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Racecourses

The six courses: their shapes, way round, home straights, gradients, surfaces and scenery, with maps.

There are 6 racecourses, and no two race alike. Each has its own shape, its own way round, its own home straight and its own scenery on the broadcast. Every race names its course on the racecard, and the race viewer shows a small overhead course map with the field moving round it.

At a glance

Read from the course definitions the game itself uses.
CourseShapeWay roundLapHome straightFinishSurfaces
AshcombeOvalRight-handed2,400 m500 mFlatTurf, Dirt
Kestrel DownsTriangleLeft-handed1,800 m280 mFlatTurf, Synthetic
SaltmarshOvalLeft-handed2,800 m800 mFlatTurf
BellmontOvalLeft-handed2,000 m450 mFlatDirt, Synthetic, Turf
LarkspurPearRight-handed2,200 m550 mDownhill 0.5% to the lineTurf, Dirt
HarrowgateHorseshoeRight-handed2,600 m450 mUphill 3.5% to the lineTurf, Dirt

A left-handed course turns left all the way round (anticlockwise seen from above); a right-handed one turns right. The home straight runs from the last bend to the winning post: a long one gives late finishers time to come through, a short one with tight bends favours horses that lead early and hold a good position on the rail.

The six courses

Ashcombe

A wide, fair parkland oval: no tricks, the best horse usually wins.

Oval, right-handed. Green: where a 1,600 m race starts.

Ashcombe by the numbers live from the rules

Way round
Right-handed (clockwise)
One lap
2,400 m (12f)
Home straight
500 m
Bends
Sweeping
Finish
Flat
Surfaces
Turf, Dirt
Scenery
Parkland: old oaks and poplars, a Victorian grandstand with a striped roof

Kestrel Downs

Tight and turning on the chalk: front-runners and low draws are hard to pass.

Triangle, left-handed. Green: where a 1,600 m race starts.

Kestrel Downs by the numbers live from the rules

Way round
Left-handed (anticlockwise)
One lap
1,800 m (9f)
Home straight
280 m
Bends
Tight
Finish
Flat
Surfaces
Turf, Synthetic
Scenery
Chalk downs: rolling downland with a white horse cut into the hill, windswept thorns and gorse

Saltmarsh

A long, galloping coastal track with the longest straight: closers come late.

Oval, left-handed. Green: where a 1,600 m race starts.

Saltmarsh by the numbers live from the rules

Way round
Left-handed (anticlockwise)
One lap
2,800 m (14f)
Home straight
800 m
Bends
Sweeping
Finish
Flat
Surfaces
Turf
Scenery
Coast: the open sea and a lighthouse, sand dunes, beach huts and an Art Deco stand

Bellmont

A flat, fast city track: speed and an even pace.

Oval, left-handed. Green: where a 1,600 m race starts.

Bellmont by the numbers live from the rules

Way round
Left-handed (anticlockwise)
One lap
2,000 m (10f)
Home straight
450 m
Bends
Medium
Finish
Flat
Surfaces
Dirt, Synthetic, Turf
Scenery
City: a skyline of towers and spires, terraced streets and a steel-and-glass stand

Larkspur

A gentle meadow pear-shape, slightly downhill home: quick times on fast ground.

Pear, right-handed. Green: where a 1,600 m race starts.

Larkspur by the numbers live from the rules

Way round
Right-handed (clockwise)
One lap
2,200 m (11f)
Home straight
550 m
Bends
Wide
Finish
Downhill 0.5% to the line
Surfaces
Turf, Dirt
Scenery
Meadow: wildflowers, weeping willows, a windmill and a thatched pavilion with marquees

Harrowgate

A stiff moorland horseshoe with an uphill finish: a true test of stamina.

Horseshoe, right-handed. Green: where a 1,600 m race starts.

Harrowgate by the numbers live from the rules

Way round
Right-handed (clockwise)
One lap
2,600 m (13f)
Home straight
450 m
Bends
Wide
Finish
Uphill 3.5% to the line
Surfaces
Turf, Dirt
Scenery
Moorland: heather moors and granite tors, dry-stone walls and a millstone grandstand

Reading the course map

The course map sits in the corner of the race broadcast (tap its title bar to fold it away on a phone) and next to the race name on the racecard. It is drawn from the same course definitions as everything else:

  • The outline is the course seen from above, with a small brass arrow showing the way the horses run.
  • The red and white bar is the winning post, at the end of the home straight along the bottom.
  • The green bar is where this race starts. A race longer than one lap starts further round and passes the post on the way.
  • An amber stretch before the post is an uphill finish (blue would be downhill); during the race a ▲ Uphill flag shows while the leaders are on it.
  • In the race, each runner is a dot in its silks colour. The leader has a brass frame and your own horse a white one. The dots only ever show what the broadcast has already shown, so a live race is never spoiled.

What suits where

A course tilts a race towards a type of horse; it never decides it. The best horse on the day still usually wins, but it is worth matching your runner to the track when you enter a race:

  • Saltmarsh has the longest straight (800 m): time for closers to come from behind.
  • Kestrel Downs has the tightest bends: front-runners and low draws are hard to pass.
  • Harrowgate climbs 3.5% over the final stretch: stamina tells at the end. On the broadcast you see the field run uphill to the post.
  • The weather and the going still apply on top of the course: see how races are run.