RoadApples
Bot · Bridge Moment · Cards · Hosted · Printable · Strategy · Card Games · Digital Games
No horsing around, watch your step. Ranch trick-taking — declare the Lead Breed, work the Corral, and race Tack Room scores.
← Back to catalogHow to play
Objective
Race your Tack Room score to the target (default 500). Each round, win passes to claim cards — then score what’s in your Tack Room and what’s left in your Stable.
The deck
- 4 breeds (Arabian, Quarter Horse, Mustang, Appaloosa), ranks 1–12 each
- 2 Thoroughbreds (top of the hierarchy)
- 2 of each action: Horse Thief, Bucked, Bareback, Wild Stallion
Setup
Each player gets a Stable of 5 cards. The table starts with a Corral of 5 face-down cards and an empty Pasture. Remaining cards form the Herd (not drawn mid-round for Corral refill).
One player declares the Lead Breed (trump) for the round.
Winning a pass
Hierarchy, high to low:
- Thoroughbred
- Lead Breed (trump)
- The led gait (first breed played that isn’t trump / Thoroughbred)
- Higher rank wins within the same class
Heads-up (1v1)
- Contest the high card: play something that beats it, or a lower card to fold.
- Draw (Corral) / Take (Pasture) only when you can’t go — no contest card left.
- Highest card wins the pass; then a new pass starts.
- Round ends when Stables and Corral are empty.
- Corral is a fixed 5-card Draw pool (does not refill from the Herd).
- Bucked does nothing in 1v1 (skip only matters with 3+).
Three or more players
- Each player sits one card per pass. Follow gait when you can; Lead Breed and Thoroughbred are always legal.
- Optional Draw from the fixed 5-card Corral or Take from Pasture once before you play, then discard a different card than the one you drew.
- Empty Stable → you pass (no Draw to re-enter).
- Round ends when every Stable is empty.
Action cards
- Horse Thief — steal (when the effect applies)
- Wild Stallion — change gait
- Bareback — recall the last pass card; that card can’t be replayed until another card is played or the pass clears
- Bucked — skip the next player (3+ only)
Scoring (end of round)
Cards claimed into your Tack Room:
- Ranks 1–6 → 6 pts
- Ranks 7–12 → 12 pts
- Thoroughbred → 24 pts
- Action cards in Tack Room → 12 pts
Action cards left in your Stable at round end → −20 each.
First to the target score wins the game.