The Tourney

Dice Rolling and Making Tests

Whenever you need to find out if the use of a Skill or Ability works you make a test. A test involves rolling a six sided dice and adding your relevant Skill or Ability to get a result. If this result beats a certain number (the target number), then you have succeeded, otherwise you have failed. Every test you take at the Tourney works just like this.

The Rule of 1 and 6

Whenever you roll a dice for a test you must apply the Ruel of 1 and 6. If, when rolling, you roll a 1 on the dice, you have fumbled and something bad has happened to you. For some tests something special happens when you fumble, otherwise you fail no matter what the result. If you roll a 6 on the dice then you have scored a critical success, and everything has gone excellently well. For some tests something special happens when you critical, otherwise you succeed no matter what the result (except that sometimes if your opponent gets a critical too). It doesn't matter what the result of the test is, just the number that shows on the dice.


The most common test you will make is the combat test. Your knight makes this to try and hit an opponent with a weapon. Combat happens in rounds. In each round one Knight takes an action, alternatly. When every knight has taken an action the round is over and the next begins. For more details on rounds see the Foot Combat Rules, for now its enough to know that one of the things you can do is attack your opponent. When you attack you make a test on your weapon skill (roll 1 dice and add the skill for the weapon you are using). Your opponent does the same. If you beat his roll then you have hit him, otherwise he parries or dodges your blow.

If both knights roll a critical or fumble at the same time nothing happens. If you fumble while making a combat test then your weapon is damaged, or you fall down (50% chance of each). If a damaged weapon is damaged again then it breaks and is lost. A Damaged weapon can be repaird at the blacksmith between fights.

For example :

Sir Ector has a Broadsword Skill of 6 and is fighting Sir Gimby, who has a Skill of 4. It is Sir Ector's turn to attack.

Sir Ector Rolls a 3. Adding 5 that gives him a total of 9. Sir Gimby rolls a 2. Adding 4 he only gets a 6, so Sir Ector's blow lands!

Now Sir Gimby attacks, rolling a 5 for a total of 9, but Sir Ector rolls a 3 for a total of 9, and parries the attack.

Again Sir Ector attacks, rolling a 5 for a total of 11. Sir Gimby rolls a 6, for a total of 10. Normally Ector would hit, but since Gimby's roll is a critical he parries the blow.

Now Sir Gimby attacks again, rolling a miserable 2 for a total of 6. Sir Extor rolls a 1, getting a total of 7. Normally this would block the blow, but since Ector's roll is a fumble he is hit instead. In addition his weapon is damaged. If it is damaged again it will break!

For more combat rules see the Foot Combat Rules


When you are hit by an attack, or anything else that causes damage, you take one or more hits. These hits are marked in the Hits Taken box of your character sheet. These hits are subtracted from your Health. So if you start with a Health of 7 and take 2 hits you have an effective Health of 5. If your health is reduced to 1 then you have -1 on all tests. If you reach 0 Health you are out of the Tourney and must heal, if you reach 1 Health you may wish to yield.

The ammount of damage done by a weapon is noted in the Equipment section. If the person weilding the Weapon has high strength then they may inflict more damage.