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(TFT) Jousting



(I've been fooling around with simulating medieval tilting, and have come up with the following system. I'm not sure if the map will format properly...hopefully it will come out if you read it in plain text mode. If the map works, I can post a sample joust to demonstrate how the system works in practice)

Hear ye, hear ye. In consideration of the growing popularity of the tilting of lances, and in  order to encourage this chivalric expression of knightly virtue without depopulating the realm of its most valiant warriors, by Royal decree the following rules have been set down to govern this and all future tournaments: 

Firstly, such tournaments are henceforth to be referred as "Jousts of Peace", and Knights are expected to leave their petty jealousies, rivalries, hatreds, and greeds in their own lands, bringing with them to the lists not but the courtly virtues of romance and chivalry. In addition to these virtues, Knights may bring only blunted weapons. (As per Melee, page 20, all weapons do 1/2 damage). 

Secondly, in order to protect the fine horseflesh that helps defend this realm, both destriers and coursers shall be seperated by a barrier...a fence between three and five spans in height, and not less than thirty-two paces long (a barrier running along the zig-zag pattern of the hex board, as opposed to the straight pattern, that is at least 24 hexes long). Knights' steeds shall always remain pressed against the barrier, and a failure in that endeavor signals either a failure in courage or a failure in horsemanship, both of which result in the forfeiture of the event (both hexes of a horse must always be adjacent to the jousting barrier).

Thirdly, both Knights must spur their horses at a goodly pace, not less than an amble, so as to provide spectators with exciting and valiant sport. Failure to do so will result in disqualification from the tournament, and the scorn of the good ladies in attendance (both Knights may move no fewer than 8 hexes in a single turn...the speed required to treat the horses as three-hex figures for purpose of engagement, and to add 2 to the damage of all weapons, as per page 32 of Advanced Melee).

Fourthly and finally, Knights are to battle until such a time as one is unhorsed (receive 8 hits or more in a single turn, as per Advanced Melee page 19), one is too weakened by fatigue or injury to continue (reduced to ST 3 or less), or one is forced to yield (any Knight may yield, forfeiting the joust, at any time). Knights that pass each other must turn their steeds for another charge until such time as one or the other is properly defeated.

SAMPLE MAP OF LISTS
*=center of hex
^=jousting barrier
W=White Knight and Warhorse
B=Black Knight and Warhorse

* * * * * * * * *^W * * * * * * * * * * * * *
 * * * * * * * *^W * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * * 
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * *^* * * * * * * * * * * * * *
 * * * * * * * *^* * * * * * * * * * * * * *
* * * * * * * * B^* * * * * * * * * * * * * *
 * * * * * * * B^* * * * * * * * * * * * * *
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