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- How a foal gets its colourGuide… carries two copies of each colour gene. A foal gets one copy of each gene from its mother and one from its father, each picked at random with even odds, gene by …
Every horse carries two copies of each colour gene. A foal gets one copy of each gene from its mother and one from its father, each picked at random with even odds, gene by gene. The foal's colour is then read from the genes it ended up with, so two horses of the same colour can still have foals of other colours if they carry hidden copies.
Some genes need only one copy to show: black, the agouti genes that make bay, seal brown and wild bay, dun, champagne, roan, silver dapple, gray and white. Chestnut and flaxen show only when the foal has two copies.
Cream shows with one copy as a lighter colour (palomino, buckskin, smoky black) and with two copies as the palest ones (cremello, perlino, smoky cream). White and gray cover everything else. Each breed has a list of colours it comes in.
If a foal's colour is not on its breed's list, the game picks the genes again, up to 20 times, and keeps the first try that fits. If none of the 20 tries fits, the foal keeps the colour of the last try. So a colour on the list is far more likely than the genes alone suggest, and a colour off the list is rare but possible.
Pinto, appaloosa, sooty and rabicano genes pass on the same way but do not count when the game checks the breed's list. Two horses of the same breed have a foal of that breed. Two different breeds have a foal only if the pair is a known crossbreed, and the foal takes the crossbreed's breed and that breed's colour list.
A donkey stallion with a mare gives a mule, a mare donkey with a stallion gives a hinny, and a rainbow zebra with another breed gives a zorse, zony, zarger or a magic cross, depending on the other parent's type. Crossbred, mule, hinny, zorse, zarger, zony and zonkey are sterile; the charm of easy breeding lets one of them have one foal.
White markings (blaze, star, snip, strip, socks, stockings, coronets, fetlocks, pasterns) and pangare pass the same way: for each marking, each parent passes one of its two copies, with even odds. The tail type is the parents' tail when they share one, otherwise one of the two at even odds, and a tail the foal's breed cannot have is replaced by one it can.
- Player levels and rewardsRule… reaches level n+1 at 333 times n cubed xp, up to level 800. Each new level pays coins (5000 times the level) and some credits, and you get a congratulations …
- Cost to create showsRule… assist_players.created_shows_skill, or asks you), and the create form fixes the events to that skill. A show of level L made at skill S has a prize of L × 15 × …
- Referral creditsRuleWhen a player you referred reaches level 15, 30 and 50, you get 1000 credits each time and a letter. It counts only for that account's highest-xp player, and …
- How a show entry is scoredGuideYour points are worked out when you enter the show, and the show runs that night. Each entry scores up to 1000 points in four parts: player 150, tack 250, …
- What happens when a horse retiresRuleThe horse leaves its stable slot and moves to the Retired horses tab of your stable, and you get a letter saying it has retired. Its stud listing is removed and …
- What vet and stablehand work paysRule… stablehand rule. From level 20, a daily quest stage to vet or to do stablehand work asks for 10 horses (more only from level 110) and pays 50 coins per horse, …
- Stables and stable sizeRuleEach stable holds 20 horses per stable level, and stables go up to level 3. Upgrading to level 2 costs wood, iron and 300,000 coins; level 3 costs 1000 credits …
- Buying creditsGuideCredits are bought with a card on the credits page, in five packs: 2,000 credits for $3, 10,000 for $11, 20,000 for $20, 30,000 for $27 and 45,000 for $35. From …
- XP from showsRule… gives you 25 XP per event; the Equilibrium guild gets 32 and the Rider guild 37, and every other guild, Manufacturer included, gets 25. When the show runs, each …
- The magic shopRuleThe magic shop sells magic items for credits: potions, hourglasses, scrolls, tomes, hats, medallions, charms and magic horses. Each item's page shows its price …
- Coins won at showsRuleEach top-20 horse wins a share of the show's cash prize: 1st gets a fifth of it, 2nd a seventh, 3rd a tenth, 4th the prize divided by 23.3, and so on down to …
- Tutorial questsRuleNew players get a chain of tutorial quests in a fixed order, from feeding and watering your horse to the trade office and getting a job. Each quest pays fixed …
- Coins and creditsRuleCoins and credits are two different things. Coins are the game's currency: you earn them from shows, jobs, sales and the daily allowance, and spend them on …
- Feeding and hungerRule… 1 game month, quarterly 3, semiannual 6, yearly 12 and biennial 24 months, and milk 3 months. A horse shows as Hungry once that time has passed. You cannot feed …
- Pregnancy and foal limitsRuleA pregnancy lasts 3 real days. A horse can have one foal for every 10 levels; most magic breeds can breed only 2 or 3 times unless magic items are used.
- Building and upgrade timesRule… which its building entry gives; the queue holds up to 3 buildings and builds them one after another. Upgrading a building takes 3 minutes from level 1 to 2, 30 …
- Material cost of tack and intermediary itemsRule… rounded down, so skill 100 needs double the base and skill 50 one and a half times. The intermediary items a tack piece uses are not multiplied. Your exact …
- Credit packsRuleCredits come in five packs: 2,000 credits for $3, 10,000 for $11, 20,000 for $20, 30,000 for $27 and 45,000 for $35. From December 20 to 31 every pack gives 50% …
- How shows runRule… night: each show runs once its day has passed, and the top 20 horses place. A happier horse scores more show points. The XP a horse and player earn is under XP …
- Trade office listing feeRuleListing at the trade office costs 100 times (2 to the power of the listings you already have open, minus 1) coins, and you need more coins than the fee. So your …
- The lotteryRule… ticket costs 500 coins on the Games page (Lottery), and you can buy at most 10 tickets for one draw. Once a game day one ticket is drawn at random, and its …
- Daily questsRuleFrom level 20, players get daily quests of 3 random stages such as entering shows, making tack, building, vetting or buying and selling at the market. They pay …
- The game yearRuleOne game year lasts 12 real days, and one game month is one real day. Horse ages, feed, vet checks and magic item durations are all counted in game years.
- The vault potionGuideThe vault potion (10,000 credits, once per player) opens a second goldsmith account, the vault, with the same 4,294,967,295 coin ceiling. Coins move only …
- Player jobsRulePlayers can post jobs for other players and pay them in coins and credits. There are seven job types: show training (enter a given horse in shows), tack making, …
- Horse titlesRuleA foal born at level 10 or higher gets a foal title of rank level ÷ 10 rounded down (levels 100 and up give rank 10). The ranks are Baronet, Baron, Viscount, …
- Breeding titlesRuleWhen a foal born at level 10 or higher gets its foal title, its mother and father also get a breeding title by the foal's level: 10-19 Excellent, 20-34 …
- Show level bandsRule… level L can enter shows whose level is between L-3 and L. With the horn of indifference the range widens to L-6 up to L+3. Level 0 club shows are open to every …
- Un-retiring a horseRule… the medallion lasts (2 game years), so it can show and breed again. It costs 5000 credits in the magic shop. Using it moves the horse back into one of your …
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