Horse Race Game Rules: Bet on Your Steed & Sip to Victory!
Learn how to play the Horse Race drinking game! Our easy guide covers setup, betting, race mechanics, and how to win (or lose) your sips.
What's the Horse Race Game Rules? π€
If you're looking for a party game that's simple to set up, involves a bit of betting (with sips, of course!), and gets everyone cheering for their chosen "horse," then Horse Race is a solid bet. It's a game of chance where a designated "Game Master" narrates the action as cards determine which suit gallops ahead.
What You'll Need π οΈ
You don't need a whole stable for this one:
- A Standard Deck of 52 Cards
- Drinks & Cups for each player
- Players: 4 or more works best to get a good betting pool.
Getting Set Up βοΈ
Hereβs how to prepare the track:
- Appoint a Game Master (GM): This person will oversee the race, flip the cards, and ideally, add some lively commentary.
- Line Up the Horses: The GM takes the four Aces (or any four cards of different suits, like Kings or Queens β Aces are traditional "horses") and lines them up face-up. These are your four starting horses: Spades, Hearts, Diamonds, and Clubs.
- Create the Race Track: The GM then shuffles the rest of the deck. From this shuffled deck, they deal out a line of seven cards face-down in a row, extending out from the starting horses. This forms the "race track." The remaining cards are placed aside as the draw pile.
How to Play: And They're Off! π
Once the track is set, it's time for the main event:
- Place Your Bets!
- Before the race starts, each player (except perhaps the GM, or the GM can bet too β decide as a group) chooses one of the four suits (Spades, Hearts, Diamonds, or Clubs) to be their "horse."
- Players then bet a certain number of sips on their chosen horse. This is the amount they'll either give out if their horse wins, or drink themselves if their horse loses. Everyone should announce their bet.
- Starting the Race:
- The GM draws the top card from the draw pile and announces its suit.
- The "horse" (Ace of the corresponding suit) moves forward one "step." A step means it moves just past the first face-down card on the track. If another card of the same suit is drawn, it moves past the second card, and so on.
- Obstacles on the Track (Flipping Track Cards):
- As the race progresses, horses will move down the track.
- When all four horses have advanced to be on or past one of the face-down track cards, the GM flips that track card over.
- The suit revealed on this flipped track card forces its corresponding horse (the Ace of that suit) to take one step back. Yes, even if it was in the lead! (If it's at the starting line, it can't go further back).
- Continuing the Race:
- The GM continues to draw cards from the draw pile, moving the corresponding horses forward one step at a time.
- Whenever all horses are on or past the next un-flipped track card, that card is revealed, and the corresponding horse moves back.
- The Finish Line!
- The race continues until one horse makes it past the seventh and final face-down track card. That horse is the winner!
The Payout: Winners & Losers π
Once a horse has crossed the finish line:
- If your chosen horse won: Congratulations! You get to give out double (2x) the number of sips you originally bet. Distribute them as you wish among the other players.
- If your chosen horse did not win: Unlucky! You must drink the number of sips you originally bet.
If you enjoy betting games with a social twist, you might also like our Drunk Poker Game Rules for another way to test your luck and strategy.
The Dojo's Take π»
Horse Race is a great little game because it's so simple to understand, but the betting and the random setbacks keep it exciting. The Game Master can really make or break the atmosphere with their commentary, so pick someone lively! It's pure chance, which means anyone can win, and that's always fun for a party setting.
Want to find more games like this? Check out our full list of drinking games on the site!
Drink Responsibly π
As always, the main goal is to have a good time. Please drink responsibly, encourage others to do the same, and make sure everyone feels included and comfortable.
Your Questions Answered: FAQ β
What if the draw pile runs out before a horse wins? Rare, but possible if there are lots of setbacks! Simply reshuffle the discard pile (all the cards drawn to move horses forward, not the track cards themselves) and continue.
Can multiple players bet on the same horse? Absolutely! It makes for more shared celebration or commiseration.
Does the Game Master bet? Up to your group. Sometimes the GM just facilitates, other times they join in on the betting fun.
What if a track card reveals a suit of a horse that's already far behind or at the start? It still takes a step back if it can (i.e., if it's not already at the absolute starting line). No horse is truly safe until it crosses that finish line!
Can we make the track longer or shorter? Sure! Seven cards is standard, but you can adjust for a quicker or longer game. Five cards make for a sprint, while nine or ten can make it an endurance race.