This Player Guide explains how The Final Flight works — from buying and training horses to race strategy, equipment, breeding, and payouts. Race outcomes are primarily determined by the player's management and strategic decisions, including horse selection, preparation, training, equipment, race suitability and handicap management.
Horses: Horses can be purchased from the Sales Ring, claimers, auction or breeding. All horses are born with a set of specific traits and can be either a racer, breeder, both or neither. They may have a preference for hurdles, fences or the flat. There are 5 grades with S being the best then A,B,C,D. S grade can only be obtained from the salesring. Note that S and A grades start from exactly the same base times the difference is that S grades get 1.5s boost in a race.
Equipment: Equipment can be applied and managed from the training page. Once fitted these expire after 60 days. Vitamins can only be used once every 7 days. Shoes are always positive. Everything else can be positive, negative or neutral. Equipment applied that gives no boost may give a negative impact on racetimes.Vitamins will restore up to 50% of a horse's fitness but will not exceed 100%. Gelding can be positive or neutral but never negative.
Use training to find going and distance preferences as well as preferred equipment. Horses will only improve on a going that they are regularly trained on. Horses get 10 training runs to start after which they then get 2 per day. A horse must have used its first 10 training runs and its normal 2 daily training runs to be eligible for auto train. First Public Work has no effect and a horse requires a second PW to reset days since last run.
Maturity: Horses will mature randomly in chunks of 5–10% growth. There is no automatic growth at age change but there is a small chance of random growth.
XP: Stands for experience. This will grow after a set number of races in hand with grade of races entered.
Heart: This is a measure of how hard a horse will try in a race and has no impact on breeding potential.
Stamina:Horses require a minimum of 10% stamina at the end of a race to perform to their best but be aware because a horse has the stamina for a trip it does not follow that is necessarily its best trip.
Conformation: Measures how well a horse handles racing stress.Good conformation will mitigate the penalty for quick runs..
Athleticism: Influences jumping reliability...
HEIGHT: May impact performance based on track characteristics..
Balance: Affects performance on undulating tracks...
If a horse is claimed, any future race entries will be removed and refunded in credits.
Handicap penalties: +3lb for a win, +1lb for a place, -2lb for an unplaced run. Base weight 11st Max weight 12st min 10st
Allowance: -2lbs for each non-winning run since last win. Base weight 11st Max weight 12st min 10st
WFA weights: 4+ = 11st 11lb, 3yo = 11st 5lb, 2yo = 10st 7lb.
Tokens:Can be used to enter selected races and can be earned or purchased from salesring. Cost: Gold Token £10, Silver Token £5, Bronze Token £3.
Season Mode:Choose from two modes. Standard:Pay for equipment. Benefits 25 runs =10 credits and 1 Bronze Token. 50 runs =25 credits and 1 Silver Token. 100 runs = 50 credits and 1 Gold Token. Free Equipment mode: Shoes Blinkers CheekPieces and TongueTie are free. No credits or tokens are awarded.
Credits:Credits can be purchased from cash balance using Overview-Purchase credits. These can be used for everything except claims,private sales and auctions
Race entry limits: Minimum 6 entrants from 3 different stables. Max 16 entrants. Max 3 per stable (except finals: 4).
Retire:Sets a horse to inactive for racing/training purposes.Can be bred from at age 4 if ungelded or a mare.
Delete:Removes a horse from the game completely and irrevocably.
Autotrain: Trains your horses nightly as long as they are active, have used their 1st 11 training runs, have daily training runs left, preferences set, and Premium is active.
Age Change: Occurs on the last day of the season. All horses aged 4 and younger have a small chance of a small random growth that does not affect maturity. From age 8 there is a small chance a horse can die this increases with each subsequent age change. Also from age 8 horses can see a random decrease in ability.
Payouts:
Fees:
• Race payouts: 10% jockey fee
• Auctions: 10% handling fee + £1 listing fee (non-refundable)
• No stabling fees
Deposits:Deposits can only be made via stripe from myaccount page.
Withdrawals:Withdrawals are handled internally.Up to 2 withdrawals per month are free any further withdrawals in the same period are subject to a 5% handling fee. Withdrawals will normally be processed within 3 days. No bank details are stored on site.
Costs: Races entries are credits only and currently vary for £1.50-£5. Horses can be bought with credits. Equipment can be purchased with credits. Premium needed for evaluations and auto-train and costs £10 per month.
Premium Features: Bonus info on your horse traits, race times, top training records etc. Can be purchased with credits.
Time Zone: Races run on UTC (1 hour behind BST).
Gameplay Hints: Salesring and Breeding will generally produce horses of a similar calibre, however grade S can only come from the salesring. The advantage of breeding is you have more control of a horse's traits i.e going / distance preferences. All horses have ways of enhancing performance which can be deduced from the information given and analysis of race results. Example: A horse with good or better athleticism gets comment "jumped poorly" doesnt mean it cant jump means it doesnt want to jump, wants the flat.
Register now:Join us now and compete against players from around the world to be the best of the best. We have a host of competitions to take part in including Ten to follow and monthly and seasonal championships. Do you have what it takes to be the ultimate trainer?
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