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Jägersro

Jägersro Rulebook

Table of Contents

Table of Contents

  • Contents
  • Number of Players
  • What the Game Is About
  • Game Setup
  • Cancelled and Broken-Off Races
  • Special Cards
  • Loans from the Bank
  • The Game Board
  • Race Programme
  • Movement Rules
  • Chance and Racing Cards
  • Before Each Race
  • The Start
  • Subsequent Rounds
  • Finish
  • After the Race
  • Activities Between Races
  • Betting at the Totalisator
  • New Race
  • Who Wins?
  • General Instructions
    • Horse Colours
    • Race Programme
  • Game Variants
    • Variant: Varying the Horses' Form
    • Variant: Betting on the Winner During the Current Race
    • Variant: Dark Horse
    • Variant: Replacing Races
  • Race Programme: Race Table
  • Other Races

Contents

  • Game board with totalisator
  • Marker board for players' loans from the bank, the horses' wins, and the movement rounds of the current race
  • 20 horses in 5 different colours
  • 20 horse cards
  • 20 racing cards
  • 26 chance cards
  • 6 company cards (bolagskort)
  • 2 bond cards (obligationskort)
  • 5 star jockey cards
  • 5 insurance certificates
  • 5 race programmes
  • 20 bet markers in 4 denominations (1,000, 500, 200 and 100 kronor)
  • Marker pegs for the marker board (to be broken off the horse sprues)
  • Banknotes in various denominations

Number of Players

2 to 5 people can take part in the game, and one more person may act as game leader. Even with fewer participants it is an advantage to appoint a special game leader who does not take an active part in the game itself.

What the Game Is About

In Jägersro you buy horses and enter them in races. You can buy into the various companies to build up as large a fortune as possible after the races are completed. You can also bet money on the winning horse at the totalisator. You therefore have the chance to make profits both on your horses and companies and on the totalisator.

Game Setup

Lay out the game board and place the chance and racing cards face down on the spaces on the board. Place the horses at the start in the parade ring ("volten") between the chance and racing cards. Arrange the other cards and the money clearly.

Each participant chooses a stall (preferably "Stall A" with its associated "totalisator window" for the one sitting nearest to "Stall A" on the board, and so on).

Pick out the 2-year-olds' cards from among the horse cards, shuffle them, and let each participant draw one card.

Hand out bet markers so that each participant gets 4 in the same colour (one of each denomination).

Participants also each take their own race programme. Finally, as starting capital, each participant borrows 2,000 kronor from the bank. The loans are marked on the marker board, where column A is reserved for the participant with Stall A, and so on.

Cancelled and Broken-Off Races

A race is cancelled if only one horse starts. If two horses start, the race must be run even if the two horses have the same owner.

A race is broken off, and the totalisator bets (but not the entry fees) are refunded, if all horses have dropped out before the race is finished. The next race is then announced.

Special Cards

Star jockey (Stjärnjockey) can be bought by anyone, but no one may own more than one star jockey. The horse the star jockey rides is marked by placing the star jockey card under the horse card. Naturally, the jockey may not switch horses during the current race. If you have bought a star jockey, you keep the card until the end of the game, unless you sell it.

Insurance premium (Försäkringspremie) may be taken out by anyone. The payouts are shown on the insurance certificates. The insurance premium applies only during one race.

Bonds (Obligationerna) entitle the holder to interest after each race.

Transactions during a current race may only be made by order through a chance card (Affärstransaktioner under pågående lopp får inte göras annat än på order genom chanskort).

Loans from the Bank

If you do not have enough cash to pay your interest, you may take out additional loans, but not more than necessary, and only the amounts given on the marker board.

If you run out of money: if you are forced to make payments during a current race but do not have enough money, you may borrow from the bank. You may not borrow more than necessary, and only the amounts given on the marker board. You must also mark everything you borrow in your column. Only for these "emergency loans" may you borrow more than what corresponds to one step on the marker board.

If you have 100,000 kronor in loans, the situation is serious and you must sell to fulfil your obligations under the rules. If you still cannot get out of the situation, you must go bankrupt and leave the game.

If the bank's money unexpectedly runs out temporarily, the bank borrows from the person or persons who have the most cash.

The Game Board

The digits 2, 3, 4 and 5 for the various lanes mean that 2-year-olds run in lane 2, 3-year-olds in lane 3, and so on.

The digits 20, 10, 5, 4, 3 and 2 at the inner edge at the end of the track are odds figures and determine the totalisator winnings.

At the letters A, B, C, D and E, each player marks his stake at the totalisator.

The digits 100–200–300–400–500 are used for a variant in which you bet during the current race (see Spelvarianter below).

Race Programme

The race programme shows which races you are to compete in and in what order. On the back of the programme is a number of races with which you can vary the game. (In real races, 2-year-olds do not compete against 3-, 4- and 5-year-olds, but in this game they may do so.)

Movement Rules

Several horses may stand on the same space.

The horses' positions relative to each other in the curves are determined by imagining the front line of the outer lane extended to the inner edge.

Move according to the digits on the horse cards. Example: Rapid, round 1: 5 steps; round 2: 2 steps; and so on.

Variant: see the end of the booklet for how you can vary the horses' form.

Chance and Racing Cards

If chance or racing cards run out during a current race, collect the cards no longer in play, shuffle them, and lay them out on the game board again.

A racing card that applies for a certain time to a certain horse is placed conveniently on top of the horse card.

Before Each Race

Look at the horse card to see which colour your horse has, and choose a plastic horse of the same colour. Place it at the start in front of the track for the respective age lane.

Pay the entry fee according to the race programme.

Pay the insurance premium if you can afford it and wish to. It is entirely voluntary (see Special Cards above).

Play the totalisator by placing the desired number of markers on one or more colours in your "din" totalisator window.

The Start

Mark this with a peg in hole no. 1 on the marker board (movement round in the current race).

The horses are moved forward as many steps as indicated in the corresponding route on the horse card. Stall A starts moving. Then the participant sitting nearest to the left moves, and so on clockwise until all have moved.

Subsequent Rounds

The second round is marked hereafter on the marker board, and each player moves his horse forward the number of steps indicated in the corresponding route on the horse card.

The race continues. The marker board and horse cards show 12 rounds, which as a rule is enough for someone to complete a race. If not, the 13th and any further movement rounds are made with the same number of steps as round 1a, 2a, 3a and so on, according to the card. The marking on the marker board also starts again.

Take up chance and racing cards when you land on one of the spaces with the corresponding colour. Keep cards that apply for a certain time for as long as they are relevant.

Finish

When someone is about to move into the finish, i.e. the number of steps on the horse card is enough to pass the finish line, that player must, before moving, take up a racing card and follow its instructions. Surprises can therefore occur at the last moment.

As soon as a horse has crossed the finish line, the race is stopped. The horses' positions relative to the finish line remain in the order in which they arrived. If two horses are level, the one whose player is first in turn to move is counted as ahead.

After the Race

The bank pays out the prize money according to the race programme, to the horse owners.

Participants pay interest on their loans to the bank according to the marker board.

The winner's victory is marked on the marker board. The marker pin must stay in place if the horse is later sold.

Totalisator winnings are paid out by multiplying each participant's stake on the winning horse's colour by the odds. The odds figure is read at the inner edge of the track, opposite the square of the other horse. Everyone who has bet on the winning horse's colour receives a payout in proportion to their stake.

Example: when the winning blue horse crosses the finish line and the other horse stands opposite odds figure 4, everyone who has bet on blue receives a payout in proportion to their stake. If you have bet 200 kronor on the blue horse, you receive 4 × 200 = 800 kronor in totalisator winnings.

Activities Between Races

The following activities take place between races, in this order:

a. Collect any prize money from the bank.

b. Collect any totalisator winnings (also from the Stalltips chance card) from the bank, according to stakes and odds.

c. Collect any bond interest from the bank.

d. Pay loan interest to the bank, or to the holder of Privatbanken if this company has been bought by someone.

e. Check that the horse that won the previous race has its win marked on the marker board.

f. Make at most two of the following voluntary transactions:

  • take a loan (only one step on the marker board);
  • repay a loan (no limit; move the pin on the marker board up the corresponding number of steps);
  • make a purchase (only one card may be bought);
  • make a sale (only one card may be sold).

The value stated on a card applies both to purchase and to sale. Purchases and sales take place between the bank and players, or between players.

Exception: a horse that has won has a higher price. Check the number of wins on the marker board and sell at the higher price on the horse card. Whoever owns AB Hästagenturen pays only half of the horse's value.

g. Place the horses at the start for the next race.

h. Pay the entry fees.

i. Take out insurance on the horses, if you wish.

j. Place bets at the totalisator.

Betting at the Totalisator

At the totalisator you bet on the winner. Place the desired number of markers on one or more colours in your "din" totalisator window, A, B, C, D or E. Pay the corresponding amount to the bank.

The largest total sum that each participant may bet is 1,800 kronor.

If there are several horses of the same colour in the race, the stake applies regardless of which of these horses wins. This also applies to the chance card Stalltips.

Only the winning horse yields totalisator winnings.

Variant: see the end of the booklet for how you can bet on the winner during the current race.

New Race

Collect, shuffle, and place out the chance and racing cards on the board. Place the horses at the start for race 2. If you have more than one horse, you may enter two horses if you wish. The player with Stall B starts.

If you have two horses in the race, you move both according to the horse cards when it is your turn. The order between your two horses is optional, and which one you choose may be of great importance before the finish. If either of your horses could finish first, your choice may affect the odds!

Who Wins?

The winner is the player who, after race 10, has the greatest fortune in horses (valued by the number of wins), companies, bonds and money.

Nothing prevents you from shortening the playing time by stopping some races or ending the game after fewer races. Cutting some races is preferable, since this keeps the big, decisive races. Suitable races to cut, one or several, are 3, 4, 5, 7 and 9. Agreement on shortening the game in this way should preferably be reached before the game begins.

General Instructions

Horse Colours

It may very well happen that two horses of the same colour but with different owners start in the same race. They are then of different age classes and run for different stables, so there can be no confusion.

A horse's value rises with each win. See the horse cards and the marker board.

At most two horses from the same owner may be entered in each race. Check the race programme to make sure that the entered horses meet the conditions of the race.

Race Programme

Keep an eye on the race under way, so that you can plan your horse purchases with an eye to coming races.

Read through the rules for the next race between races, so you are clear on the conditions for it (in some races there is, for example, a handicap).

The race programme contains a memory list of what must or may be done between races.

Finally, the companies are "advertised" on the race programme, so that you do not forget them. They may bring good extra income!

Game Variants

(Printed on the last page of the rulebook under the heading "Spelvarianter".)

Variant: Varying the Horses' Form

The number groups are divided into spring, summer, autumn and winter. By moving the start of the races to squares 4, 7 and 10, the horses' form varies over the year.

Variant: Betting on the Winner During the Current Race

In this variant you bet on the winner during the current race. You mark on your "din" totalisator window which horse you think will win. Betting starts after the first movement round. After each movement round, all players in turn bet on one winner.

Place a marker on one colour in your "din" totalisator window and put the money into a common pot. The values of the markers play no role; they only serve as a marking or receipt for the colour bet on.

The cost of a bet is determined by which horse or horses are in the lead. The closer to the finish, the more expensive it becomes. The stake is read from the "band" beside the track: 100–200–300–400–500 kronor. (Double the stakes if you want to play with higher stakes.) Let the bank put up a base of 1,000 kronor to stimulate the game.

NB! You may not change your stake during the current race, but you may bet further on the same or on another horse.

Bet in turn, so that the one who bet first in a round bets last in the next, and so on.

The opportunity to bet ends 10 squares before the finish.

After the race, the totalisator winnings are paid out. A sole winner takes the whole stake; several winners share the stake equally. If the distribution does not come out even, the remainder goes to the bank. If no one has a right to a winning, the whole stake goes to the bank.

Variant: Dark Horse

Here is a way to increase the number of horses starting in a race. Let the bank enter an unsold horse, and let the bank move it according to the rules, the bank "helping" it along. You may bet on this "Dark Horse" as usual at the totalisator and collect any winnings. Any prize money goes to the bank.

Variant: Replacing Races

On the back of the race programme there are a number of races which you can use to vary the game.

Race Programme: Race Table

All entry fees apply per horse. Prize money is shown by place (1st to 5th).

Race 1: Maiden race (Maidenlöpning). Only for 2-year-olds. Entry fee: 200. Handicap: none. Prize money: 1) 1,500; 2) 1,000; 3) 500; 4) 300.

Race 2: Bronze race (Bronslöpning). For all horses. Entry fee: 200. Handicap: none. Prize money: 1) 2,000; 2) 1,000; 3) 500.

Race 3: Novice race 1 (Novislöpning 1). For horses that have not won. Entry fee: 200. Handicap: none. Prize money: 1) 2,500; 2) 1,500; 3) 1,000; 4) 500.

Race 4: Silver Handicap (Silver Handicap). For 3-year-olds and older horses. Entry fee: 500. Handicap: only 3-year-olds move in the first round; the others stand over to the second round. Prize money: 1) 10,000; 2) 5,000; 3) 2,000; 4) 1,000.

Race 5: Novice race 2 (Novislöpning 2). For horses that have not won. Entry fee: 200. Handicap: none. Prize money: 1) 3,000; 2) 2,000; 3) 1,000; 4) 800; 5) 500; 6) 300.

*Race 6: Classic Test (Classic Test). Only for 3-year-olds. Entry fee: 1,000. Handicap: none. Prize money: 1) 25,000; 2) 10,000; 3) 5,000; 4) 2,000.

Race 7: Champagne Gallop (Champagnegaloppen). For all horses. Entry fee: 1,000. Handicap: horses that have not won start 3 steps ahead of the others. Prize money: 1) 10,000; 2) 5,000; 3) 3,000; 4) 1,500.

*Race 8: Gold race (Guldlöpning). Only for 4-year-olds. Entry fee: 1,500. Handicap: none. Prize money: 1) 40,000; 2) 15,000; 3) 10,000; 4) 5,000.

Race 9: Novice race 3 (Novislöpning 3). For horses that have not won. Entry fee: 1,000. Handicap: none. Prize money: 1) 15,000; 2) 10,000; 3) 5,000; 4) 3,000; 5) 2,000.

*Race 10: Jägersro Cup (Jägersro Cup). For horses that have won at least once. Entry fee: 2,000. Handicap: none. Prize money: 1) 100,000; 2) 25,000; 3) 10,000; 4) 5,000.

*Races marked with an asterisk may be swapped for the races on the next page.

The race programme also repeats the between-race checklist (items a–j) given under Activities Between Races above.

Other Races

The printed text is in the form of an introduction to the alternative races: "The genuine Jägersro games — you are sure to be one of them — continue playing where they ended the previous race day, with the same horses they had in the previous game and with the wins they have accumulated.

You make the game more varied if you 'change season'. Then you can insert races that suit the season instead of those marked in the ordinary programme. Here are seven suggestions for other races, listed in chronological order so that they come in a suitable season."

Note: the printed text says "seven suggestions", but eight races are listed below; all eight are transcribed as printed.

Modern Pleasures Trophy. For all horses. Entry fee: 1,000. Handicap: none. Prize money: 1) 30,000; 2) 15,000; 3) 7,000; 4) 5,000; 5) 3,000. Spring race, start from square 1.

Svenskt Derby. Only for 3-year-olds. Entry fee: 500. Handicap: none. Prize money: 1) 75,000; 2) 30,000; 3) 20,000; 4) 10,000. Summer race, start from square 4.

Ladies Cup. For 3-year-olds and older horses. Entry fee: 1,500. Handicap: none. Prize money: 1) 40,000; 2) 15,000; 3) 10,000; 4) 5,000. Summer race, start from square 4.

Jockey Club Jubilee Race (Jockeyklubbens Jubileumslöpning). For 3-year-old horses. Entry fee: 3,000. Handicap: none. Prize money: 1) 75,000; 2) 38,000; 3) 18,000; 4) 10,000. Summer race, start from square 4.

Skåne Riding Club Jubilee Race (Skånska Fältrittklubbens Jubileumslöpning). For 4- and 5-year-old horses. Entry fee: 5,000. Handicap: none. Prize money: 1) 100,000; 2) 50,000; 3) 25,000; 4) 15,000; 5) 10,000. Summer race, start from square 4.

Stockholm Cup. For 3-year-olds and older horses. Entry fee: 2,000. Handicap: none. Prize money: 1) 75,000; 2) 30,000; 3) 20,000; 4) 10,000. Autumn race, start from square 7.

Swedish Criterium (Svenskt Kriterium). Only for 2-year-olds. Entry fee: 1,000. Handicap: horses that have not won start 3 steps ahead. Prize money: 1) 15,000; 2) 10,000; 3) 5,000; 4) 3,000. Winter race, start from square 10.

Grand Prix. Only for 3-year-olds and older horses. Entry fee: 2,000. Handicap: all 5-year-olds move only 2 steps at the first movement. Prize money: 1) 50,000; 2) 20,000; 3) 10,000; 4) 5,000. Winter race, start from square 10.