JOUSTING
Knights in "friendly" combat, armed with lance and sheild, and mounted upon mighty destriers. Each player can operate one or several knights to stage a tourney.
Method of Play: Each player selects an aiming point (his attack) and a position in the saddle (his defense). Note that the aiming point will preclude certain defensive positions in most, but not all, cases. The aiming point of each player is matched against the position of their opponent and the result found. Results can vary from both opponents missing to both being unhorsed, as a study of the Jousting Matrix will reveal. (See Appendix C.)
When results have been determined, one "ride" has been completed. If neither opponent has been unhorsed the procedure is repeated until one (or both simultaneously) opponent is knocked from his saddle, or three rides have been completed. The joust is over as soon as either or both opponents are unhorsed or three "rides" have been completed without either party being unhorsed.
Tourneys: To simulate a medieval jousting tourney it is necessary to have teams consisting of several knights each. Score each ride on the following table:
RESULT | Attacker | Defender |
---|---|---|
Breaks lance | -1 | 0 |
Helm knocked off | +3 | 0 |
Injured | 0 | -10 |
Unhorsed | +20 | 0 |
Although a simple won/lost record will suffice, use of the above table will assure that there will be few ties in the tourney.
Comments