Colors in a race

Your silks: the colors under which your horses race. They are what identifies you in a field and in the viewer, and they are the only thing about your account that other players see in a race.

Three pieces, three settings each

The outfit is made up of three elements, set separately:

  • the cap, with 8 possible patterns;
  • the jacket, the most visible, with 23 patterns;
  • the sleeves, with 10 patterns.

For each, two arrows scroll through the patterns, and two colour selectors set the colour of the pattern and that of the background. Each piece is drawn before your eyes as you go.

A separate preview shows the complete result: that is the one to look at, since it is the whole that will be seen in a race.

Choosing silks that serve

They have a function, not just a style: to let you be recognised. Three pieces of practical advice.

Aim for contrast. Two close colours give, at the size of a horse in a race, an indistinct flat area. A pattern is only visible if it stands out against its background.

Avoid other people's colours. Look at a few sets of silks belonging to the players you come across often — the Colors tab of their card shows them. Two similar sets of silks in the same field help nobody, and you least of all the first time you look for your horse.

Think of the small size. In the viewer, a jockey is a few dozen pixels. A simple pattern and two clear colours are worth more than a subtle combination.

What they do not change

Nothing in the game: no performance, no advantage. The silks are purely visual, and they can be modified as often as you like, free of charge.

They belong to the player, not to the horse: all your horses race under the same ones. The colour of the horse itself is its coat, chosen at birth and final — see The horses.

In the same section