WikiGetting started
Quick start
Found a stable and win your first race in ten minutes.
Post Time is a racing stable you run a few minutes at a time. You found a stable, meet three horses that are ready to race, and send one to the gates straight away. After that, each day is a short round: care for your horses, run a race or two, and watch your yard grow.

Found your stable
- Go to Found a stable. The game suggests a stable name and racing colours; keep them, roll new colours, or customise them.
- Tap Register & get my horses. It is free and your stable is linked to this browser. You start with 3,000 Stable Credits and your first day’s Live entries.
- Wilf Ashby, the head lad, says hello: three short screens on what the game is, how a day works and what to do first, then one question, “New to horse racing?” Say yes and racing words get a tap-for-meaning and key screens use plainer words. Skip him if you like; he’s at Welcome any time.
- Three stall doors open. You can rename any of your horses before its first race.
Your three starters
Every new stable gets the same mix of breeds: a Quarter Horse, bred for speed over short trips, a Thoroughbred and an Arabian, bred to stay. Each horse’s own genes still decide its best trip, so read the cards. They arrive at racing age (all 19 care sessions as a youngster are already done), so they can race today. Starters are Club-bred, which means they can’t be sold. Here is a real starter stable, made by the code that made yours:



Each card shows the horse’s natural running style, its best trip and its favourite surface. Those three things decide which races suit it. See Stats & aptitudes.
Your first race
Right after you register, the game picks the starter best suited to a race and offers Race now. That first race is a free Story race against the Club, ridden in the horse’s natural style. You can change the plan first if you like. Story races cost no Live entries.
- Tap Race [your horse] now, or Change the plan to pick a different tactic or ride.
- Watch the race. The result is decided by the race engine from a sealed seed, the same way for everyone.
Stable steps: your first week
After your first race, Stable steps on the Estate walk you through the game one job at a time. Each step ticks itself off when you actually do it (the game checks, so there’s nothing to claim), pays its credits once, and the last one pays a bonus of 200 and the Learned the Ropes plaque in your Trophy Room. Do them in any order; the guide shows the next one.
| Step | How it ticks | Credits |
|---|---|---|
| Care for a horse | Your first care session | 50 |
| Set a training plan | Saving a week's plan on the gallops board | 60 |
| Enter a Live race | Your first Live entry | 80 |
| Watch your Live race | Watching its result | 60 |
| Read “Why it went that way” | The card under your own watched result, on screen for a moment | 60 |
| Run the Daily Cup | Your first Cup run | 60 |
| Pick a winner | Your first pick in a Live race | 60 |
| Try a quick race | Your first quick race | 60 |
| Pin a target race | Pinning a race on This week's planner | 70 |
| Preview a breeding | A breeding preview or the stallion finder | 70 |
That’s 770 credits in all with the bonus. The quick race step only appears once quick races are in the game. Stables founded before the guide arrived don’t get it, and keep everything they had.
What opens later
A new stable meets a few features a little later, so the first day isn’t everything at once. Nothing you have already used is ever taken away.
| Feature | Opens |
|---|---|
| The tote (betting with credits on Live races) | After you watch one of your own Live races |
| The market and leasing | On your stable's 3rd day, or when you finish Story chapter 1 |
| Claiming races and jockey contracts (and the transfer window) | When you finish Story chapter 1 |
| Show numbers (the detailed stats) | Always open |
Each opening arrives as an Unlocked note in Stable news. If you sign in with a wallet, the tote and the market are open from the start. Stables founded before this guide keep everything open.
What to do each day
- Care for each horse once a day (feed, groom, turnout). Foals only grow up through care; grown horses build bond. See Care & condition.
- Today’s goals on the Estate: run a race, care for a horse and run the Daily Cup. Each pays 45 credits, 135 in all.
- Race. Live races run in 3 race meetings a day (07:00, 13:00, 19:00 UTC, 8 races 15 minutes apart), published a day ahead, and cost stable entries; Story races are free. Each horse can run one Live race a day, and at most 3 races a day counting Story races, so spread your entries across your string. See Credits & entries.
- Train. Each horse has 3 training sessions a week. Hard work now sets up a freshness peak a few days later. See Training.
- Run the Daily Cup under Club: one run a day for every stable. See The Daily Cup.
By the numbers live from the rules
- Starting credits
- 3,000
- Starter horses
- 3
- Credits per daily goal
- 45
- Daily goals
- 3
- Live entries each day
- 10
- Live races per horse per day
- 1
- Races per horse per day, Live and Story
- 3
- Training sessions per horse per week
- 3
What comes next
- Win Story races to earn licences that open better classes on the Live card: Race types.
- Aim a horse at Saturday’s Weekend Feature: This week under Racing shows the race, the weekday Qualifiers and where your horses stand. See The League.
- Breed your own foals once your horses have raced enough: Breeding basics.
- Add stalls and facilities as credits come in: Facilities.
- Learn where everything lives: The estate.