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Triple Crown
Vice Captain

PostPosted: Wed Nov 19, 2014 10:19 am


Welcome to Triple Crown! This is our guide to how races are held and how winners are picked.

The basis of our racing system come from the tabletop game "Top of the Stretch" by Lon Whitehead. The game lets you recreate historical horse races by combining the determined stats of the horses with the luck of the dice.

This shop mainly uses the gameplay methods from "Top of the Stretch" and combines it with our tracking of horse stats from race to race, and the imagination of our members.

Read more in this thread for information on how to enter races, when races are held, and a step-by-step example of one of our races! Page 2 contains information about our different racetracks and events!
PostPosted: Wed Nov 19, 2014 10:44 am


Racing Events

In this shop, each racing season lasts 3 months. There are 4 seasons in the racing year:
Spring: March-May
Summer: June-August
Fall: September-November
Winter: December-February

The general schedule is the same from season to season. Each weekend, an event of races will be held. These will consist of all types of races, from claiming and maiden races to graded stakes.

Each individual race will have it's own entry rules, but there will always be at least one race per weekend that a given horse can enter. Prizes are given out in the form of shop credit, which can be used in place of gold for anything in this shop.

During the 70% of each season, horses can earn points towards qualifying for our Triple Crown Championships. Points are earned by Winnings (1st), Placing (2nd), Showing (3rd), or participating (4th+) in a Graded Stakes race.

The last 3 weekends in a season are reserved for the Triple Crown Championships. In each of these events, there will be a Championship Race. There will also be other races for non-qualifying horses to enter.

Horses may be entered into races from moment they are posted until the cut-off time. Every event will have rules posted that will also explain which horses can enter each race, when the entry due date is, and any additional instructions.

Racing Guide

1. Entering a Race:
A list of upcoming races will be posted on page 2 of the main thread. There will also be a thread for each race in the guild. To enter a race, simply fill out the entry form and post it in that race's thread.

2. How to Race
Because there will be a large number of races held each week, (and I know that people have busy lives), all the technical work for races will be done by the staff. We will be rolling dice in the race thread, and documenting step-by-step the progress of the race. Some of you may be interesting on how the races are won, and other just want to see the results. Both are perfectly fine, and you can be as involved as you want to be.

Results will be posted in each race thread at the end of the race, and a summary of a days' races will be posted in the main shop at the end of a racing day.

Triple Crown
Vice Captain


Triple Crown
Vice Captain

PostPosted: Wed Nov 19, 2014 10:51 am


Stats

Below is a list of all the stats used behind the scenes in these races:

Power Rating: The horse's overall ability, scaled against all others in the race. Power rating is determined by a horses win rates and past speeds, as well as by the type of track the horse is running on.

Wet Rating: How well a horse can perform on a wet track. Horses that run well on previous wet races can do better in future wet races.

Pace Rating: The running style of a horse. A horse with a lower score will usually stay at the back of the race and make a sprint at the end, as seen with Solar Chaser above. A fast race pace will help that kind of horse most times, while a slow pace will leave him with too much to do and too many fresh horses to run down at the end. A horse with a higher score will try to start in the front and stay there, as seen with Excitable. A fast race pace hurts that horse’s chances of lasting until the end, but a slow pace enables it to get a leisurely lead.

Form Rating: A measure of the consistency in a horse's performances over time. The range is from A, the most consistent, to E, the most variation.

Trip, Class and Speed: Each horse receives a rating from -3 (very poor) to 3(exceptional) in each of these particular skill areas. Each race will call upon one of these three ratings as a test of the horse’s abilities in that area and will alter the horse's final performance. Some horses excel in one area more than the others, possessing unique skills in areas such as "Trip" (the propensity to stay out of trouble and get a clean and consistent trip around the track), "Class" (performing at a high level of competition), or "Speed" (the ability to flat out run fast race times).

Wire: The Wire rating is a rating to determine a horse's ability to achieve a better result in close competition. In the game, it's used to help determine who wins a photograph for a placing. The ratings run from "0" (the worst) to "9" (the best). A relatively poor horse might have a good wire rating, and a good horse might not, but if they end up with the same final speed figure, the horse with the higher “Wire” rating stands a better chance of getting his nose on the wire first.
PostPosted: Wed Nov 19, 2014 10:53 am


Example Race

Now I will walk through a sample race. The race will be posted in this thread in the same manner that you will see in individual racing threads. This race is with example horses, and has no bearing on any shop statistics.

Racing Diagrams:
In race threads, positions will be shown with a little diagram. In the sample below, Indigo is in first place. Teetertotter and Honeydew Tart are tied for second, and are two lengths behind Indigo. Toward the Valley is in 4th, and is one length behind the tied horses.

[1] Indigo
[_]
[2] Teetertotter; Honeydew Tart
[4] Toward the Valley

Triple Crown
Vice Captain

Triple Crown rolled 4 6-sided dice: 2, 6, 1, 1 Total: 10 (4-24)

Triple Crown
Vice Captain

PostPosted: Thu Nov 20, 2014 3:06 pm


Step 1: The Pre-Race



The Pre-Race will contain all the information that is needed about the race. Most of this will be posted at signups, but some of it is determined before the weekend events or before the race.

Track: Example Stakes
This is the name of the track that the horses will be racing on. Information about each one can be found on the second page of this thread.
Distance: 11 Furlongs
The distance of the race is announced during sign-ups. Horses that have excelled at a race distance in the past can get bonus for that distance in future races.
Material: Dirt
There are 3 types of race tracks; Dirt, Turf and Synthetic. Horses that do well on one material get bonus on future races on that material.
Track Conditions: Fast
This is a measure to the wetness of a track. It can range from Fast/Firm (completely dry) to Sloppy/Yielding (completely wet).
Track Bias: Fast
The track bias means that the races today are seeming to favor horses that run at a certain pace. It can be Fast, Neutral, or Slow.

Example Horses:
Excitable
Toward the Valley
Borderline Torch
Staggering Knight
Teetertotter
Solar Chaser
Bumpy Gush
Booming Summer
Indigo
Honeydew Tart

Dice Rolls:
2 6-sided Dice: Determines the Track Conditions
2 6-sided Dice: Determines the Track Bias
Triple Crown rolled 20 6-sided dice: 5, 4, 6, 5, 1, 5, 3, 1, 4, 6, 2, 5, 2, 2, 6, 4, 5, 5, 5, 2 Total: 78 (20-120)
PostPosted: Thu Nov 20, 2014 3:15 pm


Step 2: The Break

The first step of the race is the break, when horses leave the gate. Two dice are rolled for each horse. The dice total, along with the pace rating of the horse, is used to give each horse a placement score. The horse with the highest placement score is in first place.

Example:
Indigo has a Pace Rating of 8 and rolls a 10. His placement score is calculated to be 27, and he is tied for first place. Horses with high pace scores like to start in the lead and hold it.
Solar Chase has a Pace Rating of 0 and rolls a 7. His placement score is calculated to be 9, and he is in last place. Horses with low pace scores like to start behind the rest, and then sprint at the end.

[1] Teetertotter; Indigo
[3] Excitable
[4] Borderline Torch
[_]
[5] Booming Summer
[_]
[_]
[_]
[6] Honeydew Tart
[7] Staggering Knight
[8] Toward the Valley
[_]
[_]
[9] Bumpy Gush
[_]
[_]
[_]
[_]
[10] Solar Chaser

Triple Crown
Vice Captain

Triple Crown rolled 20 6-sided dice: 6, 4, 4, 4, 2, 2, 4, 4, 1, 2, 2, 2, 3, 3, 2, 1, 6, 1, 6, 1 Total: 60 (20-120)

Triple Crown
Vice Captain

PostPosted: Thu Nov 20, 2014 3:38 pm


Step 3: The First Stretch

During the first leg of the race, 2 6-sided dice are rolled for each horse and compared to the pace rating again. This will give a placement adjuster, which is used to add or subtract from the previous placement score.

Example:
Indigo rolls a 7. Because he has a high pace rating, his placement adjustment for this part of the race is +1, giving him a new placement score of 28.
Solar Chaser also rolls a 7. However, his pace rating is low, giving him an adjustment of -3. This new placement score is 6.

[1] Excitable
[2] Indigo
[3] Teetertotter
[_]
[4] Borderline Torch
[_]
[_]
[5] Booming Summer
[_]
[_]
[6] Staggering Knight; Honeydew Tart
[_]
[8] Toward the Valley
[_]
[_]
[_]
[9] Bumpy Gush
[_]
[_]
[_]
[_]
[_]
[_]
[10] Solar Chaser
Triple Crown rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Thu Nov 20, 2014 3:42 pm


Step 4: The Pace

The pace is of the race is determined by adding the placement scores of the 1st and 2nd place horses, and rolling 2 6-sided dice.

Example: The top 2 horses have placement scores of 29 and 28. The total, 27 is compared with the dice roll of 7. The pace of this race is determined to be fast.

Indigo has a pace rating of 8. Because the pace is fast, this will hinder his ending power score by -3.
Solar Chaser has a pace rating of 0. A fast pace will help his ending power score by +3

Triple Crown
Vice Captain

Triple Crown rolled 20 6-sided dice: 6, 5, 5, 3, 1, 6, 6, 1, 1, 5, 2, 5, 1, 2, 5, 6, 4, 2, 4, 6 Total: 76 (20-120)

Triple Crown
Vice Captain

PostPosted: Thu Nov 20, 2014 3:50 pm


Step 5: The Turn

The rolls for the turn are done in the same manner as the first stretch. However, the roll is also compared to the horses form rating, which gives them a form adjuster. The form adjustment score and the pace adjustment score from step 3 are added to the power rating to give the horses' Final Adjusted Power score that will be used in the final stretch.

Example:
Indigo rolls a 10, resulting in a +2 to his placement. Indigo has a form rating of "A" meaning he runs predictable race times. He roll gives him a +1 form adjustment. His final adjusted power score is 19-2+1 = 18.
Solar Chaser rolls a 7, and his placement score doesn't change. He has a form rating of D, meaning his race times aren't always predictable. His roll gives in a +0 form adjustment, and his final adjusted power score is 18+3+0 = 21. His adjusted power score is higher than Indigo's because Solar Chase is running at his preferred pace in his preferred position. Indigo is running in his preferred position, but not at his preferred pace.

[1] Excitable
[2] Indigo
[_]
[_]
[_]
[3] Teetertotter
[4] Borderline Torch
[_]
[_]
[5] Booming Summer
[_]
[_]
[6] Staggering Knight
[7] Toward the Valley; Honeydew Tart
[_]
[_]
[_]
[_]
[_]
[_]
[9] Bumpy Gush
[_]
[_]
[_]
[_]
[10] Solar Chaser
Triple Crown rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Thu Nov 20, 2014 3:59 pm


Step 6: Race Factor

1 6-sided Dice is rolled to decide what the race factor will be. The roll is a 3, which means the race factor is class.

Example:
Indigo has a class factor of 0, which means he runs neutrally at high levels of competition. His final speed roll won't be increased.
Solar Chaser has a class factor of 1, which means he runs a little better than average at high levels of competition. His final speed roll will be increased by 1.

Triple Crown
Vice Captain

Triple Crown rolled 20 6-sided dice: 4, 6, 1, 2, 2, 2, 4, 4, 2, 3, 3, 6, 2, 6, 6, 5, 5, 4, 5, 2 Total: 74 (20-120)

Triple Crown
Vice Captain

PostPosted: Thu Nov 20, 2014 4:04 pm


Step 7: The Final Stretch
PostPosted: Thu Nov 20, 2014 4:29 pm


The Results:

Win: Excitable -- 2:12.8
Place: Booming Summer -- 2:14.0
Show: Indigo -- 2:15.6

4th: Solar Chaser -- 2:16.2
5th: Borderline Torch -- 2:17.4
6th: Staggering Knight -- 2:17.6
7th: Teetertotter -- 2:17.8
8th: Bumpy Gush -- 2:18.0
8th: Honeydew Tart -- 2:18.0
10th: Toward the Valley -- 2:20.0

Triple Crown
Vice Captain


Foxxae
Crew

PostPosted: Thu Nov 20, 2014 6:40 pm


Reserved
PostPosted: Sat Nov 22, 2014 7:50 am


Reserved

Triple Crown
Vice Captain


Triple Crown
Vice Captain

PostPosted: Sat Nov 22, 2014 7:50 am


Reserved
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