. The race charting sheet also has columns 134 and 136 to the right of columns 130 which are used to record the finishing position and time, respectively, for each horse in the race. The method of obtaining the information which is recorded in columns 130, 134 and 136 will be explained hereinafter.

A race action chart 140 which is used to determine move counts for the actual running of the race is illustrated in FIG. 8. At the left-hand side of the chart as viewed in FIG. 8, there are seven finder number columns which have a plurality of indicia 144 vertically arranged under each column. The indicia 144 range from 1 to 30 and represent the index numbers found in columns 86 on the horse performance cards. The remainder of the race action chart is divided into 18 furlong columns 146 which correspond to the maximum number of furlongs depicted. on the racing track and on the charting sheet. Each column 146 has the furlong number 148, the time in seconds 150 for running that particular furlong and columns 218 have the cumulative time value in seconds at 152 inscribed in the heading. Below each of the column headings and opposite the index number inscribed at the left-hand edge of the chart are indicia representing move counts 154 which are indicated in whole numbers and tenths.

In FIG. 9 a finder number index table 156 is illustrated. This table has two columns, a horse net rating column 158 having indicia indicating various horse ratings, the determination of which will be explained hereinafter, and a finder number column 160 having various indicia ranging from Roman numeral I to VII which are positioned opposite the indicia in the'horse net rating column 158. The Roman numerals in the finder number colunm 160 are the numerals which are recorded in the finder column 120 on the race charting sheet 110 shown in FIG. 7.

FIG. 10 illustrates a track condition chart 162 having a random number column 164 with indicia ranging from 2 to 12 indicating the possible numbers which may come up on a roll of a pair of dice. A track condition column 166 having indicia describing various track conditions, for example, muddy, slow, good, fast and sloppy, is opposite column 164 and the descriptive indicia is correlated with the indicia in column 164. This track condition table provides the data which is recorded in the track condition space 126 of the race charting sheet 110. Below the column 164 and column 166 are instructions explaining various changes in track conditions which will be explained hereinafter.

FIG. 11 illustrates the mishap and violation table which gives rulings and penalties that are applied when various mishaps or violations occur during the race. The method of determining whether a mishap or violation has occurred will be explained hereinafter during a detailed explanation of the procedure for running a race.

FIGS. 12A, 12B and 12C illustrate a table with instructionson timing the race, a timer table and a fractional separating distance table, respectively. The timing the race table will be explained hereinafter during the procedure for running the race. It is used with the cumulative time numbers 152 shown on the race action chart and the timer table to determine the running time for each horse in the race. The timer table represents the time required for a horse to move one space or oneeighth of a furlong in each of the 18 furlongs. At the left-hand side of the timer table is a column 168 having indicia indicating furlongs 1-18, and the time in seconds 170 required to run each furlong. These times correspond to the times shown on the race action chart at 150. To the right of column 168, there are eight colurrms 172 having indicia corresponding to time in seconds and tenths of seconds. Each column 172 has 18 sets of time indicia corresponding to the 18 furlongs in column 168. There are eight columns 172 because each furlong is divided into eight spaces; the eight columns 172 represent the time for a horse to run a distance of one-eighth of a furlong.

Continuing with the timing tables, the fractional separating distance table has two columns 176 and 178 which are equated to one another. Column 176 has nine lines with indicia ranging from 0.1 to 0.9 while column 178 has nine corresponding lines having descriptive terms to describe various finishing distances between horses, for example, line 0.1 represents a nose, line 0.5 represents a half a length, and line 0.9 represents 2% lengths.

FIGS. 13 and 14 illustrate an odds chart and instructions for use of the odds chart, respectively. The odds chart is divided into various columns and lines having indicia representing odds numbers, return amounts, etc. At the upper edge of the odds chart, there are 17 odds columns 180 which are divided into eleven random number lines 182. Each random number line 182 begins with a random number between 2 and 12, as can be seen in FIG. 13 at the left-hand side of the odds chart. At the upper edge of the odds chart is a group of indicia which range from a +8 to 8. The center column 184 or the ninth column counting from left to right on the odds chart is designated by the indicia 0. The eight columns to the left of the center column 184 increase in numerical order from +1 to +8 while the indicia to the right of the center column 184 decrease from 1 to 8. The odds chart column and lines 184 and 182, respectively, divide the chart into sections 186 which have four rows of indicia inscribed therein. The first row 188 indicates the odds, the second row indicates the return for a winning (first) horse, the third line 192 indicates the return on a placing (second) horse and the fourth line 194 indicates the return on a horse that shows (third). The method of using the chart of FIG. 13 and the instruction table shown in FIG. 14 will be described hereinafter.

FIG. 15 is a record sheet having various columns which are used to keep an accumulative recordof the performance of each horse. The record sheet provides spaces to record the horses name, age and sex, the races each horse has run, the jockey who rode the horse in each race, the distance of each race, the finishing position, the time for the horse for that particular race, and the condition of the track for each race. At the bottom of each record chart is a totaling line which can be used to total the statistics on each particular horse. This recording chart gives the player an idea of how a particular horse has performed in the different distance races when taking into consideration different jockeys and track conditions.

Preparations for Running the Race v Turning now to the preparation necessary for playing the game or running the race. The first step in preparing for a race is to determine whether there will be a single race or a full racing program. After it has been decided whether a single race or a full racing program will be used, it should also be determined whether a real life feature race, the results of which are depicted on the race result sheet shown in FIG. 6 will be one of the races included in the program. Generally, if such a real life feature race is used, it is the final race of the program. The number of races in each program can vary, but the normal number of races for a full program is between seven and nine races. When a full program is run, the races are divided between short and long distances. Some typical short distances are 5 /2 furlongs, 5 furlongs, 6 furlongs, and 7 furlongs, while 8 furlongs and up are considered long distance races.

After the number of races and the distance of each race have been determined, a race charting sheet is prepared for each race. The race number indicated at 122, the name of the race indicated at 124, if applicable, and the distance in furlongs indicated at 128 are inscribed in the appropriate spaces on the charting sheet for each race.

The next item to be determined will be the track condition. There are generally two ways to determine the track condition. First, if a full days race program is to be run using a real-life race from the race result sheet 100 as the final race, the track conditions indicated at 108 (see FIG. 6) on the race result sheet 100 can be used for the entire program. For example, in the American Derby race, the track condition is fast, therefore, the term fast would be inserted in the space provided at 126 on the charting sheet. A second method of determining the track conditions is by using the random number selector means such as the pair of dice shown in FIG. 3, and the track condition chart illustrated in FIG. 10. One of the game players would roll the dice so that a number 2-12 would be obtained by adding the numbers of dots on the faces of the pair of dice in the usual manner. For example, suppose the dice roll number totaled was six, the track condition table would be used by proceeding down the column 164 to the number 6 which would correspond to a fast track condition in column 166. This track condition could be entered on the racing chart at 126 and would prevail for each race in the program or could be changed if desired. However, to make the game more realistic, the same track condition should be used for each race.

When running a race on a sloppy track, some adjustment has to be made to simulate that the track will be torn up after the lead horse has passed a point and another horse is following in the same lane. When this occurs, use the front running horses muddy'track rating to determine its finder number column which will be explained hereinafter. This rule applies as well to any horse running in a lane which is unoccupied anywhere ahead and with both side lanes also unoccupied. If another horse is in the same lane or the one on either side, no matter how far ahead, the rule does not apply, and you use the horses sloppy track rating. Since the frontrunning horse can change during the running of the race, the particular horse whose muddy track rating is to be used can also change as often as each successive dice roll. This general rulelapplies to dirt track only and should not be considered if the race is being run on aturf track.

The next step in preparing for the race would be to divide the horse performance cards equally among the players. Any suitable means for dividing the cards can be used such as a random selection where the players select from the total group of cards only the number required to run the number of races on the program.

The cards could be equally divided among the players so that each player gets a selection of sprinters, distance horses and horses which can run both long and short distances.

After the horse performance cards are divided, each game player must select the particular horse which he wishes to run in each particular race. This is generally left up to his discretion; however, there are some general rules which should be followed to make each race interesting. For example, as explained above, there are generally three different types of horses, sprinters, distance horses and horses which run both sprints and distance races. The distance horsesare the horses having the low index numbers, generally 1-10, shown in column 86 on their performance cards, and the higher index numbers, normally 15 and above, are found on the sprinter cards, while the horses which can run both long and short distances have a mixture of low and high index numbers on their performance cards. The rule of thumb should be, sprinters should run against sprinters, distance horses against distance horses; however, this is left to the discretion of the players. Other general rules which should be followed when picking a horse for a particular race are as follows:

1. Whenever possible, 2 year olds should run only against other 2 year olds, fillies against fillies, colts against colts, the 2 year olds should run only short distances.

2. Three year olds should run against other 3 year olds, but may run against older horses. Also, they are sometimes confined to the same sex, as are the races of all older horses.

3. Other races can be composed of 4 year olds and up. There is generally no restriction on the distance the 3 year olds and up can run.

After the horses have been selected, each player must then select a jockey for his mounts. There are several methods which can be used, for example, each player may select one jockey from the jockey list shown in FIG. 5 to ride all his mounts for that program, or he may select different jockeys for each horse. A certain jockey can be assigned to the owners of each stable (shown on the horse performance cards) or give the horse the same jockey who usually rode him in real-life races. Upon selecting the horses and jockeys, the next step in preparing for the race is to determine the post position for each horse. Any number of ways can be used, however, the most appropriate way is to shuffle the horse performance cards for each particular race, then draw one off the top and assign him to post position number 1 and so on. When all the horses in each particular race have been assigned a post position, the next step is to record the horses name on the race charting sheet in column 112 and the jockeys name and rating in appropriate spaces in column 118 on the race charting sheet. i

The race charting sheet illustrated in FIG. 7 has the appropriate horse name and jockey name and rating filled in the appropriate columns according to post position spaces for a simulated race. The next step in preparing-for the race is to determine the horses rating indicated at 74 or 76 for dirt or turf tracks, respectively, and adjust it to the track condition, if the track condition is other than fast, by subtracting the number of digits indicated by the condition ratings at 78 from the fast track ratings indicated at 74 or 76 to obtain an adjusted horse rating for each horse under the given track condition. After the adjusted horse rating has been determined, the jockey handling rating which is taken from the jockey rating recorded on the race charting sheet at 192 is added to the adjusted horse rating to come up with a net horse rating which is inscribed in column 112 at 194. For example, turning to the simulated horse race illustrated in FIG. 7, the horse lnsubordination has a rating of 22 on a dirt track which can be seen at 74 on horse performance card 60. Since the track condition is fast, no deduction is made for a bad track condition, therefore the adjusted horse rating is also 22. Since the jockey handling rating is 0 which is added to the adjusted horse rating, the horse net rating is 22 which is recorded at 194 on the charting sheet. If the jockey rating were other than 0 as indicated at 195 on the charting sheet 110 at post. position 4, the net horse rating would be 22 l or 23 which is indicated at 196 in column 112.

Upon determining the net horse rating for each of the horses, the next step is to determine the finder number column number indicated in column of race charting sheet 1 10. This number is found by entering the column index table illustrated in FIG. 9 through column 158 and reading the indicia of the finder number column opposite the number corresponding to the net horse rating for each horse. This Roman numeral is recorded in column 120 next to the appropriate post position. For example, in the simulated race depicted on chart 110, the horse Hard Work has a net rating of 23, therefore, the finder number to be entered in the column 120 would be Roman numeral I.

At this point, the race charting sheet has sufficient data for running the race; however, the game board has to be prepared and each player must select a horse marker which he intends to use during the running of the race. The horse markers are of various colors so 'they may be distinguished. Each player selects a horse marker and records its color in the race charting sheet in column 114 opposite the post position his mount has been assigned for that particular race.

If the race which is to be run is an 8 furlong race, the game board will be set up in the following manner. Each horse marker will be positioned in its respective post position lane along the 8 furlong lane 200. An 8 furlong race would be almost a complete turn around the track beginning at the 8 furlong line 200 and being completed when the markers pass the finish line 38. No matter what the distance of the race, for example, 5, 8, 12, 15, 18 furlongs, each race should finish at the finish line 38,designated on the game board. The various furlong starting points for the full furlong races are marked around the track and can easily be determined. If the race is to be a full furlong and a fraction, for example, a B6 or 6 V4 furlong race, the starting point for the 5 furlong race would be half way between the fifth and sixth furlong lines or four spaces back from the fifth furlong line, while the starting point for a 6 furlong race would be between the sixth and seventh furlong lines or six spaces behind the sixth furlong line. The furlong markers 46 are positioned around the inside or outside of the track at the marks 34 so that the players may easily determine in which furlong each of the horses are at at any given time.

Although the race is ready to be run after the above preparations have been completed, the players may desire to determine the winning odds for each of their horses in each of the races. The method of determining the odds for each horse is as follows: First, add the net ratings indicated at 194 on charting sheet 110, for each horse in the race. If the race is over 7 furlongs, there may be some horses in the race which will require an adjustment of their net rating. This adjustment is only made for sprinter horses. An asterisk 88 inscribed next to the horse rating 74, as can be seen on horse card 60, indicates a sprinter horse. The adjustment requires that the horse net rating be lower by two points for each successive furlong over seven, for example, if a horse has a rating of 23 and the distance of the race is 9 furlongs, the horses rating for determining odds would be 23 (2 excessive furlongs X 2) or 4 19. This adjustment is only used in determining odds and is not used in finding the finder number column for each horse. After the combined net rating for the race has been determined, this number is divided by the number of horses in the race. For example, looking at the race charting sheet 110, we have a total number of 88 which would be divided by four (the number of horses in the race); therefore, the average odds rating number would be 22. If after the division calculation is made the final odds rating number ends in a fraction below 0.5, the odds rating number is dropped to the lower whole number. If the fraction is 0.5 or more the odds rating number is increased to the next whole number. Continuing now with the sample race shown on the charting sheet, the average odds rating number for this race is 22. Irish Castle, Post Position 1, has a net rating of 20, thus the difference between the horses net rating (20) and the average odds rating (22) is 2, which is recorded at 202. Insubordination, Post Position 2, has a 0 difference between his net horse rating 22 and the average odds rating 22 and so on. This difference number can be a plus or minus number or zero and is recorded for each horse on the left-hand side of the net horse rating. It also corresponds to the first number in one of the seventeen columns on the odds chart shown in FIG. 13.

Now that the appropriate columns have been determined, it is necessary to determine which of the lines 182 on the odds chart is to be used. This line number is determined by a dice roll which will give a number between 2 and 12. Each player rolls the dice for his particular horse and adds the numbers of digits on the two dice cubes in the standard manner. This number is recorded on the race charting sheet at 204. It is necessary to record the number determined by the dice roll on the race charting sheet because it will be used after the completion of the races to determine the return for each placing horse. It is not absolutely necessary to record the number indicating the difference between the net horse ratings and the average odds rating, indicated at 202, since this number will not be used after the odds numbers are determined. Nevertheless, if an entire program is run, consisting of several races, and all the odds for the races are figured prior to the running of any of the races, it would be difficult to remember the odds for each horse; therefore, it is probably the better practice to record this number. The odds of each horse winning the race may be determined by entering the odds chart and correlating the numbers recorded at 202 and 204 on the charting sheet 110. For example, Insubordination, Post Position 2, (see FIG. 7), has a dice roll number of 8 and a difference rating of 0. To determine the odds, simply follow the Dice Roll column on the odds chart down to line 8 and the upper line of the odds chart to the right to the center column 184 which is the 0 column. The 0 column 184 and the 8 line intersect at box 186. The indicia 7-2 at 188 are the odds that this particular horse will win this particular race and can be recorded in the appropriate space at 206 in column 112 of the race charting sheet 110. The method of using the odds chart upon completion of the race will be described hereinafter.

Running of the Race After all of the above-described preparations have been performed, it is now time to play the game, or run the race. Each race is run in a similar manner, therefore, the explanation will relate to only one race which is shown on the race charting sheet of P16. 7. The track moves by the horse markers on the game board can be made both forward and sideways, but not backwards or diagonally. The number of track move counts resulting from each dice roll is given by correlating figures on the horse performance cards and race action chart 140. Prior to beginning the race, an explanation of the rules for forward and sideways moves, moves through the turns, and the methods of determining which player is to move first will now be explained.

First, as can be seen in the race action chart 154, the move count numbers are designated in whole numbers and tenths. After the move count has been determined, the player can move his horse marker along the track in the following manner. If the move number 9.2 is obtained from the race action chart, the horse marker may be moved from one to nine spaces forward, but

Patent Citations
Cited PatentFiling datePublication dateApplicantTitle
US3260526 *Jul 16, 1963Jul 12, 1966John R SeitzSimulated golf game
US3462151 *Jul 13, 1966Aug 19, 1969Joseph J ParisiChance controlled racing game apparatus
US3463496 *Mar 11, 1966Aug 26, 1969Albert A WeinsteinRacing game apparatus including color matched dice and tokens
Referenced by
Citing PatentFiling datePublication dateApplicantTitle
US4060246 *Apr 25, 1977Nov 29, 1977Ward Leslie JHorse-race-simulating parlor or casino game of pure chance
US4128241 *Jun 27, 1977Dec 5, 1978Morera Gonzalo ARacing board game device
US4501426 *Jun 7, 1982Feb 26, 1985Seitz John RBowling game
US4624463 *May 24, 1984Nov 25, 1986Glennon Kenneth WProcedure and rules for playing Indy Class 500
US4874177 *May 30, 1984Oct 17, 1989Girardin Ronald EHorse racing game
US5106098 *Nov 19, 1990Apr 21, 1992Filiczkowski Mark AHorse racing game board apparatus
US5350178 *Apr 26, 1993Sep 27, 1994Hollar A KeithCar racing game
US5398941 *Feb 9, 1994Mar 21, 1995Paulson; Rodney L.Method for conducting racing events
US5551698 *Mar 10, 1995Sep 3, 1996Lyon; Robert F.Board game
US5564701 *Apr 28, 1995Oct 15, 1996Dettor; Michael K.Casino oriented gaming apparatus and method incorporating randomly generated numbers
US6257577Sep 1, 2000Jul 10, 2001Nancy H. SuttonGame of cribbage and method of playing the same
US6293548Mar 31, 2000Sep 25, 2001John SwyersMethod and system for conducting races
US6857876 *Jan 12, 2004Feb 22, 2005O'garro Wayne J.Math game and method
US7163458Oct 21, 2003Jan 16, 2007David SchugarCasino game for betting on bidirectional linear progression
US7294054Apr 10, 2003Nov 13, 2007David SchugarWagering method, device, and computer readable storage medium, for wagering on pieces in a progression
US8145448 *Dec 21, 2006Mar 27, 2012Fernando VincenziniSystem and process for charting and displaying the time and position of contestants in a race
US20040204213 *Apr 10, 2003Oct 14, 2004David SchugarWagering method, device, and computer readable storage medium, for wagering on pieces in a progression
US20050085290 *Oct 21, 2003Apr 21, 2005David SchugarCasino game for betting on a bidirectional linear progression
US20120319352 *Dec 20, 2012Michael SmolkaHorse racing game
WO1996029131A1 *Mar 20, 1995Sep 26, 1996Rodney L PaulsonMethod of conducting racing events
Classifications
U.S. Classification273/246
International ClassificationA63F3/00
Cooperative ClassificationA63F3/00006, A63F3/00082
European ClassificationA63F3/00A10
Legal Events
DateCodeEventDescription
Aug 7, 1980AS02Assignment of assignor's interest
Owner name: APBA GAME COMPANY, INC., 1001 MILLERSVILLE ROAD, L
Owner name: SEITZ, JOHN R.
Effective date: 19800801