Padooko Play

Gear guide

In real racing, one of a trainer's quietest but most effective decisions is tack: which horse wears blinkers, which one gets a tongue tie, which shoes go on for a wet day. In Padooko your horse's gear can likewise cover the weak spots in its character and bring out its strengths. This guide explains how gear works and what suits whom.

Four slots

Each horse can wear four pieces at once, one in each slot:

SlotWhat it's for
EyesBlinkers, visor, ear muffs, cheek pieces; they keep the horse's mind on the race
ShoesChosen by the surface
SaddleComfort for the back, and breath
WrapsLeg and mouth gear; against injury

You first buy gear at the gear counter in the Market and put it on your shelf, then fit it to a horse. When you take a piece off, or swap it for another, the old one goes back to the shelf; so gear you've bought stays in your yard and can move between horses.

The moment a horse enters a race, its gear is locked until the race is over. Set the tack before you enter.

The ten pieces

Eyes

Shoes

Saddle

Wraps

In the game, gear cards describe effects in words and signs, like "GATE BREAK +++" or "COURAGE ++": the number of signs shows how big the effect is, and minus signs show the cost.

Which tack for which horse?

Gear shows its worth when it's chosen for what the horse needs. A few examples:

Common mistakes

The limits of gear

Gear doesn't turn one horse into another. Its effects are measured, and they add up within certain limits together with the horse's own stats, its character and its jockey. So instead of trying to rescue a weak horse with expensive tack, it pays to invest in training and care first. Gear is the finishing touch on a well-prepared horse.

Gear is part of the power value that balances fields. A piece that adds speed or stamina can nudge your horse into a slightly stronger field. Effects like courage and morale, on the other hand, change how the horse behaves on the day, not its power.

When to buy gear

In the first days, it's smarter to keep Doko for feed, training and a second horse. Once your yard is settled and one of your horses is placing regularly, gear is a good way to take that horse up a level. Start with the horse's most obvious weakness: ear muffs if it's nervy, a racing saddle if it fades over long trips, cheek pieces if it's left at the gate.

When you combine a Legend with its copy to give it a star, the departing horse's gear goes back to the shelf; nothing is lost. See Legend lines.

To build up a horse's stats, see Training; to see tack at work in a race, see Race tactics.