General
Win by owning the horse that is last when the first horse crosses the finish line.
The goal of Change Horses is the opposite of a normal race. You want the horse you secretly own to be in LAST place at the moment the game ends. The last-place horse wins, the second-to-last horse finishes second, and so on. Ownership is hidden until the game ends.
Setup
Place the board; arrange all 6 horses in random order facing counter-clockwise.
Before play begins, place the race track board on the table. Line all 6 horses up at the starting positions in a random order, oriented for counter-clockwise movement around the track. All 6 horses participate in every game, regardless of the number of players.
Setup
Each player receives 1 Racing Form card, 15 horse movement cards, 2 Wild Horse cards, and 1 Ownership Certificate (2 in a 2-player game).
At setup, each player is dealt: one Racing Form card (used for turn-order determination), one complete set of 15 horse movement cards, two Wild Horse cards (jokers usable during the game), and one Ownership Certificate placed face down showing the color of that player's secret horse. In a 2-player game, each player receives 2 Ownership Certificates instead of 1.
Setup
Advanced version only: each player starts with 11 × (number of players) carrots.
This rule applies only in the advanced version of the game. At setup, each player receives a number of carrot tokens equal to 11 multiplied by the total number of players. Carrots are spent during turn-order auctions and cannot be earned back once spent.
Turn structure
At the start of each half-round, each player secretly selects 3 horse movement cards and places them face down.
To begin a Double Round, each player looks at their hand of horse movement cards and privately chooses exactly 3 cards. These 3 cards are placed face down in front of the player. No player may look at another player's face-down selection. Once all players have placed their 3 cards face down, they are all simultaneously revealed (turned over).
Turn structure
In turn order, each player plays 1 of their 3 revealed cards onto the tote board.
After the 3 selected cards are revealed, players take turns in the current turn order. On your turn, choose 1 of your 3 face-up cards and place it face-up on the tote board. Continue until every player has played exactly 1 card. This constitutes the first half-round. The 2 remaining cards in front of each player are kept for the second half-round.
Movement
After all players play a card, tally each horse color on the tote board: odd total = horse moves that many spaces; even total = horse does not move.
After every player has played a card in a half-round, resolve movement for all horses: (1) Count how many cards of each horse color are showing on the tote board. (2) If the count for a color is ODD, that horse moves forward (counter-clockwise) a number of spaces equal to that odd count. (3) If the count for a color is EVEN (including zero), that horse does NOT move this round. (4) Move each horse in sequence, starting with the horse on the innermost track. If two horses share the same track position, move the one that is further ahead (in front) first.
Turn structure
Each player plays a second card from their remaining 2 cards; horses are moved again using all cards now on the tote board.
After the first movement phase, each player still has 2 cards in front of them. In the same turn order, each player plays 1 of these 2 remaining cards onto the tote board (which still contains the cards from the first half-round). After all players have played, horses are moved again using the TOTAL of all cards currently on the tote board (both half-rounds combined).