Game rules for your handcrafted board

Horse Race

2–44 players
Dice & cards

A dice & cards wagering game.

You'll need: the board 11 pegs two dice a deck of cards a stack of quarters
01

Deal the field

Pull all four aces and all four kings from the deck — that leaves 44 cards. Deal them all out around the table.

Each card is a horse that runs in the lane matching its value (2–12). The deck won’t always split evenly, so some players hold more horses than others — that’s fine. More cards means more horses running for you, and more exposure when they get hit.

Set one peg per horse, 2 through 12, in the Starting Gate.

02

Scratch four horses

Roll the dice four times. Record each total in the Scratched Horses grid, in order — first roll into row 1, then rows 2, 3, and 4.

A horse’s row number is its penalty multiplier. Roll the same total twice? Re-roll until you have four different scratched horses.

03

Run the race

Players take turns rolling both dice. What you roll decides what happens:

Scratched

Pay the pot. You owe the base wager × that horse’s row number — so a row 4 horse costs four times a row 1.

Live

Advance. That horse moves one hole up its lane toward the finish.

04

Cross the line & split the pot

The first horse to reach the Finish Line wins outright. Everyone holding that card splits the pot in equal shares — one share per winning card held.

6
7
8

Know your odds

The inside lanes — 6, 7 and 8 — come up far more than the rails at 2 and 12. Favorites run fast but get scratched often; long shots are rare, yet they break clean and pay big.

Cribbage

2 players
Race to 121

Quick reference — play & scoring.

You'll need: the board 4 pegs (2 each) a deck of cards cards count at face value, royals = 10, ace = 1
FLOW How a hand goes
1

Deal & discard

Deal 6 cards each. Both players toss 2 cards into the dealer’s crib — a bonus hand the dealer scores at the end.

2

Cut the starter

Non-dealer cuts; flip the top card. If it’s a Jack, dealer pegs 2 right away (“his heels”).

3

The play (pegging)

Take turns laying cards, calling the running total. Never go over 31. Can’t play without busting? Say “go.” Peg points as they happen.

4

The show (count hands)

Reveal and score, non-dealer first, then dealer, then the crib (dealer’s). Each hand uses its 4 cards + the starter.

5

Pass the deal

Deal moves left each hand. First to 121 (twice around) wins — even mid-count.

SCORE What earns points
In the hand & crib
Fifteenany cards totaling 15
2
Pairthree of a kind = 6, four = 12
2
Run3+ in sequence, 1 per card
3+
Flush4 in hand = 4; with starter = 5
4–5
His nobsJack matching starter’s suit
1
During the play
Hit 15 or 31land the total exactly
2
Pair / runmade with cards just played
2+
Go / last cardopponent can’t play, or you play the last
1

His heels

Starter is a Jack → dealer pegs 2 on the cut.

Skunk

Win while they’re under 91 — counts double.

Muggins

Optional: claim points your opponent forgets to peg.

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