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Long Shot: The Dice Game

Long Shot: The Dice Game Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup for 2-8 Players
  • The Track Board
    • No Bet Line
    • Start/Finish Line
    • Winner's Circle
  • Horse Cards
    • Horse Number
    • Horse Name
    • Cost
    • Horse Set
    • Horse Ability
    • Bet Odds
    • Secondary Movement Bar
  • Actions Reference (Player Board)
    • Horse Numbers
    • Helmet Spaces
    • Jersey Spaces
    • Bet Spaces
    • Bet Odds
    • Bet Winnings
    • Concession Grid
    • Concession Bonuses
    • Wild Number
    • Actions
    • Money
    • Final Score
  • Round Summary
  • Round Sequence
    • 1. Roll Dice
    • 2. Move Horse Die's Horse (Movement Die) Spaces
    • 3. Move All X on Horse Die's Horse 1 Space
    • Moving Horses
    • 4. All Players Take One Action
      • Wild Numbers
      • Concession: Mark Horse Die's Number
      • Helmet: Mark Horse Die's Horse
      • Jersey: Mark Horse Die's Horse, Mark Card
      • Bet: Bet Up To $3 on Horse Die's Horse
      • Buy: Buy Horse Die's Horse
      • Getting Stuck
    • End of Round
  • Horse Abilities
  • Crossing the Finish Line
  • End of Game
  • Scoring
    • Purse
    • Bets
    • Jockey Sets
    • Money
    • Total Score and Any 'At Scoring' Horse Abilities
    • Scoring Example
  • Solo Race
    • Solo Setup
    • Solo Play
    • Spending Money
    • Ties for Taking an Action
    • Solo Scoring
    • Terminology
    • Example Action
    • Solo Actions Clarified
  • Credits

Components

  • 1 Track Board
  • 8 Player Boards
  • 8 Horse Tokens
  • 8 Dry Erase Markers
  • 8 Starting Cards
  • 16 Horse Cards (8 in 'Horseshoe Set' and 8 in 'Horse Head Set')
  • 1 Horse Die (shows horse numbers, marked with the diamond/horse symbol)
  • 1 Movement Die (shows movement values, marked with the cube symbol)
  • 1 Solo Board

Object of the Game

Be the player with the most money when the race ends.

Play time: about 25 minutes. Ages 14 & up. 1-8 players.

Setup for 2-8 Players

If playing a single player game, see SOLO RACE.

  1. Place the Track Board in the center of the table.
  2. Place the 8 Horse Tokens behind the blue Start/Finish line on the Track Board.
  3. Select a Set of 8 Horse Cards numbered 1-8 to use this game. If this is your first game, use the set of Horse Cards marked with 'Horseshoe Set'.
    • Horse Cards: Sets play well together, though they can also be mixed and matched with other sets for a custom experience. If using horses from different sets, use only one Horse Card for each horse number.
  4. Place the selected Horse Cards face up next to the Track Board to form the 'Market'. Return unselected Horse Cards to the box.
  5. Give each player a Player Board and a Dry Erase Marker.
  6. Shuffle the Starting Cards and deal one to each player. Mark your Player Board so it matches your starting card. Mark the 4 X's (X) shown on the card onto the Concession Grid, and write the 2 numbers in the Bet spaces for the horses listed. Then return all Starting Cards to the box.
  7. Each player gets $12 and marks that amount in the Money circle on their Player Board.
  8. The player who most recently made a bet starts as the Active Player. Give them both Dice.

The race is about to start! You're now ready to play Long Shot: The Dice Game.

The Track Board

Long Shot: The Dice Game covers a single race of 8 horses. The Track Board is where horse positions are noted. Horses race along track spaces from the Start/Finish line and back to it. Horses typically advance during the race, but occasionally a sneaky player may force them back.

No Bet Line

Horses that are currently past this line cannot have any Bets placed on them.

Start/Finish Line

Horses start the race on the light brown side of this line, and finish when they cross it after racing around the track. Once a horse passes the finish line by moving all the way around the track, move it to the topmost finish position in the 'Winner's Circle'.

Horses can only pass the finish line from a dice roll or secondary movement, and never from direct player movement.

Winner's Circle

Horses that cross the finish line are placed here. The finish position determines the horse's purse and Bet earnings multiplier. The first horse to cross the finish line is immediately placed in the '1st - $35' space. The second horse is placed in the '2nd - $25' space. The third horse is placed in the '3rd - $15' space.

Horse Cards

Each horse in the race has a matching card with detailed information.

Horse Number

A number used to reference the horse throughout the game.

Horse Name

(The horse's name.)

Cost

The amount of Money required to buy the horse from the Market.

Horse Set

Each horse is designated into a set ('Horseshoe Set' and 'Horse Head Set', etc.)

Horse Ability

Each horse has a unique ability with its own special rules. Horse abilities only apply if the Horse is owned.

Bet Odds

Bet Odds show how much Money a bet on that horse earns at the end of the race. Bet Odds are multipliers, with each player getting money equal to the multiplier times their bet amount.

Secondary Movement Bar

Check the Secondary Movement Bar for the horse rolled to see which additional horses move. Each horse marked on the bar moves 1 space forward.

Actions Reference (Player Board)

Each player has their own Player Board only they mark. For Bets and Money, you will be marking numbers, which will need to be erased and updated throughout the game. All other marks are permanent and are marked with an X. Player Boards are public knowledge.

Horse Numbers

The Horse Numbers here are for reference, and are not marked on. Each horizontal row across A - F corresponds to a single horse.

Helmet Spaces

Mark Helmets here. Having a Helmet for a horse allows you to place Bets on that horse while it is past the No Bet line, but has not yet finished the race.

Jersey Spaces

Mark Jerseys here. Jerseys let you influence horses to move more often. If you have the Helmet and Jersey for a horse, you also earn additional Money at the end of the game.

Bet Spaces

Mark Bets here. To place a bet you must have enough Money.

Bet Odds

Bet Odds show how much Money a bet on that horse earns at the end of the race. Bet Odds are multipliers, with each player winning Money equal to the multiplier times their bet amount.

Bet Winnings

Use this column to calculate your Bet winnings. Write the total from any Bet winnings in the bottom square of this column.

Concession Grid

Mark numbers in the Concession Grid. Completing a row or column in the grid gets you a Concession Bonus.

Concession Bonuses

Concession Bonuses are one-time rewards that you get by completing rows and columns in your Concession Grid.

Wild Number

Use a Wild Number to take an Action for any horse number instead of the horse rolled.

Actions

Choose 1 Action to perform each turn.

Money

Track your Money here. Money is used during the game to place Bets and buy horses. Leftover Money is added to your Final Score at the end of the game.

Final Score

At the end of the game, calculate your earnings in this scoring column and write the total Money here.

Round Summary

Long Shot: The Dice Game is played in rounds. Each round has 4 phases that must be completed in order:

  1. ROLL DICE
  2. MOVE HORSE DIE'S HORSE the number of MOVEMENT DIE SPACES
  3. MOVE ALL X ON HORSE DIE'S HORSE 1 SPACE
  4. ALL PLAYERS TAKE ONE ACTION

Round Sequence

1. Roll Dice

The Active Player picks up both Dice and rolls them.

2. Move Horse Die's Horse (Movement Die) Spaces

Move the Horse Token matching the Horse Die a number of track spaces equal to the Movement Die. If the rolled horse has finished the race, it does not move.

Example: Horse 6 moves 3 spaces.

3. Move All X on Horse Die's Horse 1 Space

Find the Horse Card matching the Horse Die and reference its Secondary Movement Bar. In bar order from left to right, move each horse marked with an X 1 track space.

There are pre-printed X marks on Horse Cards, which work the same way as X marks made by players.

Example (Secondary Movement): Horse 2, Horse 3, Horse 5, and Horse 6 are each moved 1 track space.

Moving Horses

Additional rules when moving horses:

  • Any number of Horse Tokens can occupy the same track space.
  • When an effect moves multiple horses, move horses in order from lowest numbered to highest numbered.
  • By default, horses move forward when they are moved. Some Concession Bonuses and Horse Abilities can move horses forward when the (+) is shown. If there is a (-) listed for a movement effect, move that horse backward the number of spaces shown.
  • If a horse would ever be moved backwards past the Start/Finish line, stop the horse at the Start/Finish line with any other movement wasted.
  • Horses can only pass the finish line from a dice roll or secondary movement, and never from direct player movement (see CROSSING THE FINISH LINE).

4. All Players Take One Action

Starting with the Active Player and proceeding clockwise, each player takes a turn in which they perform a single Action:

  • CONCESSION
  • HELMET
  • JERSEY
  • BET
  • BUY

The Action you take is restricted to the number rolled on the Horse Die, unless you also mark a 'Wild Number' (see below). You may take the same Action as other players.

Wild Numbers

At the start of your turn, you may mark an X on one of your Wild Numbers. If you do, your action counts the Horse Die for this turn as if it were a single number of your choice (this does not activate Horse Die abilities on horses).

Concession: Mark Horse Die's Number

Mark an X on a single circle space on the Concession Grid that matches the Horse Die.

When you complete any row or column in your Concession Grid (diagonals do not count), mark one of the Concession Bonuses and immediately resolve it. It is possible to complete a row and a column at the same time, in which case you mark two Concession Bonuses to resolve.

Concession Bonuses

  • $7 — Gain $7.
  • -2 -2 — Move any two horses backward 2 spaces each.
  • -3 — Move any one horse backward 3 spaces.
  • +2 +2 — Move any two horses forward 2 spaces each.
  • +3 — Move any one horse forward 3 spaces.
  • Free Bet — Place a $3 Free Bet on any horse.
  • Helmet — Take the Helmet Action for any horse.
  • Jersey — Take the Jersey Action for any horse.
  • Market Horse — Take any horse from the Market to own, and do not pay its cost.

Helmet: Mark Horse Die's Horse

Mark an X on a Helmet space that matches the Horse Die. You may place Bets on horses you have a Helmet for, even if they are past the No Bet line.

Jersey: Mark Horse Die's Horse, Mark Card

Mark an X on a Jersey space that matches the Horse Die. Then go to the Horse Card matching the Horse Die and mark an X on ANY horse on that Horse Card's Secondary Movement Bar.

Jockey Set Scoring: Pairs of Helmet and Jersey for the same horse are worth $5 at the end of the game.

Bet: Bet Up To $3 on Horse Die's Horse

Mark $1, $2, or $3 on a Bet space that matches the Horse Die. Spend the bet amount by reducing your Money. If there is already a bet marked there, add the new bet to it and write the total. To take this action, you must have enough money to pay your Bet. You cannot Bet on horses past the No Bet line, unless you have the Helmet for that horse. You can never place Bets on horses that have finished (including FREE BETS described below).

Free Bets: Some abilities place 'Free Bets'. A Free Bet is a Bet you place, but do not pay for. You cannot place Free Bets on horses past the No Bet line unless you have the Helmet for that horse. You can never place Bets on horses that have finished.

At the end of the game, horses with bets on them that are past the No Bet line or have finished the race will pay out.

Buy: Buy Horse Die's Horse

Buy the Horse Die's Horse from the Market if the horse is available. Pay the cost of the horse from your Money, and place the Horse Card in front of you to show you own it. You cannot buy a horse that has finished the race.

Getting Stuck

If you cannot take an action using the rolled Horse Die number, you can use a Wild Number to change the number to something you can use, or you can spend your whole turn to erase the mark on one of your Wild Numbers, leaving it available for the future.

End of Round

After every player has taken a turn, the Active Player passes the Dice to the player on their left to begin a new round.

Horse Abilities

Each horse has a unique ability with its own special rules. Horse abilities only apply while the horse is owned by a player.

Horse Abilities usually resolve when the owner takes their action or at a specified time. Horse Abilities are always optional, and the horse owner decides when to apply them.

Each Horse Ability begins with a symbol or keyword to show when its effect occurs. These include:

  • Horse Die + number — At the start of your turn, if the Horse Die rolled the specified number.
  • Concession — When you take the Concession Action.
  • Helmet — When you take the Helmet Action.
  • Jersey — When you take the Jersey Action.
  • Bet — When you take the Bet Action.
  • When Bought — When you buy the horse from the Market, immediately apply this effect.
  • At Scoring — Calculate this bonus and add it to your Money total during scoring.

Crossing the Finish Line

Once a horse passes the finish line, move it to the topmost finish position on the side of the track (Winner's Circle).

Horses can only pass the finish line from a dice roll or movement on the Secondary Movement Bar, and never from Concession Bonuses or Horse Abilities. Concession Bonus movement must stop short of its full amount if the horse reaches the finish line.

Finished horses cannot be moved or bet on. When a finished horse is rolled, move the other horses on its Secondary Movement Bar as normal.

Once 3 horses cross the finish line, no other horses may finish. Any horse that would be moved across the finish line instead stops on the space before the finish line and any extra movement is wasted.

End of Game

Once a third horse has crossed the finish line, finish the current round. Then end the game and proceed to Scoring.

Scoring

Purse

Earn the listed purse amount from the finish position for each finishing horse you own.

Bets

Use your Bet and Bet Odds columns to determine your Bet winnings. Multiply your Bet amount for each horse times the number shown that corresponds to the horse's finish position. Horses that are past the No Bet line that did not finish earn 1x their Bet.

Jockey Sets

Earn $5 for each pair of Helmet and Jersey for the same horse.

Money

Any remaining Money you have.

Total Score and Any 'At Scoring' Horse Abilities

Total from all scoring elements and any money from horses you own that affect scoring.

Total the scoring column to determine your final score in Money. The player with the most Money wins!

Scoring Example

  • John earned $15 for owning the 3rd place horse.
  • He marked 2 Jockey sets (for horses #2 and #4).
  • His Bets earned $80.
  • Finally, his left over Money is $4.
  • His final score for the race is $109.

Solo Race

If you're heading to the race track alone, you'll be betting against noted racing tycoon and fledgling game inventor Roland Wright – a fierce competitor.

Solo Setup

Set up the game with the following changes:

  • Roland (AI) receives the special Solo Board.
  • After dealing Roland his Starting Card, mark his free Starting Bets, but do not mark any Concessions, as his (Solo) Board doesn't have a Concession Grid.
  • Roland starts the game with $20 in the Money box.

Solo Play

The player goes first in every round. After they take their Action, Roland takes his. Find Roland's Action by looking at the column for the Movement Die rolled, then the row for the Horse Die roll. Roland then takes that Action. If the Action has a Horse Die icon in it, roll the Horse Die an additional time and use that number. If that Action cannot be taken, then Roland takes the default Action (*) at the bottom of the column.

  • Movement Die 3: The 3 column will mostly mark Horse Cards, similar to a player taking the Jersey Action.
  • Movement Die 2: The 2 column will mostly place Bets on horses, using Money.
  • Movement Die 1: The 1 column will mostly buy horses.

Important: Horses Roland (AI) buys are considered not to have Horse Abilities.

Spending Money

Similar to a player, Roland spends his own Money to buy horses and bet unless those Actions are labeled free.

Ties for Taking an Action

If there is a tie among several horses for how an Action is to be taken, Roland attempts to take the Action with the lowest # tied horse.

Solo Scoring

Roland earns Money for his Bets, his remaining Money, and his owned horses that finish 1st, 2nd, or 3rd. Write his Final Score in the bottom box on the Solo Board score column. Determine your Final Score and compare it with Roland's score. The player with the most Money wins!

Terminology

  • Lead: The horse(s) that have not yet finished that have the least spaces until they finish.
  • Last-place: The horse(s) that have the most spaces until they finish.
  • Horse's Box: The horse number on the Secondary Movement Bar (of the indicated Horse Card).

Example Action

After your turn, Roland takes his. The Dice you rolled are Horse Die 1 and Movement Die 3, so Roland will 'Mark Lead Owned Horse's Box on Horse Die's Horse Card.'

Checking the owned horses near Roland's Solo Board and the track, you see that Horse #4 is the lead horse that Roland owns. This Action contains a Horse Die, so you roll the Horse Die to determine the number to use, getting a 7.

Go to Horse Card #7 and mark an X on the #4 on the Secondary Movement Bar.

Solo Actions Clarified

(Read as: [Horse Die roll] [Movement Die roll] — Action.)

  • Horse Die 1, Movement Die 3: Mark Roland's lead horse that he owns on Horse Die's Horse Card.
  • Horse Die 2, Movement Die 3: Mark Roland's last-place horse that he owns on Horse Die's Horse Card and gain $1.
  • Horse Die 3, Movement Die 3: Mark all boxes matching Roland's owned horses on Horse Die's Horse Card.
  • Horse Die 5, Movement Die 3: Mark box on Horse Die's Horse Card matching the horse with Roland's highest bet.
  • Horse Die 7, Movement Die 2: Move back 2 spaces the horse you own that is in the lead.
  • Horse Die 8, Movement Die 2: Move back 2 spaces the horse with your highest bet.
  • Horse Die 1, Movement Die 1: Buy the unowned horse that is in the lead.
  • Horse Die 2, Movement Die 1: Buy the unowned horse with the lowest rank number.

Credits

  • Game Design: Chris Handy
  • Game Development: John Brieger, John Velgus
  • Illustrations: Clau Souza
  • Graphic Design: Chris Handy
  • 'Roland Wright' Brand Concept: Daniel Solis & Graham Russell
  • Playtesters: Jenn Handy, Christian Montague, Colleen Montague, Bernardo Salcido, Kevin Baldizon, Luis Mendoza, Grace Paradis, John McCloud, John Victor, Paul Butler, Janine Widman, Corey Downum, Bay Area Game Designers and Boosters, Pacificon Protospiel, Michael Dunsmore, Jeremy Commandeur, Ting Chow, Jon Simantov, Aaron Daar, John Westenhaver, Breeze Grigas, Karla Heuer, John Furth, Zach Nieman, Brian Fattig, Glenn Cotter, Brian McKay, Mike Mihealsick, Joshua Norris

For more information visit: www.LongShotDiceGame.com

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