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Revision as of 17:01, 18 March 2026 by Thomas (talk | contribs) (Created page with "=== STABLE TIMES === After a long day of showing, it is time to guide the horses back to the stable. As a seasoned trainer, you know each horse has its own quirks: some seek quiet corners, others stick close to friends. Arrange them just right to keep them happy and score big. === OBJECTIVE OF THE GAME === Collect and place up to 12 horses in your stable. Each horse scores uniquely depending on its preference. The player with the most '''Victory Points''' at the end of...")
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STABLE TIMES

After a long day of showing, it is time to guide the horses back to the stable. As a seasoned trainer, you know each horse has its own quirks: some seek quiet corners, others stick close to friends. Arrange them just right to keep them happy and score big.

OBJECTIVE OF THE GAME

Collect and place up to 12 horses in your stable. Each horse scores uniquely depending on its preference. The player with the most Victory Points at the end of the game wins.

SETUP

  • Each player receives a Stable Board (basic side up) and a reference card.
  • Each player is dealt 3 horse cards as a starting hand.
  • The remaining cards form the draw pile on the Pasture.
  • 3 horses are flipped face-up onto the pasture slots.

GAMEPLAY

Players take turns clockwise. A turn consists of three steps:

  1. Draw: Take 2 cards. You can draw blindly from the deck or take face-up cards from the pasture (refill immediately).
  2. Action (optional): You may place exactly one horse into your stable.
    • The stable has 4 aisles with 3 slots each.
    • Horses must be placed from bottom to top.
    • Pay attention to the discipline symbols (Dressage, Jumping, Eventing) and the scoring conditions on the card.
  3. Discard: Reduce your hand to the limit of 5 cards.

SPECIAL RULES

  • Flipping the Stable Board: You may flip your board to the professional side once you have completed one full aisle (3 horses) of your preferred type AND have at least 2 horses of each discipline in your stable. This unlocks new scoring opportunities.
  • Wild Horses: These cards act as jokers for horse types or disciplines.

END OF GAME & SCORING

The game ends when a player has filled 3 aisles (9 horses) or the deck is empty. The current round is finished. Scoring:

  • Points on the horse cards in the stable.
  • Bonus conditions on the (flipped) stable board.
  • 5 bonus points for each set of all three disciplines (set of 1x Dressage, 1x Jumping, 1x Eventing).
Scoring Overview
Element Points
Horse Cards As printed (position/neighbors)
Discipline Set (3) 5 points per set
Stable Board Bonus According to Pro side (if active)