Horse Racing

Introduction

Horse Racing is the latest play-to-earn experience to join the Muzzle Run ecosystem. This game has been carefully designed from the ground up, drawing inspiration from proven mechanics in other successful Muzzle Run formats. The result is a system that is not only competitive and rewarding, but also filled with non-stop action and heart-pounding racing moments.

Every decision — from horse breeding and training, to jockey selection and tournament play — matters. Success requires both strategy and a little bit of luck, keeping gameplay exciting and unpredictable.


Horse Types: Stallion and Mare

At the very foundation of the game are two horse genders:

  • Stallion

  • Mare

Gender plays no role in racing performance. It exists purely for the purpose of breeding mechanics. Both types can become champions on the track, but when it comes to creating the next generation of racers, you’ll need one of each.


Generations

Horses are classified into Generations, with each generation acting as a limited-edition series carrying its own special characteristics. While any generation is capable of producing a champion, earlier generations tend to contain a higher concentration of elite racers.

Primordials

  • The original collection of horses in the ecosystem.

  • Every horse in existence can trace its family tree back to at least one Primordial, meaning all horses carry Primordial DNA no matter how far down the lineage.

  • Unique traits:

    • No parents on-chain (the true “founders”).

    • Never retire.

    • Can breed while still actively racing.

  • Supply: Only 1,000 exist.

Satoshis

  • The next generation to follow Primordials.

  • Automatically produced until the first 10,000 horses after Primordials are bred.

  • Unique traits:

    • Do not age and can race for life.

    • However, must retire in order to breed.

    • High concentration of elite-level racers.

  • Supply: 10,000.


Preferences

Every horse has a set of preferences that influence performance. Horses will typically run more competitively when racing in conditions they prefer. Preferences are split into:

  • Track Type: Hard, Soft, Wet, Muddy

  • Weather: Rain, Hail, Snow, Sunny

  • Distance:

    • Sprint

      • 1000m, 1100m, 1200m

    • Intermediate

      • 1300m, 1400m, 1500m

    • Middle-Distance

      • 1600m, 1800m, 2000m

    • Staying

      • 2200m, 2400m, 3200m

Important Note: Unlike Greyhounds and Whippets, horses can have multiple preferences within the same category.


Jockeys

Jockeys add a completely new dimension to racing. They play a critical role in whether or not a horse reaches its full potential.

  • Skill Levels:

    • Every jockey has a hidden skill rating that reveals itself over time through race performance.

    • Skilled jockeys are better at pacing, lane navigation, and extracting maximum potential from their horse.

  • Chemistry:

    • While jockeys don’t have preferences (track, weather, or distance), chemistry with a specific horse can provide a slight performance edge. Note, chemistry is designed to seperate only the best horse + jockey combo's. It does not play a significant role in your day to day racing.

  • Form:

    • Jockey Form is a public stat.

    • It rises when a jockey places or wins, and decreases when finishing near the back.

    • A higher form translates directly into a greater chance of winning.

    • Transferring a jockey to a new stable resets their form as they adjust to the new environment.

  • Renting Jockeys:

    • Jockeys can be rented between stables for individual races, tournaments, or longer time periods.

    • Rentals are managed directly within the Muzzle Run app.

    • Importantly, renting does not reset form — only transferring stables does.


Horse Class Progression

Horse racing classes follow a familiar structure to Greyhounds and Whippets but place greater emphasis on paid racing.

  • Maiden: Winless horses. Advance after winning any race (free, paid, or tournament).

  • Group 3: For horses with at least one win but under 200 class points.

  • Group 2: For horses with 200 or more class points.

  • Group 1: Accessible by winning a Group 1 Trials event.

Class Points System

Points are added or deducted based on finishing position:

Free Racing

  • Win: +2

  • Place: +1

  • 4th–8th: -1

  • 9th–12th: -2

Paid Racing

  • Win: +6

  • Place: +4

  • 4th: +3

  • 5th–12th: No deduction

Please note: The Group 2 class threshold is subject to change.


Muzzle League (Horses)

The Muzzle League is the pinnacle of competition, a monthly Group 1 tournament series where only the best horses compete.

  • All races are paid racing only.

  • There is no rake on paid racing.

  • The bottom 15% of horses in the monthly standings are relegated, making room for new challengers.

  • This relegation/advancement system keeps the league competitive and dynamic.

  • The total number of Group 1 horses naturally regulates between 250–300.

Monthly Group 1 Major Event

Every Group 1 horse competes in a Main Event once per month.

End of Year Major Event

At the end of the calendar year, every horse that has qualified for Group 1 at any time during the year is entered into the Major Year-End Event.

Revenue Distribution

A portion of app minting and training revenue is distributed across the league:

  • 10% → Monthly Group 1 Main Event

  • 4% → Monthly Group 1 Paid Racing leaderboard prize

  • 6% → End-of-Year Major Event

Re-qualification Rules

At the start of each year, all horses are reset out of Group 1, but are eligible to re-qualify. The following horses are exempt from end of year relegation and remain in Group 1:

  • Win a Group 1 Main Event

  • Win a Major Event

  • Finish first in a monthly Paid Racing leaderboard


Group 1 Trials

Group 1 Trials are tournaments specifically designed for Group 2 horses to qualify for Group 1.

  • Run throughout the month, similar to Daily Guarantees.

  • Froth entry fee.

  • Guaranteed prize pool.

  • Held twice a week.

  • Top 3 horses from each trial progress into Group 1.

Note: Although a horse’s class changes to Group 1 immediately after qualifying, they will not accumulate Group 1 points or face relegation until the start of the next calendar month.


Breeding

Breeding is a core pillar of the ecosystem.

  • Requires a Stallion and a Mare.

  • Only Primordials and horses retired from racing can breed.

Inbreeding Restrictions

Immediate family pairings are prohibited:

  • Father/Daughter

  • Mother/Son

  • Brother/Sister

  • Half Brother/Half Sister (directly sharing at least one of the same parent)

DNA System

  • Each horse has a unique DNA string generated at the moment of breeding saved on chain.

  • DNA is based on:

    • Father’s DNA

    • Mother’s DNA

    • Breeding timestamp

  • Traits such as preferences, stats, and performance factors are inherited.

  • Horses with champion ancestors have a higher chance of producing champion offspring.

  • Studying a horse’s family tree can provide insights into probable preferences before racing.


Racing Mechanics

  • Eligibility: Any horse can race once it has been bred, opened, and named.

  • Retirement:

    • Once retired, horses can no longer race but may breed.

    • Primordials never retire.

    • Satoshis retire voluntarily.

    • Future generations retire at set ages.

  • Engine: Muzzle Runs horse racing engine uses custom algorithms and AI machine learning to simulate lane navigation and decision-making.

Injuries

Currently, horses do not suffer injuries that prevent racing. This system may be introduced in future updates.


Training

Training mirrors the system used for Greyhounds and Whippets.

  • Improves base, publicly displayed stats.

  • Provide temporary performance boosts for specific races/tournaments.

  • Training results are random, with no way to influence the probability of a good outcome.


Race Formats

Horses can compete in a variety of formats:

  • Free Racing - Free to enter races that jump as soon as 12 horses have entered. Great for discovering preferences, and low risk class progression

  • Paid Racing - Zero rake $FROTH entry fees and prizes that jump once 12 horses have registered.

  • Main Event Tournaments – High-stakes major competitions.

  • Daily Guaranteed Tournaments – $FROTH entry, guaranteed prize pools, daily runs with varying entry conditions.

  • Sit & Gos – Quick tournaments that start immediately once registration fills.

  • Spin & Gos – Single races with a USDT entry fee; once all 12 horses enter, a random prize pool is selected, offering large potential payouts. (Prize pool probabilities and full Spin & Go rules will be released separately.)

  • Shotgun Start Races – USDT paid races with no minimum number of entrants available for entry. Once 2 horses register, a countdown begins. Additional horses can join until the race is full or the timer ends.

    • Important: Class points are only awarded in Shotgun races with at least 8 runners.

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