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Derbio International
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FAQ ) answers
Faq's
- 01Gana, coloca o muestra la carrera: de tres a trece jugadores Carrera Perfecta: de tres a veinte jugadores Carrera rápida: de dos a cuarenta jugadores Carrera Quinella: de dos a cuarenta jugadores
- 02Se recomiendan fichas de juego, no incluidas. Los regalos de elefante blanco son un cambio extraordinario para las fiestas. Cualquier artículo, como dulces, monedas, lo determinará el anfitrión.
- 03No, Derbio tiene reglas de juego fáciles de entender y hay cuatro carreras para elegir. Edades: ¡de 5 a 99 años animarán ansiosamente a su caballo y jockey(s)!
- 04Cada carrera es única y depende del número de jugadores. En promedio, una carrera puede durar entre 20 y 40 minutos.
- 05No importa la estación, de día o de noche, llueva o truene, ¡Derbio International está abierto! ¡Los días oscuros de las carreras han terminado! ¡Entretenimiento que cambia las reglas del juego en los juegos de mesa de mesa! ¡Permite a los jugadores de todas las edades disfrutar de la euforia y la adrenalina de las carreras de caballos a su conveniencia! ¡Seleccione sus boletos de carrera de acuerdo con cada carrera y anticipe el puro placer de ver quién cruza la línea de meta primero!
- 06¡Comience su próximo evento social o fiesta y organice una noche de carreras de caballos! ¡Sea el primero de su familia, amigos o vecinos en organizar una noche electrizante de carreras de caballos de alto riesgo con Derbio International! Entretenimiento para todas las edades y durará mientras las puertas estén abiertas.
- 07Sí, Derbio International es el complemento perfecto para cualquier noche de casino corporativa o evento de recaudación de fondos. Este juego de mesa es una forma nueva y refrescante de ganar a lo grande y ofrece un entretenimiento de carreras de caballos inigualable durante toda la noche que atrae a multitudes pequeñas o grandes.
- 08¡Este es un regalo ideal y brinda la emoción de las carreras de caballos a cualquier persona que disfrute de las carreras de caballos, los juegos de mesa o ame el entretenimiento! ¡Derbio es la Trifecta de los regalos! ¡Perfecto para esa persona especial que lo tiene todo y disfruta participando en actividades recreativas interactivas en las que nadie tiene ventaja y el ganador lo determina el lanzamiento de un dado!
- 09There were several denominators that factored into the decision making to finalize and determine reducing the dimensions of Magnetarz' prototype. Practicality and making Derbio International portable enough to allow gamers to have the ability and convenience to set up a feasible size magnetic racetrack.
- 10Magnetarz' made every effort to provide a reasonable magnetic racetrack weight. When there were many surplus and inclusions that could not be left out, when trying to factor in every design element as well as the amount of horse and jockey's that would help determine and play a significant role into the final weight.
- 11Magnetarz ofrece una garantía limitada de 90 días para el juego de carreras de caballos magnético de mesa Derbio International y es responsable de cualquier defecto de mano de obra o mal manejo del envío de nuestro producto a los consumidores. Esta garantía limitada de 90 días vence a partir de la fecha de compra. Esta garantía limitada no cubre los daños resultantes del mal uso comercial accidental, la modificación o cualquier alteración del estado original del producto.
- 12Dealers Choice: Deal (2) Race Tickets, face down randomly to each player OR Starting with the Player on the Dealer's left Gamers select and take (2) Race Tickets from the deck SELECTING (2) RACE TICKETS OF HORSES THEY BELIEVE WILL FINISH IN 1st & 2nd place in any order. Dealer will select an amount of chips: All Players must contribute and place equal amount of playing chips into the race pool. In turn - Each Player rolls only the Horse Die and Omits the Move Die during the Quinella Race. HORSE DIE Double Horseshoes - Move any horse - The horse must be able to move all 4 spaces and cannot pass the Finish Line. Single Horseshoe - Move the horse in last place. If there is a tie, choose one horse to move. Corresponding Color Horse Numbers - Move Corresponding Horse and Jockey game piece.
- 13Dealers Choice - Deal (1) Race Ticket, face down. randomly to each Player OR Starting with the Player on the Dealer's left, PLAYERS SELECT (1) RACE TICKET OF THE HORSE AND JOCKEY THEY BELIEVE WILL FINISH IN 1st PLACE. DEALER WILL SELECT AN AMOUNT OF CHIPS: All Players must contribute and place equal amount of playing chips into the race pool. In Turn - Each Player rolls only the Horse Die and Omits the Move Die during the FAST TRACK RACE MOVE DIE Double Horseshoes - Move any horse - The horse must be able to move all 4 spaces and cannot pass the Finish Line. Single Horseshoe - Move the horse in last place. If there is a tie, choose one horse to move. Corresponding Color Horse Numbers - Move Corresponding Horse and Jockey game piece.
- 14Starting with the Player on the Dealer's left, Players select and take from the deck (2) race tickets they believe will finish in 1st and 2nd place. IN THE EXACT ORDER OR CROSSING THE FINISH LINE Marking their selection by placing ONE chip on top of the 1st place race ticket of the corresponding horse they believe will cross the Finish Line in First place. TWO chips on the 2nd race ticket of the corresponding horse they believe will cross the Finish Line in Second place.. Players may decide to place race tickets face down or in view. Players must leave chips on the corresponding race tickets until the end of the race and the Dealer verifies any winners. In turn, Each Player rolls both the Horse Die & Move Die HORSE DIE Double Horseshoes - Ignore the Move Die - Move any horse 4 spaces. The horse must be able to move all 4 spaces and cannot pass the Finish Line. Single Horseshoe - Ignore the Move Die - Move the horse in last place 4 spaces. If there is a tie, choose one horse to move. Corresponding Color Horse Numbers - Move Corresponding Horse and Jockey game piece. MOVE DIE Double Chips (Ignore Horse dice) - Place two playing chips into the race pool - DO NOT MOVE ANY HORSE & JOCKEY GAME PIECE. Single Chip - (Ignore Horse dice) - Place one chip into the race pool. DO NOT MOVE ANY HORSE AND JOCKEY GAME PIECE. 1 - 2 - 3 ; In correlation with the HORSE DIE - Move color corresponding horse and jockey game piece the number of spaces rolled on the MOVE DIE. 1, 2 or 3 spaces as shown. PLAYERS CONTINUE TO PLAY UNTIL 1st and 2nd horse and jockey game piece crosses the finish line.
- 15Starting with the Player on the Dealer's left, Players select a total of (3) race tickets from the deck of the horses they believe will finish in 1st, 2nd, & 3rd place in any order. IN TURN; Each Player rolls both the Horse Die & Move Die HORSE DIE Double Horseshoes - Ignore the Move Die - Move any horse 4 spaces. The horse must be able to move all 4 spaces and cannot pass the Finish Line. Single Horseshoe - Ignore the Move Die - Move the horse in last place 4 spaces. If there is a tie, choose one horse to move. Corresponding Color Horse Numbers - Move Corresponding Horse and Jockey game piece. MOVE DIE Double Chips (Ignore Horse die) - Place two playing chips into the race pool - DO NOT MOVE ANY HORSE AND HORSE JOCKEY GAME PIECE. Single Chip - (Ignore Horse die) - Place one chip into the race pool. DO NOT MOVE ANY HORSE AND JOCKEY GAME PIECE. 1 - 2 - 3 ; In correlation with the HORSE DIE - Move color corresponding horse and jockey game piece the number of spaces rolled on the MOVE DIE, 1 , 2, or 3 spaces as shown. PLAYERS CONTINUE TO PLAY UNTIL 1st, 2nd, and 3rd place horse crosses the Finish Line.
- 16Dealer will collect all playing chips at the end of each race and distribute accordingly and equally to each player as indicated for each race. LUCKY WINNER MUST HAVE! QUINELLA RACE - Players must provide Both 1st and 2nd place race tickets for corresponding horses who crossed the Finish Line in 1st or 2nd in any order. FAST TRACK RACE - Players must provide 1st place race ticket for corresponding horse who crossed the Finish Line 1st. PERFECTA RACE - Players must provide IN DEALERS VIEW THROUGHOUT THE RACE 1st & 2nd place race ticket for corresponding horse who crossed the Finish in the exact order. WIN, PLACE, or SHOW - Dividing in three equal shares - Divide collected playing chips from the race pool. (Stack 1) WIN - Players must provide a corresponding race ticket for the horse who crossed the finish line in first place. (Stack 2) PLACE - Players must provide a corresponding race ticket for the horse who crossed the finish line in second place. (Stack 3) SHOW - Players must provide a corresponding race ticket for the horse who crossed the finish line in third place. Any excess playing chips will be returned to the race pool for the next race. IF THERE ARE NO WINNERS, PLAYING CHIPS REMAIN IN THE RACE POOL FOR THE NEXT RACE.
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