# 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.

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## 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.

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## 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.

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## 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**&#x20;
    * 1000m, 1100m, 1200m
  * **Intermediate**
    * 1300m, 1400m, 1500m
  * **Middle-Distance**&#x20;
    * 1600m, 1800m, 2000m
  * **Staying**&#x20;
    * 2200m, 2400m, 3200m

**Important Note:** Unlike Greyhounds and Whippets, horses can have **multiple preferences within the same category**.&#x20;

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## 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.

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## 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.*

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## 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

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## 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.

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## 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.

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## 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.

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## 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.

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## 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 3 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**.
