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For
ATHLETICS,
SWIMMING, BEACH VOLLEYBALL, & TRIATHLON -
go check out my Sportsreplays Games shop
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Probably the MOST realistic horse racing table top simulation
game using real life horses and races. 2009-2010 Breeders Cup,
1937 Season, and Best of the 20th Century Sets available so far
BUT the system lets you rate and run ANY Race if you have the
data. Click on the photo above and go take a look - you will get hooked
I promise you !!
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Ruck and Maul

Roogames'
computerised conversion of Lambourne Games Rugby Union Dice based Simulation
'Between The
Posts'
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In there 5/6 series of dice based table top games Lambourne Games have
produced
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SNOOKER
STATS PROGRAM

If you subscribe this is regularly updated with all
the latest snooker stats and tournament results and players information
plus past history available as well within the program. Click on the
picture for the link.
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IN
THE POCKET BOWLING
Board and PC Versions can be found here of a simple
and excellent game of Bowling, click on the link above.
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An excellent Sports Replay Game on Snooker re-released, originally from Lambourne Games and now produced by Colin
House of
INHOUSE GAMES in colour and downloadable in pdf format. Click on
the link or the picture above for more info
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Replay World of Sailing
Lambourne Games simulation is based on, but not limited
to, the sailing events included in the 2012 Olympic Games. We have
included in the package the Men’s Finn, Star and 49er Classes, and for
the ladies the Laser-Radial and 470 Classes. These represent a typical
cross-section of the type of racing seen at Weymouth for the Olympics and
hopefully will provide exciting replay racing.
Each Class consists of between 16 to 26 boats (but see Note ! below).
There are ten races (but see Note 2 below) plus a Medal Race which is
contested by the ten top boats from the original Class races. Points are
scored for each boat finishing a race depending on finishing position, 1
point for finishing first, two for second, etc., etc. Boats that fail to
finish or compete in a race are given a points score equalling the number
of boats in the fleet, plus one. In calculating the points total to
determine who sails in the Medal Race the worst score is dropped, and,
obviously, the lowest ten scores go into the Medal Race. In the Medal Race
itself the Class score totals are carried forward (less the dropped race
score) and points are doubled up in the Medal Race, so the winner scores
two, the fourth boat eight, etc.
The total of Class points and Medal Race points determine the destination
of the medals, if equal the better placed boat in the Medal Race takes
preference.
Races are run in varying wind conditions, usually with wind speeds between
about eight knots and twenty-two. Some sailor/boat combinations prefer
light wind conditions, some do better in moderate or strong winds, and we
reflect this by giving three Skill Ratings (SRs), one for Light, one for
Moderate and one for Strong. The SRs are a very important part of the
design and ensure that the better sailor/boat combinations will usually
feature at the front of the fleet when the Finish Gun goes, but, of
course, there can be surprise results.
Races take around 30 minutes to replay, with a Start and then seven legs
taking the boats around the marks that have been placed to set the course.
The legs vary from Beat (a tacking leg into the wind), Reach (with the
wind coming at right angles to the boat), Close Reach (the wind is coming
at any angle of about 30-45 degrees towards the front of the boat), Broad
Reach (wind from behind but at an angle of 30-45 degrees) and Run (the
windward leg, wind more or less directly behind, spinnakers used if the
Class has them - Finn and Laser-Radial don’t have them). The main tactic
of this type of sailing is to find and use the best wind available, and
this often means tacking to the opposite side of the course to the bulk of
the fleet. This is a risky business for two reasons, firstly the wind may
not be more favourable on that side even though you think you’ve spotted
dark patches on the water that indicates the surface is being affected by
stronger gusts, and secondly if the separation (the distance between the
two parts of the fleet) is wide a sudden wind shift may favour the main
part of the fleet but will not help you, so, maybe, your main opponent in
the Class will gain a big advantage over you. In ‘RWoIS’ we simulate
this risk-taking, for good or bad, and it may be a decisive factor in the
race. Where boats use both side of the course their route to the mark
converge from different directions and this too can be important as a boat
that is windward of another has the advantage and the leeward boat has to
give way by gybing to avoid contact. This can sometimes mean that its line
to the mark is disrupted to such an extent that it needs to circle round
to approach it again.
Another close-up-and-personal tactic is to try to mess with an opponent’s
air (creating ‘dirty’ or ‘bad’ air) by getting between the wind
and the other boat, denying your opponent the speed-creating wind. On a
Run this can often result in a spinnaker losing its shape and collapsing,
causing a serious loss of speed which is difficult to recover. In all
types of legs the boats gybe and luff to change direction by getting the
wind on the opposite side of the sail. The extreme of this is tacking
where the boat zig-zags against the wind, the only way it can make
progress on an upwind leg. All these procedures can create problems and
provide opportunities to gain an advantage over other boats and in this
simulation the commentary will try to explain briefly what is happening.
With 24-plus boats and eight Turns per race we obviously can’t provide a
detailed graphical display of the race. We don’t even attempt to
simulate exactly what is happening to every boat each Turn, but we do
chart the gains and losses of about 50% of the boats and this, plus the
use of the SRs, ensure that the fleet becomes realistically separated
during the course of a race while keeping the results accurate and the
playing time to around 30 minutes per race.
While each type of leg is different in nature the effect on the boats in
game terms is quite similar – some will gain and some will lose ‘ground’
vis-a-viz the fleet. However, Beats are likely to provide more
opportunities for gain or loss, and Runs the least, so this is reflected
in the various Charts. We also provide a selection of courses for you to
select from, and these contain a different number of the various types of
legs, and this affects to some extent the nature of the races. The Mens’
49ers use what is called a Windward Course where the legs are either beats
or runs, but more of that later. The races are run in Light. Moderate or
Strong winds, rolled for before the race starts. This affects which SR to
use and also affects the Distance-to-Time conversion which will be fully
explained in the Rules.
Highly recommended
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STARTERS ORDERS 5

This is NOT a replay game but if you are in to Horse Racing then in my
view its the one you MUST look at. Excellent game and graphics. Version
5 recently released. Click on the image above for more information and
look at the forum for many user created enhancement mods.
- Train, own, breed, bet, ride and race with the most realistic horse
racing game available.
- Vast horse racing game world with thousands of horses and realistic
race commentary.
- Fields of up to 30 runners with the most realistic races ever in a
computer game!
- The only game ever to accurately simulate UK jumps racing with a
full realistic calendar including the Aintree Grand National and
Cheltenham Gold Cup and hundreds more!
- Hundreds of world-wide premiere races such as the Melbourne Cup, the
Breeders Cup, the Cheltenham Gold Cup and the Irish and Aintree Grand
National.
- Easy to play alone, with friends or others in the online league.
- Dynamic never ending horse racing game world. Play season after
season.
- Play either UK (flat or jumps), IRE (flat or jumps), US (flat) or
Australian (flat) game modes! Six horse racing games in one!
- Stewards enquiries, non-triers, fines, photo finishes, accurate
handicapping and many, many more realistic features.
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GREYHOUND
MANAGER 2

This is NOT a replay game but if you are in to Dog Racing then in my view
its the one you MUST look at. Excellent game and graphics. Click on the
image above for more information
- Own, train, breed and race your own greyhounds in the most realistic
greyhound management game available!.
- Realistic racing with bumped, impeded and blocked dogs.
- Realistic race calendar and feature races with heats, semi’s and
finals!
- Variable weather effects and both evening and daylight racing!
- Dynamic never ending game world. Play season after season.
- Thousands of greyhounds.
- 28 UK greyhound circuits.
- Over 100 computer controlled trainers to compete against.
- Detailed racecards. Just like the real thing.
- Accurate betting with realistic and changing odds.
- Export your greyhounds and compete against other trainers greyhounds
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