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Kentucky Derby

®

 Run for the Roses

®

 Horse Racing

Page 2

Learn more about Kentucky Derby Run for the Roses Horse Racing  at www.TudorGames.com

Option 1:  Day at the Derby

Fun for 1-4 players

Race your Horse against your opponents’ Horses and col

-

lect points for your finish in multiple races. The first Horse 

to reach 21 points wins the Day at the Derby.

1.  Place the Horses, Horseshoes, and Tokens into the 

Chance Bag.

  

2.  Each player draws a Horse, two Horseshoes, and one 

Token from the Chance Bag.  No peeking!  For addi-

tional races each player keeps their Horse and Horse-

shoes, but not their Tokens -- Tokens are returned to 

the Chance Bag and chosen prior to each race. The 

number on the Token determines the starting lane of 

each player’s Horse. If the Race Marshall Token “M” is 

drawn, set aside and draw an additional Token.  The 

Race Marshall Token “M” (not needed for single play-

er) determines the player that operates the Remote 

Control.

3.  Fit the Horseshoes onto the Horses, paying attention 

to the direction of travel (see previous page).  You may 

make any desired adjustments to Horseshoes prior to 

each race and test them on the track or infield. 

4.  Place the Horses in their starting positions to match 

your Token. The entire Horse must be behind the start-

ing line.

5.  The Race Marshall calls, “Riders Up!” and starts the 

race by pressing and holding the racing button on 

the side of the Remote Control. After the race is over, 

release the button to stop. The Race Marshall controls 

the race and the speed. The speed may be adjusted 

during the race, if desired, by turning the large knob 

on the Remote Control. If more than two Horses fall 

during a race, the Race Marshall declares a do-over 

and changes the speed setting.

7.  One race is over when all the Horses have completed 

a lap and have crossed the finish line.

8.  Repeat the races. The first player to 21 points wins!

Scoring

Points are awarded as follows:
 

Place Points

 

1st   

4 points

 

2nd  

3 points

 

3rd  

2 points

 

4th   

1 point

Use the pre-printed Racing Form on page 4 to track and 

mark your score. Make photocopies for additional forms.

Option 2:  Riders Up!

Fun for 1-4 players and large groups

Correctly guess the order the Horses will finish, in multiple 

races, to score points.  The first player to reach 21 points 

wins.

1.  Place the Horses, Horseshoes, and Tokens into the 

Chance Bag.

  

2.  Each player draws a Horse, two Horseshoes, and one 

Token from the Chance Bag.  No peeking!  After each 

race remove Horseshoes and place all items back in 

the Chance Bag. The number on the Token determines 

the starting lane of each player’s Horse. If the Race 

Marshall Token “M” is drawn, set aside and draw an 

additional Token. The Race Marshall Token “M” deter-

mines the player that operates the Remote Control.

3.  Fit the Horseshoes onto the Horses, paying attention 

to the direction of travel (see previous page).  You may 

make any desired adjustments to Horseshoes prior to 

each race and test them on the track or infield. 

4.  Place the Horses in their starting positions to match 

your Token. The entire Horse must be behind the start-

ing line.

5.  The Race Marshall calls, “Riders Up!” and starts the 

race by pressing and holding the racing button on 

the side of the Remote Control. After the race is over, 

release the button to stop. The Race Marshall controls 

the race and the speed. The speed may be adjusted 

during the race, if desired, by turning the large knob 

on the Remote Control. If more than two Horses fall 

during a race, the Race Marshall declares a do-over 

and changes the speed setting.

7.  The race is over once all the Horses have completed a 

lap and have crossed the finish line.

8.  Repeat the races. The first player to collect 21 points 

wins!

Scoring

Points are awarded as follows:

Each correct guess earns 1 point, plus bonus points:

 Correctly 

guessing...

0 or 1 Horse in a race   =  0 bonus points 
2 Horses in a race         =  2 bonus points
3 Horses in a race         =  3 bonus points
all 4 Horses in a race    =  7 bonus points

Use the pre-printed Racing Form on page 4 to track and 

mark your score. Make photocopies for additional forms.

How to Play

Summary of Contents for Kentucky Derby Run for the Roses Horse Racing

Page 1: ...n 2 Note the correct Motor location and orientation 3 Peel adhesive backing from the Motor 4 Lightly press the Motor into position 5 Pick up game and press against Motor from both sides of the game to secure to racetrack 6 Plug Remote Control into Motor 7 Install 2 AA batteries not included in the Remote Control Note the and markings and install as indicated Please refer to the Battery Safety Info...

Page 2: ...oints 2nd 3 points 3rd 2 points 4th 1 point Use the pre printed Racing Form on page 4 to track and mark your score Make photocopies for additional forms Option 2 Riders Up Fun for 1 4 players and large groups Correctly guess the order the Horses will finish in multiple races to score points The first player to reach 21 points wins 1 Place the Horses Horseshoes and Tokens into the Chance Bag 2 Each...

Page 3: ...d with products not sold or licensed by Tudor Games Email support tudorgames com to contact the Tudor Games Consumer Service Department about warranty issues Before returning a product to Tudor Games notify the Tudor Games Consumer Service Department If the service representative is unable to solve the problem you will be provided with instructions as to how to have the product repaired or replace...

Page 4: ... 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 Horse or Player Name Points First to 21 Wins 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 18 19 20 21 10 11 1 2 3 4 5 6 7 8 9 12 13 14 15 16 17 ...

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