The
Derby is as rich in
history and pagentry as any race in the Triple Crown, but has
been adapted to fit within the constructs of any MBA classroom.
Betting occurs and is encouraged by most,
but not necessary to enjoy The Derby. (Don't forget to watch the
Wendy's movie version).
Players: 2 - 20, can be more but you will need
at least five unknowing participants. One player will serve as
treasurer (usually an accounting person) and another as the
official recorder of wagers. These two entities must be
kept separate to keep all inproprieties at a minimum.
It is recommended that an independent
racing commission be set up to settle any disputes.
Equipment Needed: Paper and pencil. Plus a safe place to store
the kitty.
Preparation: Before each game, each participant must ante up,
if wagering, and place their bets with the recorder. The bets follow
along the line of the win, place, show, exacta, and trifecta. Please
consult your local racetrack for pay-out details or make your
own rules.
The Game: Each participant selects the three classmates he/she
believes will be the first to ask the professor a question as soon
as class ends. The bettors should order their picks according to
how they feel the "racers" will finish. Several rules must be followed.
First there can be no physical actions taken to impede "racer's" progress.
However, verbal cheering and distraction are allowed and considered
an art in some circles. Once a winner is determined payouts are made
by the treasurer. Some players even attach odds to individuals and
promise to increase the pay out if longshots materialize. Bettors
may not themselves ever be racers or reveal to other racers that
there is even a race. This is known as the "Pete Rose Rule."
Players violating this rule will be treated as was Mr. Rose with shame
and banishment.