Geoff's Totopoly Page

Geoff's homepage -> Totopoly

Last update: 6 January 2005


Contents


Introduction

Totopoly (TM) is a fascinating and very friendly British boardgame loosely based around horseracing, originally manufactured by John Waddington in 1938 with a few redesigns down the years (including French and Italian versions called Ascot, and the Italian Totòpoli! Ascot here is the French version unless stated otherwise). Despite the name and some superficial similarities, the game has very little in common with its much more famous brother Monopoly besides being made by the same company in Britain.

The official rules (available here) are reasonably easy to understand, but in parts give the impression of not having been thought through properly; some rules are unclear or ambiguous, and one or two are just plain silly. Consequently, my Totopoly gaming partners and I gradually evolved our own rules, keeping within the spirit if not the letter of the originals. This page describes the game and the rules under which we currently play it; the intention is both to improve other people's experience of the game and (hopefully) to solicit comments and suggestions for further improvements. As such it is probably incomprehensible if you don't actually own the game yourself; Images of the boards and playing equipment can be found at some of the links below.

Notes, mainly describing and explaining differences from the official rules, are set in this font; "he" is used a shorthand for "he or she" without prejudice. Finally, I will be very grateful to anyone who provides me with information about other varieties of the game, in particular the foreign editions.

A brief idea of the game

Totopoly can be played with between two and six players. Each player is responsible for training between two and four horses, and acquires temporary ownership of one or more businesses. By far the best number is four, followed by three; with five or six players it's more sociable but problematic. It can be played with two, but then - like Poker - completely loses its character; this page assumes that between three and six are playing.

Unusually, and notably, the game consists of two distinct phases: the training ring and the racecourse. During the training ring, the horses receive coloured advantage and white disadvantage cards, with money changing hands as a result of fees for services, training costs, vet's bills, and so on. When this phase is finished, it will be apparent that some horses have gained more advantages than others, and are thus more likely to win the race. The race itself is a straightforward dash for the finishing line, with the horses trying to make the most of their advantages while attempting to lose their disadvantages.

Much of the game's interest, and fun, derives from watching how the individual horses perform in practice, compared to their expected performance based on their colour and white cards. While some horses are naturally more likely to win than others, it is not always the case that the best horse will win, and this unpredictability is a large part of the game's appeal; I have played in many races in which the favourite got off to a bad start and never made up the deficit, for example. It is also fun, albeit rather bogus, to observe how the horses perform over several races. The official rules are oriented much more to the players than the horses, and the resulting games tend to be less interesting as a result.

How I discovered Totopoly

My acquaintance with the game began as a child, when I discovered a box in a cupboard in the house of my grandparents with "Totopoly the great race game" enticingly written on its side. After repeated pestering, my brother and I were finally allowed to investigate this box; it's an original set from the sixties, with a nice action painting of a horse race on the top, and used to look like this in the days when it was relatively unplayed. A few months later we were allowed to keep the game for ourselves; we played it intermittently over the following years and eventually more or less forgot about it until the Christmas of 1992, when the game made its presence known to us again.

This Christmas was spent with our relatives in Dundee, and on a whim we took the game along with us as perhaps something to play on Boxing Day. Thanks in no small part to the insistence of the then nine-year-old Alasdair Smith - who, appropriately enough, won the tenth anniversary game, fact fans - we ended playing it several times practically every day, and the game duly became an Eddy family Christmas tradition. It was during these intensive playing sessions that the need for rule changes became apparent; what you are about to read is largely a result of these Yuletide games.


Gaming equipment

The complete Totopoly experience requires at least the following items.

The special double-sided board. One side contains the training ring, the other the racecourse.

Two six-sided dice. Older sets have a spinner instead. Ah, them were t'days. We also use an eight-sided die.

A large sum of money in notes of denominations 50, 25, 5 and 1 currency units (pounds in older versions; unspecified in newer ones and in this file). Money is a lot less important in Totopoly than in Monopoly, and the game can in fact be played quite satisfactorily without it; it is principally used for paying for leases, paying fees to businesses during training, and betting. Ascot, the French version, has notes of 20000, 10000, 2000 and 500 francs.

Twelve horse counters, three each of four colours (black, red, yellow, blue). Depending on the set, the horses are made of lead, pressed tin, card, or plastic. The black and red horses are heavyweights, trained at Walroy Stables; the yellow and blue horses are lightweights, trained at Stevedon Stables. The game is intentionally biased so that - all other things being equal - the black horses have the best chance of winning the race, followed in order by the red, yellow and blue horses. In practice, the blue horses almost never win; yellow wins are not unknown, but rather rare.

A set of Totalisator receipts, four per horse. These are not present after 1978. These are actually unnecessary if proper records of the betting are kept; it isn't difficult to find other uses for them in the game.

Twenty advantage cards in each of the four horse colours. These are conveniently called colour cards.

Twenty white disadvantage cards, conveniently called white cards. Quite often, more than twenty are needed; we currently have sixty. As with the colour cards, these are small in Totopoly, but much larger in the Italian Ascot.

Eighteen Trainer's reports for each of the two stables.

Fifteen (not eighteen) Vet's reports. The Vet's reports are omitted from sets made after 1972. Three of the Vet's reports pertain to quarantine and serve no sensible purpose, for which reason we don't use them. A fourth card, which requires a horse to be scratched (i.e. withdrawn), is regarded as unnecessarily harsh and is also not used - Diana West's opinion notwithstanding.

Six Owners' Club membership cards (also known as jockey club cards), which accord certain privileges to their owners. These cards were originally white on blue, and were later changed to black on white; like the Vet's reports, they are absent from post-1972 sets.

Twenty lease cards. There is one card for each horse, one for each of the seven businesses, and one for the Auctioneer. The complete set is as follows.

Horses

Aren't these great names! I'm informed that they "are the winners of the Lincolnshire Handicap run at Lincoln (now long since closed down) in the 12 years before the game was produced". In the Italian Ascot they are: (Black) Amanda, Flamenco, Zio Bob; (Red) Folgore, Texano, Star Blu; (Yellow) Duca, Sveltonio, Charlotte; (Blue) Furio, Guerriero, Elton. "Flamenco" and "Elton" are retained, and I like "Charlotte" and "Amanda", but these are otherwise nowhere near as evocative as the British names: "Texano", "Star Blu", "Duca", "Furio" and "Guerriero" are "Texan", "Blue Star" (hello Pooka!), "Duke", "Fury" and "Warrior"; "Sveltonio" is anyone's guess; "Folgore" means "Thunderbolt", and "Zio Bob" is of course "Uncle Bob"!!! At least it's clearer which ones are male and female...

Businesses


Preparation

The board

The board is placed upon the gaming surface, which ideally is large, flat, and level; a table is best, but the floor will suffice. The training ring should be uppermost to start with. The three decks of reports are thoroughly shuffled and are placed, along with the owners' club membership cards, advantage and disadvantage cards, in their respective spaces on the board.

Money

Each player is given 700 currency units as follows: 10x50, 6x25, 8x50, 10x1. The remaining money plays no part in the game, and is placed back in the box. Despite the official rules, there is no need for a Banker. Ascot claims to give out 281000 francs, although the numbers of notes add up to 275000. In the Italian version of Ascot, you don't deal with seven-figure sums of lire; it seems to be in pounds.

The auction

One player is nominated as dealer by any suitable process - drawing horse lease cards, drawing the horses themselves, dice rolls, or whatever. The dealer shuffles the twenty lease cards and deals them out, as far as they will go, into one hand for each player plus one hand for the auction. Thus, for four players, there will be five hands of four cards each; with six players there will be six hands of three cards and one of two. Starting with the player on the dealer's right (or left, depending on the players' preferences), each player chooses one hand. This is a little more interesting than just dealing the cards directly to each player.

The player who is dealt the Auctioneer card declares it by placing it face upwards on the table. If no player has this card, each player must exchange one card in his or her hand for one card in the auction hand, after which the Auctioneer card may then be declared. Each player may then discard one or more cards from his or her hand into the auction hand, at all times during the auction keeping the cards which he was dealt hidden from the other players. In Ascot, the exchange of one card per player is compulsory immediately after dealing; if nobody has the Auctioneer, one is chosen one by popular vote.

The Auctioneer then auctions each card in the auction hand as usual, until all of the cards have each been sold to the highest bidder. Any player, including the Auctioneer himself, may make a bid, and there is no limit to the amount which may be bid. For each 20 which is paid for a lot, the buyer pays an additional 1 in commission to the auctioneer. We find it convenient for all those participating in the bidding for each lot to touch the board, thus making it clear when there is only one interested party left. All lots have to be sold; a lot in which no-one is interested is sold to a player at random at face value. In Ascot, the Auctioneer's commission is 10%, not 5%.

While discarding into the auction and bidding, the following should be borne in mind:

It's fun, as I do, to keep records of the horses' performances in previous races; this adds some totally bogus indications of how well the individual horses are likely to perform.

When the auction has finished, each player pays for the cards which he or she retains from those dealt, at face value. All money paid for the horses and businesses constitutes the prize fund.


The training ring

The training ring is a continuous track of 34 spaces, each of which bears an instruction pertaining to one of the businesses. Each horse has a box next to a different space on the track and makes one complete circuit of the track during training. In sets with no Vet's reports, the training ring is two spaces longer, and spaces which in the earlier edition directed the player to take a Vet's report are replaced with text from some of the reports. Here's a picture.

A single six- or eight-sided die, at the discretion of the Owners' Club Steward, is used on the training ring. The official rules state two six-sided dice, but this causes the training phase to finish in an average of five turns, which is too quick.

The Owners' Club Steward is the first to roll the dice, and play proceeds clockwise until all the horses have been once around the track. A turn consists of the following steps:

  1. If the player is a member of the Owners' Club, he may exercise his Owner's Club Privilege and receive a trainer's or vet's report for any horse still in training, provided that the instructions on the report are acted upon. The official rules aren't very clear about how this is supposed to work; we require that the horse and type of report are declared before selection, and prefer to prevent favouritism by requiring that a different horse is selected each turn. It's also not stated if the Owners' Club Steward is automatically a member; Ascot makes it clear that he is.
  2. The player rolls the dice once only; the throw applies to all his horses, which are each moved the appropriate number of spaces clockwise around the track.
  3. When a horse has been moved according to the dice, the instructions on the space upon which it lands must be acted upon. These typically entail one or more of: paying some money to the owner of a business, collecting colour or white cards, receiving a trainer's or vet's report, or being invited to join the Owners' Club.
  4. When a horse, having been once around the track, passes the entrance to its box, it is considered to have finished its training, returns to its box, and takes no further part in the training ring.

The official rules clearly state that colour and white cards gained during training, and also certain special trainer's reports ("unbreakable reins", "remount immediately", and "avoid burst blood vessel") may be used for any horse of the appropriate colour owned by the player. This is clearly unfair to players whose horses are all of different colours, for which reason we changed the rules so that the cards apply only to the horses which gained them during training and may not be transferred. This seemingly innocuous rule change made a fundamental difference to the game, placing the emphasis on the performances of the individual horses rather than the players. Ascot defends the official rule by claiming that it allows a player to favour his favourite horse, but I remain unconvinced; there are better ways of doing that anyway.

It is very rare that a player runs out of money during training. If this happens, the unfortunate player may sell one of his horses, businesses, or special reports.

The training ring is thus straightforward; while it requires almost no skill, it steadily alters the winning prospects of the individual horses.


Betting

The betting is the responsibility of the Tote Clerk or Bookmaker, who collects bets from the players at certain odds, takes 10% of the total money bet as commission, and pays out winnings after the race. The money left after the commission is taken is known as the betting fund.

We calculate the odds with a formula which derives the odds from the probability of the horse winning, based on its colour and the number of colour and white cards it has. The official rules calculate the odds as the ratio of the amount bet on each horse to the total amount bet; thus, if the total amount bet minus the commission is 1000, and a horse has 100 bet on it, then the odds on this horse are 10-1.

The official rules only permit placing bets to win. Our resident Tote Clerk (Bruce), if he's in a good mood, also allows "each-way" bets on horses finishing first, second or third, paying out respectively 1/2, 1/3 and 1/6 of the full winnings. Thus, an each-way bet of 120 on a horse at 10-1 would pay out 600 if the horse came first, but 200 if it came in third.


The racecourse

The board is turned over, revealing the racecourse, which is 6 lanes wide and at least 56 lengths long. For most of the racecourse, each length consists of the 6 lanes in parallel; however, towards the end is a staggered bend in which the inside lane has only 4 lengths, whereas the outside lane has 9. Obviously, a horse on the outside lane has further to go than one on the inside.

One six-sided die is used for the race. The players dice to see who rolls first, with the player rolling the highest number going first.

The start

Each player enters up to three horses in the race, paying 25 entrance fee per horse. We allow four horses each if three are playing. Ascot permits more horses only if two are playing, and interestingly requires that all players enter the same number of horses, allowing the players to trade their horses to allow this.

The horses thus entered start in reverse numerical order, starting with Elton and finishing with Dark Warrior. The die is rolled once for each horse to give the number of the lane it starts in. The layout of the racecourse implies that horses 1 and 7 start in lane 1, 2 and 8 in lane 2, and so on to 6 and 12 in lane 6. The new rules remove this rather unfair bias.

Again in reverse numerical order, each horse makes one move, but is not allowed to change lanes. This starting move is not part of the official rules; it evens things up a bit by allowing the weaker horses a compensatory head start, and usually stops powerful heavyweights from racing into the lead straightaway.

Subsequent turns

After the start, when each horse has moved once, the race proper begins. Each horse is moved once per turn; a set of markers is useful here to keep track of which horses have been moved. As long as there are horses which have neither passed the finishing line nor left the race, each player does the following in turn until all horses have been moved.

This system works best with three throws per player; if some players have only two horses, we allow them a free throw, i.e. the option of ignoring the dice roll once per turn, to compensate. The free throw is not taken once one of the player's horses finishes the race.

The official rules allow each player to "nominate" one horse which may be moved out of turn provided that the other horses are always moved in the same order. Needless to say, people kept forgetting which horses they had nominated. Our new rules also make the race a bit less dependent on chance.

Moves

A horse moves by attempting to move forward the number of lengths shown on the die. If it is able to do so, it is possibly moved further lengths, forward or backward, accoring to the length landed on. For each length moved forward, the horse may also change to an adjacent lane if so desired; this may be to head for the innermost lanes, which are the shortest, to head for a favourable coloured length, to avoid being blocked by horses ahead, or to block horses behind.

Two horses may not occupy the same lane within a length. If a horse cannot proceed further in its lane because another horse is on the length directly in front, it is baulked and must move to the next lane outside if possible, otherwise the next lane inside if possible.

It is very important to note that a horse may move to an adjacent lane, either through choice or through being baulked, provided that there are at least three clear lengths between it and any following horses on all lanes to which it moves. Changing lanes is not permitted on the final (staggered) bend.

The official rules aren't terribly clear about how baulking and changing lanes are supposed to work. These rules consitute "Eddycated guesses", and seem to accord with those for Ascot.

To clarify the rules on changing lanes, consider the following diagrams, in which the green spaces 1 to 5 represent horses under consideration (taken one at a time), red spaces A to G represent other players' horses, and the horses are moving to the right.

  1. This horse has no restrictions; it may land on any of the yellow squares in front of it. That there is a horse directly behind it is immaterial.
  2. This horse is limited to the cyan, blue and yellow squares, excluding the yellow square directly in front of horse 1, which is too close to horse A. Note how it is constrained from moving outwards (i.e. down in the diagram) by horses B and C.
  3. This horse is limited to the purple squares in the outside (bottom) lane plus the blue square ahead of C. It may also move to the purple square directly behind C, but there wouldn't be much point unless horse B wasn't there; if this was in fact the case, it could move behind and inside of C.
  4. Horses D and E are too close behind F to allow this horse to pass G; on a roll of 3 or more, it would be blocked and unable to move any further. If E was not there, horse 4, if not chnaging lanes, would be baulked one lane outwards by F; if D was not there either, 4 could move inwards and avoid baulking.
  5. This horse would be baulked by G and would normally have to pass it on the outside; however, the presence of H means that it would pass on the inside instead.
  6. This horse is completely stuck; it cannot move forward because of H, and cannot move inside because of G.
  7. Horse I would force this horse to the outside lane, where it would be blocked by J. If horse I was one lane further ahead, horse 7 would be able to move one lane inwards and avoid being baulked.
  8. This horse would end up behind J, where it would not be able to move any further. If horse I was not there, horse 8 could move inwards and avoid baulking.

Further moving

If a horse has not been baulked after moving forwards according to the die, it may then move additional lengths depending on the type of length it lands on. There are four possibilities:

Colour cards thus effectively convert differently-coloured lengths to lengths of the same colour as the horse. This is why black horses are the strongest: not only do they get the most advantage from coloured lengths, but there are more black lengths on the racecourse than those of any other colour.

White cards may only be discarded if the horse would otherwise gain an advantage. If a horse still has white cards when it crosses the finish line, it is disqualified. The official rules rather unfairly disqualify all of a player's horses which cross the finish line before the player has got rid of all the white cards.

Having moved the extra lengths, the horse's turn is complete; only one length may be acted upon in a turn, otherwise a horse could gallop halfway around the track in one go.

Three of the instruction lengths are inconveniences, each of which may be annulled by one of the special trainer's reports:

As with the advantage cards, these reports only apply to the horse which collected them during training. The official rules differ; Ascot states explicitly that the stable from which the report was obtained doesn't matter.

Finishing

The official rules and the board state that, in order to finish, a horse must roll the exact number to land on the first space past the finishing post. This rule is of debatable merit; we eventually decided to revoke it in accordance with the principle of favouring horses rather than players. Officially, the game ends after three horses have finished, but we like to play until all horses have either finshed or been eliminated.


Afterwards

The Totalisator takes his 10% commission from the betting fund and pays out the winnings to players with bets on the first horse, or first three horses if place betting has been allowed, to finish. There may be some money left over after the winnings have been paid out; this money is added to the prize fund. Similarly, if the betting fund is not large enough to pay out all the winnings, the prize fund is raided to make up the difference.

The owner of the winning horse is awarded half of the prize fund. The owner of the second-placed horse is awarded half of the remainder, and so on until the owner of the last-placed horse has been paid. The remaining money in the prize fund is distributed evenly among all the players. Officially, the winner gets half, and second and third get a quarter each.

And then what? The official rules state that the winner of the game is the winner of the race, regardless of who ends up with most money, which is at least sensible. But, since the final amount of money is thus irrelevant, why bother playing with money at all? The answer is obvious if, as we did, you play several games in a row: you start the next game with the money you finished the previous game with, making allowances for players with less than - say - 500 currency units. It is, or course, also possible to play for money, with the player with the most money after the race winning the game. This is confirmed to be the case with post-1972 rules.

To make things more interesting, and in keeping with the horse-centred spirit in which we play the game, we sometimes also allow the horses to retain their colour and white cards into the next game. In one game in 1992, one of the black horses (I think it was Flamenco) had a few black cards left after winning the race; it went up for auction and eventually sold for 350. It promptly won the next race again.


Variations

The short game

The "Short Game" in the official rules is the same as the long game with the following differences:

We've never actually tried this, and I very much doubt it'd be very satisfying with fewer horses, which are after all the whole point of the game.

Totopoly without money

This variation keeps all twelve horses but removes all money from the game. Along with the money, the following are also removed:

This variation is noticeably quicker than the full game, but still interesting. For added Monty Haul effect, all trainer's and vet's reports which do not award colour and white cards may also be removed.

The 36-inch remix

This is a greatly expanded version of the game I created partly in response to the perception that the normal game is sometimes a bit small and too quickly finished, and partly to make it more playable with five or six players by giving them more horses. The following are added to the game:

The training is larger and redesigned to take account of the additions. The race, meanwhile, consists of several short sections of track (expanded to 8 lanes), which can be joined together in any desired order. The total length of the race is, IIRC, 105 lengths; it also contains four staggered bends and five jumps which allow for horses to lose their riders.

If the normal Totopoly is likened to a 200-metre dash, the 36-inch remix is more of an 800-metre endurance test; the only time it has been played to date (Christmas 1997, with four players) lasted 6 hours. It's only recommended if you take your Totoply very seriously, or if you genuinely have nothing better to do.

Another short game

Simon Stevens, a correspondent from Australia, recalls that as a youth he played a "short version" which consisted of just the racecourse. It's certainly possible to do this - you can assign colour and white cards at random - but the game loses something without the training ring.

The deluxe edition

A nice chap called Jason May sent me details of a Deluxe Edition of Totopoly, which he'd won at an auction, and of which I'd previously been completely unaware. He kindly sent me three photos, which you can view here; they are as follows:

Jason says that the inventors' note reads as follows...

(Mr. Walter Lee in top left pic)

MESSAGE FROM Mr. LEE:

"I hope many people will enjoy playing TOTOPOLY, and that the many hours which Roy and I have spent in making the game true to life, will enable players to get all of the thrills and excitement of the Sport of Kings."

(Centre message)

MESSAGE from the Inventors of "TOTOPOLY"

The Inventors of "TOTOPOLY," Mr. Walter Lee and Mr. Roy V. Palmer, have endeavoured to give the public all the thrills of Racing, in a game. It has been their earnest endeavour to follow out strictly the Rules and Laws of Horse-Racing, and apply them to TOTOPOLY.

It has taken many months of careful consideration for every detail to be included, and whilst the Rules appear complicated, this has been necessary in order to make TOTOPOLY the actual Race in the Home.

The Inventors ask you please to read the rules and instructions very carefully, as it is necessary to understand All the finer points of the game in order to derive the greatest amount of pleasure from playing it.

(Mr. Roy V. Palmer bottom left pic)

MESSAGE FROM Mr. PALMER:

"I know that TOTOPOLY will require a considerable amount of patience during the first quarter of an hour, but if the rules are carefully read, the players will be more than repaid by the amount of pleasure they will derive from the game. The method which I adopt in play is to obtain, if possible, three horses and a stable, so that during the Training period, whilst I am paying out for the training of my horses, I am least drawing something in on the stables. Furthermore, when I come to the actual Race, the horse which I nominate has a very good chance of winning."

Isn't that thoughtful?


Other Totopoly pages

Most web searches on "totopoly" turn up games for sale, games wanted to buy, or passing references to Totopoly among other games. These sites are some of those which are different.

A very nice page with pictures of several different editions of Totopoly and copies of the official rules in English and French.

Another page with pictures, with fewer editions but more details. The edition we play with is from the 1961-1965 period. They don't make 'em like they used to...

Diana West's reminiscences of playing Totopoly as a child one winter in Ireland. The reminiscences are interesting, the conclusions highly questionable; this is after all an online conservative political newspaper of the sort I'd normally stay far away from. I'd certainly disagree that removing the Vet's report which scratches your horse is evidence of "dumbing-down", since there are three equally decisive ways your horses can be eliminated during the race, and it's very rare that all horses finish it. I'd also like to know which rules she was playing with; the aforementioned Vet's report is the only one which can eliminate your horses during the training ring, and it quite clearly says "Keep this card", so you can't lose all your horses at this stage. And it is, of course, Marmaduke Jinks, not Jenks, but he can't have done too badly, since he was still racing as recently as 2001.

This page is linked to from here, where it's called "half-decent". I'm not aware of horses "vbreaking" [sic] legs in any version I've seen, though; and I'd love to know what "Elephant with mouse gyp" means by "uh huh".

Some Australian racing results. Look at race 7, 13th place.

Courtesy of Board Game Geek Dot Com: other horse-racing board games, and some pictures. Donay Games also has some pictures.