Rules
The rules for joining the Tournament are as follows:
- Each person is allowed to enter one Knight, and no more.
- Unlimited spaces will be open for entry. All entries that follow the rules will be accepted.
- The entry must include your Knight's name, your email adress and what Virtue (To see the Full Tilt rules click Here) your Knight shall take. Also, if your Knight has heraldry or a Coat Of Arms then please send it too.
- Your entry must also include which three "jousting ploys" you wish to use in the first round of the Joust, (read the Full Tilt rules to find out more about "jousting ploys"). If your knight is skillful enough to win his round, I shall email you and ask you what "ploys" you want to use in the next round.
- All entries must be emailed to oddity@shoal.net.au
- All accepted entries will be placed on a Tournament roster. You will be notified by email once a round has ended if your knight participated in the round.
- Entries will be accepted until the 24th of May 2004. The Tournament will begin soon after.
Here are the rules for the Tournament:
- All Knights have the following stats: M4 WS5 BS5 S4 T4 W3 I5 A3 Ld8 and an armour save of 4+ unless noted otherwise. Note: Although the knight has 3 Attacks, he will only strike once per pass.
- All Jousts will be dramatically described and include the results of each and every roll. (Not really a rule as such, but I thought you would want to know)
- This Joust will be a "Leaderboard" version of the Jousting Tournament. Thus no Tableaux de Bataille will happen. See below for details
- The rules for winning (and losing) the Jousting rounds is exactly the same as described in the Full Tilt rules.
- Wounds lost in a round are not carried on the further rounds.
- I shall roll for Lady's Favours for each Knight during the Parade.
- The lances that all of the Knights use are are blunted "courtesy lances" and the usual +2 to Strength for using a Lance is not given.
- No Knights may Pray for Lady's Blessing during this Tournament.
- Empire Knights may enter the Jousting Tournament, they follow the same rules as other Knights but have a few changes to their abilties: They have a 3+ armour save due to Full Plate armour, No Virtues.
- High Elven Knights may enter the Jousting Tournament, they follow the same rules as other Knights but have a few changes to their abilities: -1 Toughness, +1 Weapon Skill, No Virtues.
- Wood Elven Knights may enter the Jousting Tournament, they follow the same rules as other Knights but have a few changes to their abilities: -1 Toughness, +1 Weapon Skill, No Virtues, 5+ armour save due to only having Light Armour. However, they always strike first during the first pass of a Joust (even before Knights with the Virtue of the Impertous Knight).
- It is likely that the number of Knights competing in this Tournament will be not be an even number. If this is the case, one of the Knights will face Sir Gindle during his Joust. Sir Gindle has the statistics of a normal Bretonnian Knight, no Lady's Favours and has the Virtue of Audacity.
- A Prize will be on offer. The Prize is a boxed set of 6th Edition, Bretonnian Men-At-Arms. The Knight who wins the Tournament will recieve the prize, and I will pay for postage and handling.
The Tournament Leaderboard works in this manner:
- At the end of each Joust, each participant is awarded a certain amount of Points, depending on his performance in the Joust. The amounts are listed below:
If a Knight wins by either unhorsing or knocking out (i.e. reducing to 0 Wounds) his opponent, the victor is awarded 10 Points, whilst the defeated Knight is awarded no Points.
If a Knight wins by 2 or more Lance Breaks, the victor is awarded 8 Points, whilst the defeated Knight is awarded 2 Points.
If a Knight wins by 1 Lance Break, the victor is awarded 6 Points, whilst the defeated Knight is awarded 4 Points.
If the battle is a draw (i.e. both Knights unhorse or knock out each other at the same time) both Knights are awarded 5 Points.
- Knights are listed on the Leaderboard in order, from highest to lowest, based on how many Points they have been awarded during the course of the Tournament.
- If two Knights have the same amount of Points, whichever Knight has won more Jousts over the course of the Tournament will be placed higher.
- If two Knights have the same amount of Points and Wins, whichever Knight has the least amount of lost Jousts over the course of the Tournament is placed higher.
- If two Knights have the same amount of Points, Wins and Loses, whichever Knight has caused more Lance Breaks is placed higher.
- If two Knights have the same amount of Points, Wins, Loses and Lance Breaks (very unlikely), I will roll a dice to decide who is placed higher.
- Four rounds of Jousts will occur. At the end of these four rounds, the top 8 Knights on the Leaderboard will qualify for the Quarter Finals. All of the rest of the Knights are then eliminated, and play no further part in the Tournament.
- The Quarter Finals are an "elimination" round. Therefore, Points play no further part in the Tournament from this point onwards. Only the victors of their Jousts continue on to the Semi-Finals. The defeated Knights are eliminated, and play no further part in the Tournament.
- The Semi-Finals are also an "elimination" round. Ony the victors of their Jousts continue on to The Final Joust. The defeated Knights are eliminated, and play no further part in the Tournament.
- The Final Joust decides the who is the winner of the entire Tournament. He who wins The Final Joust is the champion of the Tournament! The defeated Knight is eliminated.
The Jousts themselves are played out like this:
- Both knights gallop towards each other, they use their pre-chosen "ploys" to strike at each other, the Knight who has the faster "ploy" (i.e Aiming for the shield is quicker than aiming for the crest) strikes first, some Virtues can make a Knight who has a slower "ploy" strike first. If both ploys are equally fast and neither Knight has a Virtue that makes him faster, then both knights attack each other at the same time.
- If a knight's attack hits and wounds (before armour saves) then his lance is broken whether his opponent succeeds his armour save or not. If his opponent fails his armour save and takes a wound, the opponent must roll a dice to see if he is unhorsed (unless he has the Virtue of Discipline), on a 1-3 the opponent tumbles from his mount and loses the Joust! A 4-6 means he stays on his horse. If a Knight ever suffers a total of three wounds over the course of a Joust he is instantly knocked off his horse and loses the Joust.
- If a lance strike hits but the roll to wound is failed, the lance is not broken. Needless to say, if you miss with a lance attack the lances does not break.
- If both Knights are still on their horses at the end of the pass, then they repeat the process until either one of the Knights is unhorsed or three passes have been completed. If three passes have been completed and both Knights are still on their horses, whoever has broken more lances on his opponent wins. If both Knights have an equal amount of broken lances, the Knights will continue to pass each other until one is unhorsed or the tie of broken lances is broken.
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This symbol represents how many lances a Knight broke during a Joust:
- This symbol represents how many wounds a Knight recieved during the Joust:
- This symbol shows which Knight is the victor of the Joust:
All Knights (except Elves and Empire Knights) that enter may pick one Virtue from the list of Tournament Virtues. These Virtues give special advantages and disadvantages to the Knights who choose them. Bretonnian Knights also get either the Grail Virtue, Questing Virtue or Knightly Virtue, but these have no effect on the Joust itself.
Here is a full list of all of the Tournament Virtues that may be taken and what effect they have:
- Knightly, Questing or Grail Virtue: No Effect
- Knight Errant: Although not a "Virtue" as such, the young Knights Errant are sure to attract the favour of a beautiful young lady. Therefore, if a Knight is a "Knight Errant" he recieves no other Virtues, but always gains a Favour worth d6 re-rolls.
- Virtue Of Devotion: The Knight impresses the onlooking Ladies with his devotion and fearlessness. The Knight gains a Lady's Favour worth three re-rolls.
- Virtue Of Discipline: The Knight is well trained from many hours practice in the tiltyard and can easily stay on his horse if hit. The Knight will not need to roll to see if he stays on his horse if he is wounded. He will however still be knocked off his horse if he suffers three wounds over the course of the Tournament.
- Virtue Of The Impertuous Knight: Much to the onlooker's delight, any Knight who takes this Virtue is confident and somewhat hot-headed. He spurs he horse to go ever faster and thus he always strikes first, regardless of his jousting ploy.
- Virtue Of Audacity: The first charge of a Knight with this Virtue is so vigourous and powerful that it can easily throw a Knight from his horse. The Knight adds +1 to his Strength during the first pass of a round.
- Virtue Of Knightly Temper: A Knight with this Virtue has a keen eye and has natural talent with the lance. Knights with this Virtue are to be feared as they gain a +1 on all to hit rolls.
- Virtue Of Noble Disdain: The Knight is well known for his toughness and ability to shrug off wounds that would knock any normal man out of his boots! A Knight with this Virtue completely and utterly ignores the first wound caused to him (i.e he does not suffer it) during the Tournament (i.e. he does not ingnore 1 Wound per Joust, just 1 Wound during the Tournament) with a valourous show of indifference.
- Virtue Of Purity: A Knight with the Virtue Of Purity is a shining example of Knighthood and usually a favourite amongst the peasant-folk. His faith in the Lady shields him from incoming blows and helps him to victory. The Knight may re-roll failed armour saves (only once per armour save of course) but cannot use the Dodge or Swipe ploys.
- Virtue Of The Penitent: The Knight has suffered some great grief or shame in his past, and travels the lands in search of Penitence. He is quite stubborn, and has a 6+ Ward Save when he is on his last wound.
- Jousting Virtue: The Knight is an expert at Jousting, and is the victor of many such battles. He may re-roll all failed rolls To-Hit. (of course, he may not re-roll a dice that has already been re-rolled)
- Virtue Of Heroism: The Knight is a heroic warrior, and is adept at bringing creatures many times his size down with a single strike of his lance. Therefore, he may re-roll failed rolls To-Wound. (of course, he may not re-roll a dice that has already been re-rolled)
- Virtue Of Stoicism: The Knight is able to withstand punishing attacks that would knock down lesser men. During each Joust he has +1 Toughness until he loses his first wound.
- Virtue Of The Ideal: The Knight is amazingly skilled, and is an awesome fighter indeed. He has +2 to his Weapon Skill.
- Virtue Of Empathy: The Knight is a crowd favourite, and is a symbol of heroism to the peasantry. The Knight automatically hits during the first past, as he is inspired by the cheering crowd.
Have fun!
Forward to the Parade
Forward to Round One
Forward to Round Two
Forward to Round Three
Forward to Round Four
Forward to Quarter Finals
Forward to Semi-Finals
Forward to The Final Joust
Forward to The Aftermath
Go To Knight Roster
Go To Leaderboard
Go To Prize
Return To Bretonnia
Return To Main