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04. Stable diary
Thu 08th Jul 10

Your stable diary can be accessed from within the Stables Menu. It shows a running record of all the actions and events that go on in your stable each day.

This provides a valuable tool to catch up on what has happened since you last visited Track King. The diary shows the latest 50 events by default, but you can use the link at the bottom of the list to view older events (if any exist!). The diary also keeps a record of your activity in the Auctions over the past fortnight, showing you all the bids that you placed or received, and also any times that you were outbid. A canny Track King will use this tool to ensure they stay on top of the latest action!

Your Stable diary is only visible to you - so no other Track Kings can see your secrets of success! It displays the date and time that an event took place, gives you a description of the event, and in some cases provides you a link to the event. Where no link is provided, you might be able to guess what caused the event by looking at the date and time.

Some of the things that might appear in your Stable diary are:

05. Finances
Mon 21st Sep 09

There are two types of finances in Track King - your Stable finances and your Personal finances

Stable finances

You need money to run your stable and to house and train your horses. Each week there is a financial update where the monies owed to you are collected and the monies that you are due to pay debited from your account - all transactions that take place during the week are added to the income/expense account shown and the balance figure is updated accordingly.(See Daily/weekly timetable). So when you look at your stables' finances, the 'Carryover balance' is the amount you started the week with, and all income/expenses listed are then the transactions that will be totalled to create the 'carryover balance' for the next week.

The income you receive comes from:

  • Purses: Purses are the money that you win from doing well in racing. You receive a fixed purse amount for Class races. On top of that, your share of the race purse depends on your finishing position in the race, the higher the better.
  • Sponsorship: Perform well and keep good relations with your sponsors and it will earn you a higher income.
  • Facilities: Some of the unused horse agistment and training facilities can be leased out for public use, earning you income each week. (See Stable Agistment, Administrative staff and Training)
  • Horse sales: The total income received from any horse sales (less 8% Auction House fees) during the week.
  • Stud fees: By selling your stallions' services as part of a breeding program, you can earn additional income, again less 8% fees (See Breeding)
  • Interest received: You can earn interest each week if your bank balance is above zero, the rate of which is determined by your Administration. (See Administrative staff)

The expenses you may have to pay are split into:

  • Manager wages: As stable manager, you'll receive a weekly wage - with it, you can bet on races to gain prestige for your stable and notoriety for yourself! (See Betting)
  • Jockey contracts: Good jockeys come at a price, you'll need to pay the wages negotiated in their contract at the time of signing them, and then again at the start of each and every week they are racing for you. If you hire an apprentice to race, you will pay a one-off fee for jockey services after the race. (See Jockeys)
  • Facilities: This includes the setting up and the maintenance of the stables' training and veterinary facilities, as well as administrative staff costs and specialist facilities. (See Stable Agistment, Administrative staff, Vet services and Training)
  • Auctions/studs: Total fees payable for any horse and yearling purchases and any stud breeding undertaken during the week.
  • Transport: It costs money to safely transport your jockeys and horses from A to B depending on whether they travelled to another track, region or continent. (See Travelling)
  • Race fees : This amount includes any race entry stakes payable as well as race establishment costs if you create a Stakes race. (See Owners Club features)
  • Interest payable: You have to pay overdraft interest each week if your bank balance is below zero. Admin staff can help negotiate a lower interest rate. (See Administrative staff)

There's nothing to keep you from spending your stable's money even if your balance is zero. As stable manager you have access to a line of credit at the bank, but you're going to have to pay some heavy interest on this borrowed money. The bank is prepared to allow you free reign on spending until you reach $250,000 debit - but after that things start to get tight. You'll still be allowed entry into league races, and to hire apprentice jockeys, and to auction your horses, but that's about the extent of it. You won't be able to resize your stable facilities, or purchase any new horses, and signing a new jockey contract is right out! Also, and most importantly, your bank will put a stop on any staff drawing a wage from your stables' funds once a 'closing balance' of -$250k has been registered. This means that your vets and trainers will be unpaid! They're prepared to ride it out for a week due to sheer loyalty to you, but at the start of the second week without pay they will all walk out, leaving you with zero training and vet capacity. The bank will then continue to finance your stable, even if the debt continues to grow, but you'll be without those valuable stable hands.

Should you grow tired of being broke, your Stable Finances page will offer a "Liquidate stable" link for anyone who has closed the week at -$250k. This process is not reversable! If you enter liquidation, your stable will effectively be reset to a 'new' stable, with 4 completely novice horses and minimum sized agistment. You will still be in the same Class as you were before, but you might find it hard to remain competitive!

At the end of every season the sponsors hand out a bonus if your stable has done well enough. Trophies and money are handed out to the top 5 places in each racing Class. How much depends on your place and how high up you are in the league system:
Class1st2nd3rd4th5th
1$1,200,000$1,020,000$840,000$660,000$480,000
2$1,000,000$850,000$700,000$550,000$400,000
3$800,000$680,000$560,000$440,000$320,000
4$600,000$510,000$420,000$330,000$240,000
5$400,000$340,000$280,000$220,000$160,000
6$200,000$170,000$140,000$110,000$80,000

70% of the League Bonus is paid at the end of the season, and the other 30% is paid on accepting promotion to a higher league. As an additional bonus all stables that promote will be given a FREE week of Owners Club!!

Personal finances

Your personal finances are totally separate to your Stable Finances. This money is your personal money, as a manager of a Stable, to use however you see fit.

As you don't have a team of Administrative assistants looking after this money, you won't earn any interest on it - so you may as well spend it! And what better way to spend it than at the track, betting on the horses that you know best?! (See Betting)

During the off-season, each Owner will have the opportunity to donate up to 10% of their Personal Finances - to a maximum of $500k - to their Stable. Of course, a stable that accepts charity like this would no doubt have to expect a loss of prestige...but it does provide another way to utilise your Personal Finances if your stable struggles. These donations can only be made once a season, during the Promotion/Relegation window.

06. Horses
Sun 27th Jun 10

Clearly horses are your stables main asset! You must have a minimum of 4 horses in your stable at all times.
Each horse has attributes and skills that determine their overall racing ability, while there are also some additional factors that will affect their performance in different race situations. The horses also have an 'Overall Rating' which is a quick way to compare horses, as well as having experience at different Distances and Track Conditions.

Every horse can run any distance on any track condition - but some attributes will make them perform better/worse under certain conditions. It's your job to consider all these factors and decide who is the best horse for the race. These attributes are:

  • Spirit - A horses spirit is an important factor in determining how well the horse and jockey 'read each other' during a race. A horse with less spirit is able to be controlled easier and relate better to a jockey than a high-spirited thoroughbred. Spirit also determines how easily your horse gives in to adversity.
  • Height - The height of a horse largely determines its stride length and physical presence on the racetrack.
  • Weight - Some horses weigh more than others, which can affect the performance of the horse on race day. It's probably a bad idea to put a fat jockey on an underweight horse!
  • Gender - Mares and geldings are a little more predictable than stallions, which may outperform sometimes but at others might just cause nightmares for an untalented jockey! Horses in foal (pregnant) are not eligible to race.
  • Stride - The physical length of the horses stride is an important factor when competing against other horses, particularly in races over distance, after all, the longer the stride the less steps a horse will need to take to get to the finish. A shorter stride has advantages too though.
  • Medical condition - The medical condition of the horse affects its overall abilities to race competitively, and also affects how quickly a horse can recover its Physical condition. So make sure your vets get your horse properly prepared for the race, otherwise your horse will certainly underperform! Also, bear in mind that horses that are worked too heavily are at an increased risk of injury - keep an eye on results of training and also on the Trainer comments after a race for information to help decide when your horse needs a spell.
  • Physical condition - A horse must be in good physical condition to hold up to the vigours of thoroughbred racing. A horse in poor physical condition probably won't be in winning form, and is more likely to pick up an injury from racing. Physical condition is improved marginally by the vet and more so by some training types, and is reduced by racing, training workouts, and of course racing!
  • Vet Assessment - The Vet Assessment is visible for all of your horses and all horses in the Auctions. It shows a quick and simple assessment of how ready your horse is to race at full potential. Vet Assessment takes into account Medical and Physical condition, and also an estimate of how prone to injury the horse is at the moment. (See 'Injuries & Improvements' below for more information)
  • Gate speed - Gate speed determines a horses ability to get a quick jump out of the gate and subsequently make quick decisions and change direction during the race.
  • Acceleration - The acceleration of the horse describes how well it can accelerate! Simple as that! Good reactions need good physical skills to complement them.
  • Muscle tone - One of the most important characteristics, muscle tone helps determine the horses staying power in a race. A horse with poor muscle tone is likely to tire more quickly.
  • Stamina - A horse with bad stamina may not be able to maintain its speed and abilities over the length of the race. Stamina becomes more important over longer race distances and on tracks with heavier conditions.
  • Heart - A fit and healthy horse needs a fit and healthy heart - heart and stamina help determine how long a horse can keep going. Heart also has a 'mystical' quality for some, with suggestions that it provides an extra ability to beat the odds.
  • Racing styles are a somewhat rare specialty skill determined at birth, sometimes inherited from a parent, or sometimes a quirk of nature. The racing style of a horse sometimes affects its performance during a race:
    • Early Sprinter - Slightly faster over the first quarter, but these horses tend to tire more quickly in bad track conditions, unless they have extensive experience.
    • Fast Finisher - Slightly faster over the final quarter, but a tendency to tire quickly in bad track conditions.
    • Mud-lark - Loves to run on a wet track - the wetter the better! Dry tracks are a turn-off though, and the horse may underperform.
    • Natural Champion - Sometimes called a 'Stayer', this horse is born to run the long race.
    • Stalker - Prefers to come from a few places back during the final quarter, rather than leading the pack.
    • Breakaway - Prefers to be among the first few runners in the second half of the race, rather than being caught back in the pack.
    • Unpredictable - This horse can have good or bad patches over the course of a race...it's hard to know what will happen next.
    • Competitive - Loves close-in racing, this horse doesn't mind tight races and competitive finishes.
    • Needs Space - Doesn't like to be boxed in or racing in tight packs. Prefers the open spaces to run in.
(See The Race!)

Injuries and improvements

Aside from racing your horses, you'll also need to take care of their training needs and their veterinary care to make sure you always get the most out of them. (See Vet services, and also Training). After racing and training you'll notice the physical condition of the horse will decrease. Medical condition decreasing is often a sign that your horse has picked up an injury - in races, this is reported in the Form Guide after the race.

If your horse is getting repeatedly injured, or if your horse has a lower 'Vet Assessment' than you would expect, then maybe you might consider giving your horse a spell (rest) to allow the horse time to heal naturally? This can be a very effective tool to continue to get the best from your horses.

Injury Profiling, commonly referred to as IP, is a measure of how likely your horse is to sustain an injury next time it races or trains. There is no direct display of this stat, but you can estimate this by looking at the Vet Assessment. If it seems much lower than the average of Medical/Physical condition, then the horse is at a high risk of injury from being too active recently, or because of a recent injury that might be made worse. The best way to help your horse recover if it has a poor Vet Assessment is to give it a spell (ie a rest) from training and racing. A spell of 3-4 weeks is enough for any horse to recover, but your horse might not need that much of a rest? It's your decision!

Schedule

As you'll notice, a horses week can get very busy! Be sure to keep an eye on the Upcoming Schedule for each of your horses, to make sure that they don't have any conflicts. Where there is a conflict in schedule, the horse will simply take the earliest thing that you have told it to do and go with it - even if that means missing out on training or missing out on a race, or even missing travel arrangements to another track. Of course, if a horse misses its travel, it might not make the next race or get home in time for training etc.....so it can have quite a big flow-on effect. Any Schedule conflicts are highlighted in the horses' Upcoming Schedule, so they shouldn't be hard to notice! If you see any, you can remove the conflicting item/s by going into the "Schedule & Transport" page for that horse, and cancelling them directly from the schedule.

Re-naming

It's also possible to rename your 2yo horses, any 3yo's that were bought within the past 3 weeks, or any horses with career earnings of less than $1,000,000. It costs 1 'Game Credit' for each time you want to rename a horse. The number of Game Credits you have is displayed on the 'Home' page, and Game Credits can be bought through the Shop, or are provided free with purchases of Owners Club (See Owners Club). To rename a horse, simply select the colt/filly that you want to rename, and then select the Rename a Horse link from the Page Menu. A member of staff from Track King will approve or reject the renaming as appropriate within 24-48 hours at most!

Aging

Last of all, the life and death of your horses. Each season, on the first day of January/April/July/October, horses will be considered as one year older - regardless of their actual date of birth. As a general rule, horses may only race from the age of 3yo up to and including 10yo. After 10yo, stallions may continue to be used for Stud until (and including) the age of 12yo. After age 12yo (or age 10yo for geldings or mares), there isn't really anything useful for your horses to do around your stable. It might break your heart to part with these virtual champions, but in the interest of your stable it should probably be done. You can either organise to give them away, or if you are an Owners Club member you can retire them into the Hall of Fame, so that we can all look back at their stats and achievements. (See Owners Club)

07. Jockeys
Sat 13th Feb 10

Jockeys are the ones responsible for getting the best out of your horse in race. Track King features a form of Artificial Intelligence for the jockeys, allowing them to actually make decisions about how to respond to different situations that they might find themselves in during a race. (See The Race!) It's fair to say that the horses are just the engine, and the jockeys are the drivers.

As you might expect, there are good jockeys and not-as-good jockeys. All of them make decisions to the best of their ability, and sometimes those decisions might be ideal for the horse and race situation. As a general rule, the higher a jockeys' base salary, the higher his potential to make good choices. It's up to you, as an astute Stable Manager, to research the jockeys and find out a bit about them. You can check their career stats to get an idea of what type of track and distance they are most experienced at. Also keep an eye out for their riding style, which shows the things that are most important to that jockey. Watching some of their old races to see how they handled different race situations is often handy to see whether you think they might be suitable for your horses. (See Owners Club)

When jockeys use their Artificial Intelligence to make decisions, they consider the following things - although each jockey has their own ideas about which are most important (as shown in their Racing Style).

  • Their current width on the track (ie how far from the inside rail);
  • Their immediate traffic, both ahead and behind;
  • The horses they can see just ahead of them;
  • Their current placing;
  • Their current speed
  • The distance of the race that has elapsed;
  • Their ability to handle/direct the horse;
  • The amount of energy they think the horse has left;
  • Their own personality - aggressive or passive
  • Their morale, and their personal assessment of the horse.

Of course, in a race, they jockey does also consider your wishes. You have the opportunity to enter Race Instructions for each of your horses, which will be followed (to a degree!) by every jockey that rides the horse - even apprentices.

During the race, the jockey continually assesses their surroundings, making several "mini-decisions" using their 'riding styles' which all fall into the categories above.. Each one of those mini-decisions are then combined, to try and find which instruction they should give the horse that will satisfy as many of their 'styles' as possible. (See The Race)

Jockeys like to feel good about themselves, and their morale influences how well they will communicate with the horse during a race - and how much attention they pay when you give race instructions for your horse! To keep a jockey feeling good, it's important to allow them many opportunities to race. It's also important to give them a good chance at winning. If you keep putting them on the old gray mare that ain't what she used to be...well....the jockey isn't likely to stay happy long! Jockey morale will start at a higher level if you don't drive their wage down at the start of a contract - it costs more but it could well be worth it?

There are 3 different 'grades' of jockey in Track King:

  • Jockeys;
  • Stable Apprentices; and
  • Unlisted Apprentices

(Contracted) Jockeys

Contracted jockeys are the 'real deal' - the main sort of jockey you'll find in Track King. They have a name, and can be contracted to many different stables over their career, and will age by one year on the first day of January/April/July/October, just like the horses!

To contract a new jockey to your stable, follow the link named 'Hire a jockey' from the right-hand Page Menu of any 'Stable' page. You will then be able to search the pool of jockeys in Track King, and select from those that would be prepared to race for your Stable (based on the prestige of your stable!), and from there it's just a matter of picking the one you want and organising a contract. Bear in mind that you may only hire jockeys of your own Race Class, and within about 5-6 levels of Prestige to your stable. For example, a highly prestigious jockey is not going to want to negotiate with a 'lowly' stable with a lot lower prestige. The jockey may agree to negotiate with stables of slightly lower prestige, but you can be sure they won't accept much haggling! Negotiate carefully - you can only complete one set of jockey negotiations every 24 hours - whether you managed to successfully sign the jockey or not. Keep an eye on the status of negotiations with the jockey to get an idea how far you can drive their wage down! As a general rule, a jockey with more prestige than your stable are more likely to treat you harshly.

While a jockey is signed to your stable, they are not available to race for any other stable, and will draw a wage from you (in advance) once every week excepting the last week of their contract. On completion of their contract, they will go On Holiday for an indeterminate period - maybe a day, maybe a week....maybe longer?! When they leave your stable, if they're inclined to race with you again, they'll give you an idea of when they intend to return. The better their morale at the termination of the contract, the more likely that they'll make sure they are back on time!

If a jockey employed by your stable has less than 28 days remaining on their contract and you are a member of the Owners Club (See Owners Club), you can negotiate to end the contract early. The jockey will tell you the amount that they want to be paid to finish their contract early, and then it's all up to you! It's not a very prestigious thing to be firing jockeys though...

The Conference Room Specialist Facility will make it possible to attempt to negotiate to extend the jockeys' contract as it epproaches the final few weeks - although the jockey is likely to be asking for a wage increase!

Jockeys will retire from racing on their 33rd birthday, and will only compete in races of their own Class - which means that generally the jockeys available to the "Upper Classes" (sic!) are better than those of the lower. There will be some exceptions - can you find a bargain?!

Stable Apprentices

A Stable Apprentice is basically a jockey in training, and can be identified by the '(A)' to the right of their name. Each stable can have up to 2 Stable Apprentices in the stable at any time. To hire a stable apprentice, go to the "Hire a jockey" page, as described above with a real jockey. At the top of that page is the link to hire a Stable Apprentice.

Hiring a Stable Apprentice is done through an independent agency called the Jockey Recruitment Agency. When you visit, they'll ask how many candidates you would like to interview. You pay them a flat fee per candidate just to interview them, and can then choose which of the candidates you want to recruit. These candidates will be aged 19-22 years old, and have a few basic differences. It's up to you to pick which one looks the most likely prospect for your stable.

Once you recruit a Stable Apprentice, they must remain an apprentice in your stable for a minimum of 4 weeks, and up to a year (4 seasons) from the date they are recruited. It is totally your decision about when they should be granted their full jockey license.

Each week that the Stable Apprentice remains in your stable they will earn 5 'training credits' (more if you have the Apprentice Classroom Specialist Facility), which you may spend on improving their skills and experience, which will in turn improve their prestige. Stable Apprentices will also earn some extra Training Credits for each race in which they can beat AT LEAST 4 other opponents. Of course, they'll also earn experience and have morale just like a normal jockey. You can apply any Training Credits that your apprentice has earned at any time, and see the results immediately.

When training an Apprentice using the Training Credits they have earned, think carefully. Imagine that the levels of each stat are an indication of "how carefully" the jockey should consider it. You should have a definite plan of what things you want this jockey to pay attention to most of all. If you simply add training credits to make all of the skills the maximum, then the jockey is very likely to get confused, because everything going on around them is important, and so they won't be able to think clearly and plan a strategy. If the jockey has only a couple of "main" skills, then at least they (and you!) will know what is most important and therefore have an idea of how they will react. (See The Race for more information on Riding Considerations and how they apply to a race)

While they are an apprentice, you cannot expect them to perform as well as if they were a fully licensed jockey - they're still learning. However once you grant them a full license, they'll suddenly improve and realise their hidden potential and go on to be the best they can be. And in thanks for your help and nurturing they will return 5% of their wages to you any time they are contracted by a stable! On top of that, you will also gain prestige for your stable based on the length & success of their apprenticeship.

When you grant a Stable Apprentice their full jockey license (after at least 4 weeks, or automatically after a year), you can choose which Race Class of license you will give them, which they may improve on over their career. Of course, they will charge a higher weekly wage in the higher Classes, but maybe there will be a bigger demand for their services in the lower Classes? Gauge their prestige against the available jockeys of similar prestige in each racing class to decide where they are likely to be hired the most - therefore returning a more regularly wage to you!!

Unlisted Apprentices

Every track in the world of Track King has a swag of unknown Apprentice jockeys who are just dying to get a ride. They don't charge much comparatively....but then they don't have any experience, and only limited ability! If for any reason one of your contracted jockeys can't make it to a race, an apprentice will step in automatically to ride for you, and will charge you for his services at the end of the day.

Apprentices, being the dumbest of all jockeys, should probably be prevented from riding in any races that you really want to excel in! One day, maybe one of these youngsters will be a candidate for someone as a Stable Apprentice....who knows. Hardly likely though!

12. Racing
Sat 03rd Apr 10

Horse racing is an exhilarating sport, and it's no different here at Track King!

There are 3 different types of races within the game:

These contests are held over varying distances, categorised as follows:

  • Sprint : up to and including 1250m
  • Short : 1251m to 1500m
  • Medium : 1501m to 1800m
  • Long : 1801m to 2200m
  • Epic : more than 2200m

League races will always consist of one race of each distance type, while Stakes and Cup races may cover longer distances. The exact race distance changes regularly to ensure all horses have the same opportunity to prosper over time. It's up to you to select the right combination of race distance, jockey, horse, race instructions and opposition to give your horse the best shot at winning! (See Entering a Race)

Some races will have eligibility criteria in place that your horse will need to meet, such as gender or age restrictions, or that the parent stable must be racing to an appropriate local Track or Region. You'll need to check the eligibility criteria of the race you want to enter to be sure. Class races will only impose loose restrictions - namely that you must be part of that Racing Class at that Track, and that the horse must be between 3 and 10 years old. The eligibility criteria are:

  • Age: All entrants must be aged within the upper/lower limit at the time of the race
  • Gender: All entrants must be of the specified gender/s at time of race entry.
  • Class: All horses must be racing in the appropriate Class at time of entry.
  • Location: All horses must be owned by a stable based at the specified continent or track
  • Maidens: All horses must have not won a race at the time of race entry
  • Apprentices: Only apprentice jockeys can compete in this race
  • Won less than $X million: All horses must have career earnings of less than the specified amount at the time of race entry
  • Rated below X: The horses OR when at optimum condition must be less than the specified rating

In order for your horse to be able to race, it must of course be located at the appropriate track at the designated race time, and it must also have completed 3 hours of Race Preparation immediately prior to the race. Never fear, this preparation will be booked in for you automatically when you enter a race - you just need to make sure your horse can get there!

At the end of the Race Meet (See Continents), prestige, purses, and Class league placings are all updated. Horses placed in the Top 5 will share the purse, while prestige is awarded to the top 7 runners - of course, the higher you place and the more 'real jockeys' in the race, the better the reward!

There are so many races available to enter in Track King - Stakes races twice a week, Class League racing, plus many Cups during the season. The big question is - which races will you enter, and which will you decide to miss? A stable would need to be very large to compete on all fronts...but be warned, the cost of maintaining a large stable is quite high!

The Training Track

For a small cost, you can take any of your own horses to the Training Track, using the banner link on the Home page.

The Training Track is the perfect way to experiment with various jockey instructions and horse/jockey combinations. Of course there's no race purse to be won, but the bonus is some instant knowledge about your horse - and a little bit of experience to boot!

Also located at the Training Track is the 'Arcade Mile', which is an arcade game featuring your very own horses! Coming soon - high score tables featuring your name and all of the best horses in Track King!

13. Tracks and weather
Sun 25th Jan 09

Your Local track is the home of your stable (and many others), and is the venue for your weekly Class league races. (See Race Classes) Up to 150 human-owned stables can call each track home, with 25 stables competing against one another in each of the 6 classes of racing at each track. On entering Track King as a Stable Manager, your stable will have been assigned to a Local track. At the end of each 11-week racing season, and prior to the start of the next racing season, you'll have the opportunity to relocate to any other Local track in the world that has an opening at your Class level. Of course, there will be a cost associated with the move, as well as needing to re-establish your Training and Veterinary staff. (See the end of section Class Races)

The track is also home to a resident tipster, an virtual equine expert who doesn't mind a bet or two - sometimes he'll offer his choices for race favouritism in the betting stakes. Check each individual race page before the event to check his early mail! Maybe he knows something you don't?

Weather
Each track has it's own weather, which is updated every day. On each Track page you can see what the weather is like today, and a weather forecast for the next 7 days. As we all know, the weather forecast isn't always entirely accurate, but they get it right quite often. The weather isn't selected completely at random every day. It's connected to what the weather was like the day before. If there was rain today, there's a greater probability of rain tomorrow as well, compared to other types of weather.

The chances are exactly the same for rain, sunshine or anything else regardless of which track you choose. No tracks have better weather than others. You may also notice that each continent has its' own "Weather patterns", with each real-time month marking the start of a new Weather pattern. Pay a little attention and over time you may be able to predict where the wet and dry tracks are likely to be at any time of the year. There are three different Weather patterns - Hot, Wet, and Average - and they always follow each other in that order. The only thing that isn't known is which of those Weather Patterns that each Continent will start with at the beginning of each new racing season.

The weather affects track conditions, which in turn affects the performance of your horses and jockeys on race day. To be a truly successful Track King, you'll need to be able to predict how the track will respond to the coming weather so that you can be sure to enter your horse into races where the track condition is likely to suit your steed.

Track condition
As most horse trainers and keen punters know, a stretch of hot sunny weather or a spell of rainy days can really affect the condition of a racetrack. The horse racing tracks in the game reflect this, with subtle changes the result from the weather conditions.

Some horses perform better in heavy going, some horses prefer faster track conditions. Some horse skills are more useful on heavier or drier tracks, and some qualities of a horse are consumed faster in heavier conditions than on good and fast tracks.

Track conditions (from fastest to slowest)
  • Fast
  • Good
  • Dead
  • Slow
  • Heavy

14. Regions
Sun 15th Jul 07

Each continent within Track King contains one or more regions.

There is no difference between the regions within a continent - they are all equal and experience similar racing conditions over time, as well as similar Cup competitions. Additional regions may be added to a continent if the existing regions have reached their capacity.

Regional tracks are only used for Cup racing. Each Regional track is the 'hub' for 15 Local tracks, with each Local track hosting 150 stables that participate throughout the 6 different racing classes. (See Tracks and weather)

Although the other stable managers at your local track are your direct opponents, don't forget that you may sometimes need to band together as track representatives to compete against other tracks - or even other regions or continents - in very prestigious Cup competitions. After all, when a horse makes a name for itself on the big stage, the punters and media are bound to want to know about the place it came from.

15. Continents
Wed 25th Jun 08

There are five (5) continents represented in Track King.
The main difference between the continents within the game is the cutoff and start/end times of races:

    Please note: Times given below are based on gametime. Check the clock in the Track King header.
  • Australia
    1:00 - Cutoff for race instructions/scratchings in Australia
    2:00 - Raceday start for Australia
    4:30 - Raceday finish for Australia
  • Asia
    4:30 - Cutoff for race instructions/scratchings in Asia
    5:30 - Raceday start for Asia
    8:00 - Raceday finish for Asia
  • Europe
    8:00 - Cutoff for race instructions/scratchings in Europe
    9:00 - Raceday start for Europe
    11:30 - Raceday finish for Europe
  • Africa
    11:30 - Cutoff for race instructions/scratchings in Africa
    12:30 - Raceday start for Africa
    15:00 - Raceday finish for Africa
  • America (Nth & Sth)
    15:00 - Cutoff for race instructions/scratchings in America
    16:00 - Raceday start for America
    18:30 - Raceday finish for America

Your horses are able to travel to other continents to participate in Stakes and Cup races, however there is a small transport cost associated. (See Travelling)

If racing times in another continent are more convenient for you, you are free to move your stable to any local track in that continent that has a vacancy. Moves can be made during the break between the end of the 11 week Class racing season and the start of the next Class racing season. (See Tracks and weather)

16. Class races (leagues)
Mon 07th Dec 09

There are 6 classes of racing in Track King - from the dizzying heights of Class 1 racing down to the less glamourous gallopers of Class 6.

Your stable's racing class represents your racing 'league' at your local track, and the group of direct opponents you'll be racing against to get promoted to the class above. In Class league races, you will only compete against other stables located at your track in the same racing class as your stable. Your stable can occassionally race against stables in a higher/lower class, but only in Stakes and Cup races.

Class league races are held during the week, depending on which racing class your stable is in:

  • Class 1 : race on Tuesday
  • Class 2 : race on Tuesday
  • Class 3 : race on Wednesday
  • Class 4 : race on Wednesday
  • Class 5 : race on Thursday
  • Class 6 : race on Thursday

Race entrants (horses and jockeys) must be nominated before 23:00 on the day prior to the race. You may withdraw (scratch) your horse from a race voluntarily up to 1hr prior to the start of the racing in that continent. (See Continents)

There are 25 stables per racing class at each track, competing over the course of 11 Race Days in a fixed 3-month season. The seasons in Track King happen within the following months, with the first week of racing starting from the first Monday of the month:

  • January to March
  • April to June
  • July to September
  • October to December

Week 1 of racing within each Class will begin from the first Monday of the opening month. For example, in the January to March season of 2008, the first Class 1 Race Day will be on Tuesday the 8th of January, as the first Monday of the month was on the 7th of January.

For each of the 11 weeks of the season, you will be offered the opportunity to enter into two of the four Class League races (one for each of the 'common' distance categories) for your Race Class at your Local Track. These invitations will be presented to you on your Stable page in the section titled 'Important Information and Events'. Alternatively, you can look at your Invitations in the Races Homepage and enter from there. However you do it, don't leave it too late to enter, as your choices of which race to enter will become more limited as other horses enter. Class League races are restricted to a maximum of 15 horses in the field.

On completion of each Class League race meet all runners will receive a payment for competing, based on the following formula:
Automatic League Entry payment = (7 - Racing Class) x $5000, scaled based on the number of Named Jockeys in the race
This automatic payment means there is a clear incentive to compete in your League Races each week.

League Points are also awarded to the horses that competed based on their finishing order. These points are then tallied up to work out the stables' standing within the Class League Table. Points will be awarded as follows:

  • 1st place - 10 points;
  • 2nd place - 8 points;
  • 3rd place - 7 points;
  • 4th place - 6 points;
  • 5th place - 5 points;
  • 6th place - 4 points;
  • 7th place - 3 points;
  • 8th place - 2 points;
  • Lower placed finisher - 1 point.

Tiebreakers: Where the total points earned is equal between Stables, league position is decided by the number of 1st place finishes, then 2nd places and so on, down to the number of races competed. If everything else is equal, then the stable which held the lead on the table the week prior will continue in the higher position. In the event of a tie for any position after the last round of the season, league position will be determined by the stable which had their horse finish in the highest position in the longest distance Week 11 race contested by either/both of the tied stables.

At the end of the 11 week Class League season, prizemoney will be awarded (See Finances), the top stable of each Class (except Class 1!) will automatically promote to a higher racing class where prestige, race purses, and often stakes are higher and the competition is tougher. The 2nd to 5th placed stables of each Class will be given an offer to promote to a higher Class if they wish. If this offer is not accepted within 5 days of the season end, then the offer to promote will be withdrawn. So, if you have an unsuccessful racing season and finish in the bottom five positions of your League, don't despair! There's always a chance that the people racing in the Class below you might not take up the offer to promote, and you'll hang on to your prestige!

At the end of the season, aside from prizemoney being paid, all stables will have a small window of opportunity to relocate from one Local Track to another.

  • Why would I move? - A couple of reasons. To get a better chance at promotion (ie less competition), or to race against friends, or just to move to a continent that has a more suitable race time.
  • Who moves?- All of your horses and jockeys. Your vets, trainers and admin staff are happy living where they currently do...unless you're offering them a challenge. Move to a more populated league (with more human players) and they will come with you - which means your move is basically free! Go to a track with less competition and these staff will bid you a fond farewell. It won't cost anything to dismiss them, but of course you're going to need to re-hire them at your new location - and this will probably be the major cost of the relocation.
  • What will my new stable size be?- A stable the exact same size of your old one will be made ready for you at the new track - don't worry, your agents and admin staff have got it all covered!
  • When can I do this? Moving stables can be done from the completion of Friday stakes racing in Week 11, right up until midnight Thursday/Friday morning week before the new season starts. In some seasons this may only be a 1-week period, but your Stable Important Information box will help you work out when the window closes. This period also coincides with the promotion/relegation period for all stables.
  • Where can I move to? - You can move to any track at your own Class level where there is a stable that is willing to swap. Unowned (bot) stables are always willing to swap. You can put an offer out to one human stable at a time only, so it's probably a good idea to arrange it via in-game email first, just to be sure. If you finished in the promotion/relegation zones and haven't yet gone up/down a Class, you'll need to do that first before moving.
  • Nobody at the other track wants to swap with me! or I'm waiting to be relegated but it isn't happening! - Thats unfortunate. Try communicating by email with the players in the other Class league, or try again next season.

17. Cup races
Mon 06th Jul 09

Cup races are more prestigious than other races within Track King, as entry is via invitation only! If you are qualified for a forthcoming Cup race, the invitation will appear on your Stable page, and any races that you are qualified for will become visible when you enter your horse into a race. (See Entering a Race)

There are a variety of different Cup competitions that are run throughout the course of a season. Some of the more regular Cup styles are:

  • Open Invitational Cups - everyone is able to enter!
  • Stables that were promoted/relegated through the same Class barrier (stables that moved from 4 to 5 competing against stables that moved from 5 to 4 in one Cup)
  • Stables that finished top 10 in their class
  • Stables that have won Cup competitions within the past 2 seasons
  • Class-based Cup competitions against other stables in your region and continent
  • Corporate sponsored Cups, sponsored by 'real life' companies or people

Cup races are generally held at Regional tracks (See Regions), which means that you're very likely to need to book travel. Don't leave your travel bookings until the last minute! In many cases all Regional tracks across the world will play host to an equivalent Cup - some being more prestigious than others, and some offering a larger race purse, or demanding higher stakes to enter. Check out the description of any Cups you are invited to - there may be a good alternative away from your Regional track....although bear in mind that travel times will be longer!

Cup races are held on weekends - Saturday and Sunday - throughout the racing season. Race entrants (horses and jockeys) must be nominated by 23:00 on the day prior to the race time. You may withdraw (scratch) your horse from a race voluntarily up to 1hr prior to the start of the racing in that continent. (See Continents)

Who goes through each round?

When working out which Stables have earned entry to the following round, all results are sorted by:

  1. Finishing position; then
  2. Longest distance completed; then
  3. Race time

If you check the Information about the Cup (you'll find a link from every Cup race to the Cup Information pages, as well as a link from your Races homepage, and also a "General Cup info" link from the Home page), you'll notice a table detailing how many runners/races there will be at each Round of the Cup. With that information in your possession, you can then calculate whether your Stable has made the cut to get through! Of course, if you wait until after Race Meets on the Sunday in your Continent, you'll know for certain as the invitations will arrive within an hour of the end of the racing day....but if you're inclined to work it out yourself, the following example may help.

Example: Round 1 of a Cup event has a maximum of 75 runners, spread over 3 races of 25. Round 2 of a Cup features 25 runners total, in one race, as follows:

  • Round 1 (up to 75 runners):
    Race 1: Field of 17 runners over 2000m
    Race 2: Field of 8 runners over 1800m
    Race 3: Field of 20 runners over 2000m
  • Round 2: up to 25 runners

On completion of Round 1, the 25 places would be awarded as follows:

  • 8 places automatically given to each race (Remember, first we sort by Finishing Position);
  • So with 24 runners allocated out of 25, we look for the longest race to award the extra invitation to 9th position. As both of the remaining races were 2000m, we then look for fastest time;
  • Whichever 9th placed runner in Race 1 or Race 3 would then receive the 25th Invitation

Of course, quite often there are more races and more variation of race distance to sort through, but the same basic principles apply. Hope that helps!

Cup Finals, Trophies, and Prize Money

So the big day has come and gone, and the big question of course is 'Where's my shiny trophy?!'. The results of Cup racing are updated as follows

  1. At the usual time of closing for a Race Meet, the top 5 runners will get their normal race purses, as with any other race. Experience, prestige and health updates are made, and the results are final.
  2. On the following day (Sunday), the results of racing for the entire Cup weekend are processed. This includes issuing invitations for future Cup rounds, presenting trophies to the winning horses, jockeys and stables.

Cup Finals also offer a special bonus to all entrants that finish inside the top half of the field. These runners will also receive a payment equal to 5% of the total race purse. This payment will be made during Trophy presentations.

Community Cups

Community Cups are a chance for the Track King Community to help build their own racing calendar! A Community Cup can be "proposed" by any individual player for a fee in Game Credits. Then, the "proposed cup" is made visible to everyone, allowing the community to donate Game Credits to support the idea. You can see a list of who proposed the Cup, and also a list of who has donated towards it presented near the heading of the Cups description page.

Once enough credits have been received then this Cup is scheduled! On a Thursday night at 22:00, any Community Cups that have received enough support are automatically scheduled to take place for the weekend beginning in 30 days time, and Invitations will be available as per the standard Cup processes.

After a Community Cup has begun, it will again open for Support from the general public, so that it can be re-run every season if you like!

Rivalry Cups are a special form of Community Cup, where all stables from two Local Tracks are invited to compete at a neutral venue in an elimination Cup. Aside from the winning stable getting their personal glory, there is also an award for the winning Track. The winning Track is the one that has the highest total number of placings in the Top 5 over every race of the series. No extra score is given for 1st or 2nd - all placings are equal. Every stable from the winning Track that competed at least once in that Cup series will receive a bonus payment equal to 25% of the final race purse! In the unlikely event of a tie, then all competing stables will receive a bonus payment equal to 5% of the final race purse.

18. Stakes and Invitational Races
Mon 22nd Jun 09

Stakes races and Invitational races are 'friendly' races, some created by unowned stables and some created by other Track Kings like yourself. You can use these races to hone your horse's skills or to test your horses against those from other stables in a little bit of friendly competition. There is little or no prestige for this racing type - especially when racing at your own track - but the racing is just as exciting and you may get to learn more about your horse and jockey, track conditions, and other Track Kings from across the globe, under differing race conditions. And of course, there's the purse!

Stakes racing occurs on Mondays and Fridays during the racing season. Race entrants (horses and jockeys) must be nominated by 23:00 on the day prior to the race time. Don't forget, if you're travelling to another track to compete in a Stakes race, you will need to make your travel booking the day before race entry cuts off at the latest - check the Schedule and Transport page for your horse to get a quote on how long the travel will take, and plan ahead!. You may withdraw (scratch) your horse from a race voluntarily up to 1hr prior to the start of the racing in that continent, although beware, entry stakes are not refunded. (See Continents)

Stakes Races

Anyone can compete in a Stakes race, but they can only be created by Owners Club members (See Owners Club). Stakes races can be held at any track on any Monday or Friday. If you create a Stakes race, you offer up the purse out of your own Stable Finances, and then your sponsors will kick in an extra amount up to 50% - the stricter the entry criteria the less they will contribute. You'll earn prestige based on how generous the purse is, so don't be too stingy! There's no limit to the amount of Stakes races you can sponsor, and you're able to have them run at any Racetrack around the world.

For each Stakes race you sponsor, you'll receive 15 Invitations to issue to whichever Stables you want. You might give them all to one stable, or share them around...or maybe even not invite anyone at all! The choice is yours - but once you've sent an Invitation, you can't take it back!

Each Stakes race is open to a maximum of 25 runners, and at 00:00 gametime 3 days before the race all remaining Gates will be made available for entry to the general public - so if you get an invitation, be sure to respond in enough time to guarantee your place. This might seem a bit inconvenient, but it does help to ensure fairly competed races for Stables and Punters alike.

Invitationals

Invitationals are similar to Stakes races in most ways, except for a couple of major points:

  1. Any stable can create an Invitational by first purchasing Game Credits from the Shop;
  2. You will get all 25 Invitations to hand out - but can only send 2 invitations to any stable;
  3. When sending Invitations, you have the option to invite the stable, or to pick individual horses from that stable!
  4. The first 3 horses win a FREE Week of Owners Club!

The purse for Invitationals does not come out of your Stable finances at all - instead, the starting purse is decided based on how many Game Credits you spend, and then the rest of the purse is made up from Stakes from the entrants.

Also, in the 3-day window prior to the race, 'uninvited stables' may only enter the race if there are less than 10 runners entered. So if you create an Invitational, and all of your friends enter the race early enough, then nobody will be able to gate-crash your party! Invitationals must be paid for and booked at least 7 days prior to the event, and Invitationals must be run at the Regional Tracks. Why not buy a Credit now and invite your mates!

19. Prestige
Sun 15th Jul 07

Prestige equates to your stable's overall 'score' in Track King, an indicator of the success you've had as a stable manager and sometimes gambler! Prestige can make your facilities more attractive for public lease, can open doorways into higher stake (and purse!) Cup racing, and help persuade better jockeys to sign with your stable.

You can gain prestige to a greater or lesser extent by:

  • winning races
  • placing in races
  • promoting to next racing class (or lose prestige by demoting!)
  • participating/winning races away from your Local Track
  • being a successful gambler
20. Breeding
Sun 26th Jul 09

Horses are (well, in all the cases I know of anyway!) the result of breeding. As is the case with most things living, they inherit traits from their parents, which in horse circles are called their Sire (father) and their Dam (mother). Any horse aged 4years and older is eligible to enter the realm of parenthood.

When breeding, one of the best ways to start on the right hoof is to find a good stallion, set him up with a good mare....do a little bit of Cupids work for him...set the mood with some candlelight and maybe a little red wine...and voila! You have a foal! This whole process is not guaranteed to breed a future champion, it just gives you a better chance at a good youngster than just buying yearlings. Of course, like everything in Track King, there's a bit of science behind what makes two horses a "good choice" for breeding, and it may be that at the moment your mare or stallion would be better off racing? If you are a member of the Owners Club (See Owners Club) you will also be able to use the Family Tree to explore potential studs and quickly check the traits of their foals.

OK, so you've brought your stallion and mare together. The deed is done. After the big occasion, Sire is likely to be a little tired, and Dam, well, she'll be out of racing action for 3-4 weeks, and won't be as focussed on any training as the new life grows within. The healthier the mare at the time of birth, the better headstart that the new foal will have in life. Similarly, ensuring that you have a vet (or more?) on the payroll at the time of the birth will help the new foal be in as good health as possible. The Broodmare Paddock Specialist Facility may help the process run a little more smoothly - but regardless, the mare may just need a rest and a bit of vet attention after the foaling, before she contemplates any more babies...

Now here's where the mystery comes about. Horses in the Track King world seem to have invented some sort of magical growth formula for their young. After their incredibly short pregnancy, the foal emerges from the Dam and *pooof*! It's suddenly 2 years old! That's probably a good thing, because horses can't race in Class League Races in Track King until they are 3 years old...so you won't have to wait too long to try out your new little prodigy on the track!

This wondrous new foal will be the property of the stable that owns the Dam at the time of birth. As the expectant owner of a new foal, be sure that you have room in your stable for the new baby, or you'll overcrowd your horses! (See Agistment).

Line-breeding, the practice of breeding related horses, is a possibility - you're the boss! - but be wary. Breeding two horses that are too closely related might just give you unexpected results a little more frequently....but then again, maybe you'll guarantee that the trait you hoped for becomes dominant?

So if you are the owner of a stallion that has the characteristics and the racing history to make it a successful super stud, you can advertise its' services in the Stud Auctions and maybe turn a profit! (See Horse Auctions)

Genetics, and more detailed Breeding information

Each horse in Track King has DNA, which decides what traits a horse carries, and what traits it is likely to pass onto its foals. You can view a Genetic Report for any of your horses, or for any horses on Auctions, for a small fee - or even for free if you own the Specialist Facility called 'Genetics Laboratory' (See Specialist Facilities).

With some research into the DNA of your horses, you can (with some certainty) decide whether two horses are likely to be a good pairing, and whether the foals that they produce might contain the traits that you most want to breed. Detailed information on how to interpret a Genetic Report is available within a 'mini help file' within each Genetics Report.

22. Yearlings
Mon 29th Sep 08

Each week, you'll have the opportunity to attend yearling sales - hoping to find that young gem that you can nurture and train into a genuine champion! You can visit at any time you have the money and the urge, as long as it has been 7 full days since your last search. Also, it should be mentioned that although these horses are "yearlings", in the world of Track King horses are 'born' as a 2 year old.

So, when it's time to search for a (two)-yearling, you firstly select which of the 15 Local tracks you want to scour to find the best yearling you can. No matter how many tracks you travel to, you'll only bring home the best one you could find - but the more places you travel to the better the chance of a skilful foal. The quality of horse that you find when searching for a Yearling is also noticeably improved by one of the Specialist Facilities - the Yearling Scout Network. (See Specialist Facilities)

As with everything, there is a small cost involved to travel to each track which must be paid before you can head off for your search. And of course, you must have spare room in your stable to agist this horse! (See Stable agistment). This page also contains an Owners Club feature (See Owners Club)

a4. Owners Club
Thu 10th Dec 09

We all know Track King is FREE to play for all players - one of the most important things in the world of Track King is a fair community. However, should you wish to support the development of the game and purchase Owners Club, many bonus features will be made available to you to improve your gaming experience.

Some of the main features made available to Owners Club members are

  • Racing: -
    • Access to the newest & best version of Race Vision, with hi-res graphics and the ability to tilt and zoom the camera, and to resize the viewer to small or full screen.
    • No restrictions on watching races - watch any race, anytime!
    • Access to H.O.O.F. Instant Challenge racing 24 hours a day!
    • Customised silks for your jockeys that can be seen in the race! Without Owners Club, all jockeys wear brown.
    • "Race Search" tool to search for races of any type, anywhere in the world
    • Access to the RAT - Race Analysis Tool (See screenshot)
    • Ability to create your own Stakes Races and invite others
    • A countdown timer to your next race
    • Ability to fire a jockey
    • Quick navigation through Race Cards at the same track
  • Your stable: -
    • A logo for your stable
    • A guestbook for your stable
    • See Career/Season results tables for your stable - and everyone elses!
    • Bookmarks for up to 100 Track Kings, Stables, Horses, Races, Jockeys etc
    • All major schedule events for your horses/jockeys/stable displayed on the Stable Calendar
    • Ability to read the Racing Guide newspaper for all Regions around the world
    • A blog and private notepad
    • 'Alerts' showing how many bookmarked friends are online, telling you when you've been outbid
    • Set Automatic reminders for your Important Events
    • Ability to see your Stables Net Worth during the off-season
    • Access to create and join Private Forums
  • Horses: -
    • A fully sortable page giving a summary of all your horses, invaluable for planning ahead!
    • The Horse Computer - a graphic aid for comparing your horses (See screenshot)
    • Graphs for your horses' stats and lifetime race form
    • Unlimited usage of the Family Tree - explore the family history of any horse!
    • Search the Auctions for horses based on Overall Ability
    • Drag & Drop to sort horses in the right-hand menu to any order you like!
    • See Career/Season results tables for every horse
    • Slow-reveal of stats for your Yearlings
    • Ability to list your retired horses in the Hall of Fame
    • One or more free credits to rename your 2&3yo horses with every purchase of a season or more!!

To purchase Owners Club, navigate to the "Shop" menu in the Main (top) Menu. From there, you'll be able to check out the current price and make a secure online payment via Paypal. If you still have some Owners Club credit remaining, any additional membership that you purchase will be added to the end-date, so you'll always get what you pay for.

As a BONUS, every time you purchase more than one season of Owners Club, you can nominate one Track King (not yourself!) to receive one FREE week of Owners Club, effective immediately. If the person you nominate already has Owners Club, their membership will be extended by the bonus week.

SPECIAL BONUS!! - Any non-member that wins a race will be given a special one-time bonus of 1 week Owners Club! FREE! (Note: This only applies to players who have not had Owners Club within the past 110 days, and the player must logon and visit their Stable homepage within 48 hours of the race result to claim their prize).

Refund and sales policy - Payments are preferred through Paypal but may also be made via Cheque or money order. Owners Club will be activated immediately upon successful clearance of moneys. If you are not satisfied with Owners Club, you may contact a GM within 3 days of the purchase with a full description of why you are dissatisfied, and request a refund. Fair consideration will be given to your request based on the circumstances, and refunds will be made at the discretion of Track King, based on the circumstances of the refund. Any breach of the Track King Terms & Conditions which results in suspension/closure of your Track King stable may also result in forfeit of remaining Owners Club credit.