Card play
Pre-roll movement bonuses are applied before the die is rolled.
Cards marked '(Performed before die roll)' grant +1 Movement that is applied before the die is rolled. The horse moves 1 extra space as a flat bonus, and then the die is rolled for additional movement. This means the +1 is guaranteed regardless of the die result.
Card play
Added-to-die-roll movement bonuses are added to the die result after rolling.
Cards marked '(Added to die roll)' grant +1 Movement that is added to the die result after the die is rolled. The player rolls the die first, then adds +1 to the number shown. This bonus is applied on top of the die result rather than as a separate guaranteed move.
Card play
Subtracted-from-die-roll penalties reduce the die result after rolling.
Cards marked '(Subtracted from die roll)' apply -1 Movement to the die result after rolling. The player rolls the die first, then subtracts 1 from the number shown. This penalty reduces the horse's total movement for the turn.
Special
When all horses are tied, the inside horse receives +1 Movement (pre-roll).
There are 12 'All Tied Horses – Inside Horse' cards (numbered 1–12). When all horses are tied in position on the track, this card grants the inside horse (the horse closest to the inner rail of the track) +1 Movement, performed before the die roll. This helps break ties by favoring the inside position.
Special
When all horses are tied, the outside horse receives +1 Movement (pre-roll).
There are 8 'All Tied Horses – Outside Horse' cards (numbered 5–8 and 13–16). When all horses are tied in position on the track, this card grants the outside horse (the horse closest to the outer rail of the track) +1 Movement, performed before the die roll. This is an alternative tie-breaker favoring the outside position.
Special
Steady Now cards cause horses to hold position with no bonus movement.
There are at least 2 'Steady Now' cards in the deck. When a Steady Now card is drawn or played, horses hold their current position and no bonus movement is granted to any horse that turn. This effectively cancels any positional advantage for that card's effect.
Special
The last-place horse receives +1 Movement for the rest of the race (added to die roll).
There are 2 'Pushing Hard' cards in the deck. When drawn, the horse currently in last place receives a permanent +1 Movement bonus for the rest of the race. This bonus is added to the die roll on every subsequent turn. This catch-up mechanic helps prevent a horse from falling too far behind.
Card play
Seeing Victory: the horse in 1st position receives +1 Movement (pre-roll).
The 'Seeing Victory' card grants the horse currently in 1st place on the track +1 Movement, performed before the die roll. This rewards the leader with a temporary speed boost.