Trackblazer Scenario

By Gertas & robflop
Last updated on 2026-03-12

Table of Contents

Basic Information

Trackblazer (or Make a New Track on JP) is a new Umamusume scenario released on March 12, 2026 (originally released on February 24, 2022 on JP). After URA Finals and the Unity Cup, it's the third permanent scenario added to the game.

Its mechanics are quite different from the previous scenarios, so while knowledge about the basics of playing the game is required, you do not need to know any information about the Unity Cup scenario to play this one. Please read the Beginner's Guide first if you need a refresher on the basics.

The Make a New Track scenario revolves around races. There are no character-specific objectives in this scenario like in the previous two, and you will instead be tasked with collecting Grade Points (成績Pt) before reaching specific deadlines.

This means that characters are not locked out from any race due to conflicts with pre-scheduled objectives, and can now get all race-related trophies in the game.

There are a total of 4 objectives for this scenario. The first one has you participate in the Debut race as usual. The second objective requires you to collect 60 Grade Points, and the third and fourth both need 300 additional Grade Points.

For characters with high dirt aptitude but low turf aptitude (such as Haru Urara), the second objective requires 30 Grade Points instead of 60 and the third objective requires 200 Grade Points instead of 300. For turf characters with low aptitudes for all distance other than short-distance (such as Curren Chan), the third objective will require 200 Grade Points of 300.

Surplus points from a previous objective do not carry over. You need to collect these after the start of each objective.

Unlike the previous two scenarios, there are no new original characters connected to this scenario, and there is no Scenario Link mechanic attached to it.

Grade Points and Shop Coins

As you've probably guessed, you can get Grade Points by participating in races. The number of Grade Points you can gain via a specific race is indicated by the Star icon with the letters "Pt" on it in the race selection, and depends on its grade rather than on the specific race.

If you don't win the race, you will still be awarded Grade Points, but the number will be proportionally lower based on your final placement, similar to fan gain.

The same goes for Shop Coins (ショップコイン), another new addition to Make a New Track that you can get by participating in races. These are indicated by a green circle icon with a fan on it. Races of all grades award 100 Shop Coins for placing first, and proportionally less for placing worse than that.

Here is a breakdown of how many Grade Points you will gain for placing first across different race grades, and how many Shop Coins you'll obtain depending on your position:

Race GradeGrade Points
G1100
G280
G360
OP40
Pre-OP20
PlacementShop Coins
1st100
2nd or 3rd60
4th or 5th30
6th and lower0

Special Shop and Items

Participating in races will grant not only Grade Points, but also Shop Coins. These coins can then be spent in the Special Shop. This will be locked before the debut.

The items you buy here can grant various bonuses to your current run. The lineup for the shop is randomized, and will change every 6 turns. You can check the timer by opening the Special Shop menu.

You can't hold more than five copies of an item at once.

Additionally, the shop may sometimes offer limited items, whose availability is separate from the rest of the lineup, or sales, during which you can get items at a 10-20% discount.

Limited items will be indicated on the top right of the button and ongoing sales will be indicated on the top left of the shop button. In the below image, there is both a sale ongoing, as well as limited items being available for three more turns.

You can view or use your items by clicking the button to the left of the character overview button on the main menu (right above the counter for the Wisdom status).

Alternatively, there's the same button in the shop menu, also located to the left of the character overview button (right above the shop's lineup of items).

Items that span several turns cannot be used while their effect is still going on, and items that improve a specific type of status training for a single turn can only be used once a turn.

Using an item of a lower grade and then using an item of a higher grade will overwrite the effect, wasting the lower grade one. If you use an item of higher grade first, using an item of lower grade while the effect of the former is active is not possible.

The effects of items that raise the level of training facilities and those that raise bonds are permanent for that training run and cannot be lost. Conditions gained through items will persist until they are lost some other way (such as losing Good Training through failing a training).

Here is a breakdown of all items that can appear in the Special Shop, including their names, cost and effects:

Stats

10Speed NotepadSpeed +3
10Stamina NotepadStamina +3
10Power NotepadPower +3
10Guts NotepadGuts +3
10Wit NotepadWisdom +3
15Speed ManualSpeed +7
15Stamina ManualStamina +7
15Power ManualPower +7
15Guts ManualGuts +7
15Wit ManualWisdom +7
30Speed ScrollSpeed +15
30Stamina ScrollStamina +15
30Power ScrollPower +15
30Guts ScrollGuts +15
30Wit ScrollWisdom +15

Energy and Motivation

35Vita 20Energy +20
55Vita 40Energy +40
75Vita 65Energy +65
70Royal Kale JuiceEnergy +100, Motivation -1
30Energy Drink MAXMaximum energy +4, Energy +5
50Energy Drink MAX EXMaximum energy +8
30Plain CupcakeMotivation +1
55Berry Sweet CupcakeMotivation +2

Bond

10Yummy Cat FoodYayoi Akikawa's bond +5
40Grilled CarrotsAll Support card bonds +5

Get Good Conditions

150Pretty MirrorGet
status effect
150Reporter's BinocularsGet
status effect
150Master Practice GuideGet
status effect
280Scholar's HatGet
status effect

Heal Bad Conditions

15Fluffy PillowHeal
15Pocket PlannerHeal
15Rich Hand CreamHeal
15Smart ScaleHeal
15Aroma DiffuserHeal
15Practice Drills DVDHeal
40Miracle CureHeal all negative status effects

Training Facilities

150Speed Training ApplicationSpeed Training Level +1
150Stamina Training ApplicationStamina Training Level +1
150Power Training ApplicationPower Training Level +1
150Guts Training ApplicationGuts Training Level +1
150Wit Training ApplicationWisdom Training Level +1
20Reset WhistleShuffle support card distribution

Training Effects

40Coaching MegaphoneTraining bonus +20% for 4 turns
55Motivating MegaphoneTraining bonus +40% for 3 turns
70Empowering MegaphoneTraining bonus +60% for 2 turns
50Speed Ankle WeightsSpeed training bonus +50%, Energy consumption +20% (One turn)
50Stamina Ankle WeightsStamina training bonus +50%, Energy consumption +20% (One turn)
50Power Ankle WeightsPower training bonus +50%, Energy consumption +20% (One turn)
50Guts Ankle WeightsGuts training bonus +50%, Energy consumption +20% (One turn)
40Good-Luck CharmTraining failure rate set to 0% (One turn)

Races

25Artisan Cleat HammerRace bonus +20% (One turn)
40Master Cleat HammerRace bonus +35% (One turn)
15Glow SticksRace fan gain +50% (One turn)

Rivals

Sometimes, a random race will feature a "rival". Whenever at least one race with a rival is available, a red and blue jagged speech bubble with "VS" written on it as well as a shimmering effect will be visible on the race button in the main menu.

Winning against a rival will award you with one random skill hint related to either the distance of the race or the strategy you used in it. The game counts placing 1st against a rival as a win, placing better than them but not 1st as a draw, and placing lower than them as a loss, similar to legend races.

Twinkle Star Climax

The final part of the Make a New Track scenario is called the Twinkle Star Climax. It's separated into three individual races.

Unlike the previous scenarios, the finals here are not an elimination tournament, but more of a mini-league in which you fight for the top spot on a leaderboard. Whoever sits at the top of the leaderboard at the end of all three races wins.

You don't need to win all three races to win the Finals, you just need to have the most Victory Points by the end of the third Twinkle Star Climax race.

Each of the Twinkle Star Climax races gives a maximum of 10 Victory Points (勝利Pt) for the first place, resulting in a maximum of 30 Victory Points for winning all three. Victory Points are indicated by a rainbow-colored star with "Pt" written on it.

The distance and terrain of the Twinkle Star Climax are decided by the races you participated in throughout the three years of training, similar to both the URA Finals and the Unity Cup scenarios.

Winning the Twinkle Star Climax will award you with a hint for the skill. Hints for the normal version of this skill, , can also be obtained via training events related to unique skill level-ups throughout the event; see below.

Here is a breakdown of what placement will award you with how many Victory Points:

PlacementVictory Points
1st10
2nd8
3rd6
4th4
5-6th3
7-9th2
10-13th1
14th and worse0

Unique Skill Level-ups

The level-up condition of unique skills in Make a New Track differs from both the URA Finals and the Unity Cup.

In Make a New Track, a training event to determine the "Junior/Classic/Senior Umamusume of the Year" will occur in late December of each year of training. If your character is picked to be the horsegirl of the year, your unique skill will receive a level-up, and you will receive a hint for the skill .

So far, whether your girl is picked or not seems to be based on both the bond level of chairman Yayoi Akikawa as well as some combination of fan count and number of races won within the respective years. How many fans and races are necessary for each year is still unclear, so try to win a few races every year.

Here is a breakdown of what bond level you need for the chairman for each of the years:

YearBond level
Junior Year (1st)Blue bond (1 bar)
Classics Year (2nd)Blue bond (2 bars)
Senior Year (3rd)Green bond (3 bars)

Base Training Values

These values apply at facility level 1 with no supports on the training.

FacilityStat gainsEnergy
Speed+8 Speed, +4 Power, +2 SP-19
Stamina+7 Stamina, +3 Guts, +2 SP-17
Power+4 Stamina, +6 Power, +2 SP-18
Guts+3 Speed, +3 Power, +6 Guts, +2 SP-20
Wisdom+2 Speed, +6 Wisdom, +3 SP+5

Training Levels

Similar to the URA Finals scenario, the level of training facilities in Make a New Track will rise depending on how often you train at it. All facilities start at level 1 and level up every four times they are used. That is to say, training Speed four times will raise its level from 1 to 2, another four training will increase the level to 3, etc. The maximum level is 5.

Unlike the URA Finals scenario, the level of training facilities can also be raised by using new items specific to this scenario. They can be bought in the Special Shop and will permanently raise the level of their respective training facility by one for the remainder of this training run.

Character-specific Events

Secret character events, e.g. extra rewards for winning the Triple Crown with a specific character, cannot be triggered in Make a New Track.

Scenario-specific Epithets

The Make a New Track scenario includes several scenario-specific epithets (nicknames). When you achieve these, a special event with chairman Akikawa Yayoi occurs, and you will be granted various bonuses. You can find a list of these epithets, their requirements and the bonuses in the epithet list.

Scenario Factor

The Scenario factor that can be gotten from Make a New Track is called "Climax Scenario" and will grant Stamina and Guts on successful inheritance.

Stat Caps

On the Global server, the scenario will likely start with the classic 1200/1200/1200/1200/1200 caps.

On the other servers, the Make a New Track scenario has the following base stat caps:

StatCap
Speed1200
Stamina1900
Power1200
Guts1200
Wisdom1500