
The
Tourney
The Lists
At the heart of the Tourney are the lists, where brave knights joust
each other for victory. No other area of the tourney carries such risks
or such potential for glory. In the Joust brave men make fortunes and
win kingdoms, while the unlucky find only death.
Combat in the lists draws much from the basic rules outlined in the Foot
Combat, please familiarise yourself with those rules.
Finding an opponent
The first step in entering the Lists is to find an opponent. You may
challenge any other knight present, but one with 5 or more Prestige than
you can turn you down without penalty. Any other knight to refuse you
loses 1 point of honor!
Entering the Combat
Once you have an opponent you must pay 30gp to enter the combat. You
may also attempt to win the favour of either the King
or Queen on your combat. See the rules on the
King and Queen. If you
do not have the 30gp for the combat you cannot enter. You must also have
a horse, a shield and three lances to enter the lists. In addition to
these you may carry one foot weapon for use if unhorsed. If you have a
squire then they may carry any number of additional weapons for you.
Laying a Wager
If you have an Honor of 3 or less you may lay a wager on the outcome
of the fight so long as your opponent is of equal or higher prestige than
you. Your wager may be any sum, but cannot be more than 10 times your
gambling skill. If you win the fight you get back triple your wager.
Fighting the Joust
The Joust is fought on horseback. The joust consists of a number of passes,
during which you try to unseat your opponent by smashing them with your
lance, and they do the same to you. The Joust is won when one participant
is unhorsed or slain. If both are unhorsed at the same time (and can continue
to fight) or all available lances are broken without anyone losing, then
combat will continue on foot till one knight yeilds.
The Passes
Each knight charges each other down the length of the lists, trying to
unhorse the other. The process works as follows.
Each makes a test against their lance skill to hit the other knight
opposed by the other knight's shield skill, these attacks are both done
at the same time. If the defending knight exceeds the hit roll by 2
or more (its hard to block a lance) then the blow is deflected. If the
result merely equals or exceeds the hit roll then the lance hits, but
its damage is reduced by 2. If the attacker fumbles his lance is broken,
if the defender fumbles he takes +2 damage. If the attacker rolls a
critical he adds 2 to the damage he inflicts and if the defender rolls
a critical he automatically defelcts the blow.
Assuming that the blow was not defelected the knight takes damage.
Remember to add the extra damage for a charger and for high strength.
If the knight has no shield then they take another 2 damage!
If the knight is wearing armour make an armour
test to reduce the damage.
Now the knight must try to stay horsed. If they have been reduced to
zero or less hits they will automatically fall off. Otherwise they must
make a make a test of Riding to stay on. If the result beats the amount
of damage they have taken then they stay horsed, otherwise they will
fall off. A fumble on this roll will always result in a fall, a critical
in them staying on.
Finally the attacker must make a test on their lance skill. On a result
of less than 9 their lance breaks and they must take another.
Example 
Sir Ector (Strength 6, Health 7, Lance 6, Shield 6, Riding 5, Heavy Armour)
is facing Sir Kay (Strength 7, Health 8, Lance 6, Shield 7, Riding
7, Heavy Armour and a Charger) in a joust.
The joust begins with the first pass.
Pass 1
Sir Ector rolls a 4 to hit. Adding his Lance of 6 that gives
a total of 10. Sir Kay rolls a 3, adding his Shield of 7 he also
gets a 10. However since he did not beat the attacking roll by
2 or more he still takes damage, reduced by 2. Sir Ector is not
on a charger, and does not have Strength 7 or more, so he inflicts
6 damage, reduced to 4 for the shield. Since Kay is wearing Heavy
Armour he now gets to make an armour test. He rolls a 3, adds
2 for his armour, getting a 5, so the damage is reduced to 3.
Having been wounded Sir Kay drops to 5 Health. He must now roll
to stay on is horse. He rolls a 2, and adds 7 for his riding,
for a total of 9. Since this beats the damage of 3 he just took
he stays on his horse.
Now Sir Kay's attack is rolled
Sir Kay rolls a 5 to hit. Adding his Lance of 6 that gives a
total of 11. Sir Ector rolls a 6 and adds his Shield of 6 to get
a 12. This critical automatically defelcts the blow.
Now each knight tests their lance skill, to see if their lance
breaks. Sir Kay rolls a 3 for a total of 9, while Sir Ector rolls
a 2, for a total of 8, this means that his lance breaks. Luckily
he has another, and so grabs it before starting the second pass.
Pass 2
Sir Ector rolls a 2 to hit. Adding his Lance of 6 that gives
a total of 8. Sir Kay rolls a 2, adding his Shield of 7 he again
gets a 9. Again he takes damage reduced by 2, i.e. 4. Kay then
fails his armour test. Having been wounded Sir Kay drops to 1
Health. He must now roll to stay on is horse. He rolls a 2, and
adds 7 for his riding, for a total of 9. Since this beats the
damage of 4 he just took he stays on his horse.
Now Sir Kay's attack is rolled
Sir Kay rolls a 5 to hit. Adding his Lance of 6 that gives a
total of 11. Sir Ector rolls a 2 and adds his Shield of 6 to get
an 8. Since this fails to deflect the blow Sir Ector will take
the full damage. Since Sir Kay has Strength 7 and is on a Charger
he adds 2 damage to his blow, for a total of 8. Since Ector is
wearing Heavy Armour he now gets to make an armour test. He rolls
a 4, adds 2 for his armour, getting a 6, so the damage is reduced
to 7. Having been wounded Sir Ector drops to Health 0 and is knocked
from his horse.
Sir Kay has won.

The Foot Combat
If both knights are unhorsed in the same pass, and both can still fight,
or one knight has run out of lances, then the combat will continue on
foot till one knight yeilds.
See Foot Combat
After the Combat
After the Combat three things happen, both the winner and loser gain
money, prestige and experience. How much of these you gain depends on
you and your opponent.
For the Winner
Money
The winner gains a number of gold pieces equal to the prestige of his
opponent x 30 plus 100gp. So for defeating a Knight with prestige 4
the Knight gains 220gp. If the defeated Knight is of 5 or more Prestige
less than you then taking the money is dishonorable, and costs
you 1 honor, if you have 5 or more Honor. After all there is little
honor in being paid to defeat your inferiors. If you have less honor
than this then this is not a dishonorable act, no one will think less
of you for paying your costs!
Prestige
You gain 2 Prestige for winning.
Experience
You gain experience equal to the loser's
prestige + 1, unless it is more than 2 points lower than yours, in which
case you gain only 1/2 that amount (rounded down), or it is more than
5 lower than yours, in which case you gain a 1/3. This is sumarised
as below
Relative Prestige 
Points 
Greater than yours 
Equal to Prestige + 1 
Equal to yours 
Equal to Prestige + 1 
1 less than yours 
Equal to Prestige + 1 
2 less than yours 
Equal to Prestige + 1 
3 less than yours 
1/2 Prestige + 1 
4 less than yours 
1/2 Prestige + 1 
5 less than yours 
1/2 Prestige + 1 
6 less than yours 
1/3 Prestige + 1 
7+ less than yours 
1/3 Prestige + 1 
For the Loser
Money
The Loser gains no money
Prestige
You gain 1 Prestige.
Experience
You gain 1 Experience Point

