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Pocket Stables Guide

Races Training Pedigrees Breeding Abilities Structures Items Jockeys Visitors
Endgame / Replay Bugs & Cheats Manual Tips / Walkthrough


This page contains information about the endgame of this game. This includes information such as score calculation, carryovers, and other pertinent information.
This game "ends" on Y 16 M 4

Score CalculationEdit

Clear Point - Pocket Stables
Final Money x 2
Final Medals x 40
Races Won x 2000 First time you win a specific race; if you won the same race two times, it's only counted once
Tri Crowns x 20000
Guests x 20 N° of Guests that visited your ranch
Evaluation x 10 The score that all the guests give you
Pedigree x 4000
Abilities x 1500
Improved x 900

CarryoversEdit

Does carry over

  • Before you began a new game you can select 2 items listed below to carry over.
    • Speed Feed
    • Quality Seed
    • Value Seed
    • Nutrient Drink
    • First-Aid Kit
  • All the abilities that you previously had unlocked (you still can select up to 2 abilities but if you win Champin Cup you can select up to 4 abilities)
  • if you win Kairo Cup you have Shop Kairodome on start
  • Stats of your jockeys (if instructed).
  • Pedigree papers (up to 20 one per guest over 300 score, there are 20 resercheble pedigrees) but you need to earn medals and research all the pedigrees again. If you get over 300 score of the student guests in two diferents games you will only carry 1 pedigree paper, you will need to get 300 score in another guest to carry another pedigree paper. You also have one of all the environment objects that you previously had unlocked (build menu -> env ).

Does not carry over

  • Money and medals
  • The training courses or shops
  • Horses
  • Special training unlocked
  • Instruct drills unlocked

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