The horses nobody else will take
You are Millie, and you are seventeen. Your grandfather’s yard has not been touched since the nineties, and the phone keeps ringing.
For now it is private. If someone gave you a code, it goes here.
What you do
Clear the yard
Cut back the brush and haul out the rock and old rails until there is room to build.
Put up a barn
The first one has sixteen stalls, and Louise knows what every board cost.
Bring them back
Feed, water and groom them every day, and school them once they let you near.
Weather off the mountains
The seasons turn, a chinook blows through, and in winter it goes to forty below.
The horses
There are forty-one of them, and each one has a name. Bridge Over Troubled Water is a bay Thoroughbred mare. In the barn she is Mistral. Pekoe, Earl, Jee and Sencha are miniatures named for tea, and too small to ride.
Each one comes in with a note about where they have been: found loose on the highway shoulder in a snowstorm, no brand, no papers. Once one of the forty-one is well, that horse is home for good. The phone keeps ringing after that, and those horses go on to new homes.
For parents
- There are no ads and no chat. Nobody can message your child.
- The game does not ask for a name, an email or anything else about your child.
- The farm is saved in the browser and backed up to this site under a farm code. The code does not say who it belongs to.
- It plays in a browser on a phone, upright or sideways, or on a computer. There is nothing to install.
- Horses arrive thin, hurt or frightened, and get better with care. Their intake notes say plainly why: neglect, a barn fire, an owner who died, a racehorse sent to a feedlot, a mare bred too young and too often. Horses get sick, and the vet comes. No horse dies.
- The game opens just after Millie’s grandfather has died. It is said once and the story moves on. There is no last level; the farm goes on as long as they keep playing.
The yard is waiting.