Rules of the Joust

Sid

High King
Rules of the Joust

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A joust consists of three rounds of passes. The contestants begin the pass with the wooden border to their left, holding a shield in their left hand and a lance in their right. During each pass, the two contestants ride towards the middle of the pitch, where they will perform a set of rolls to determine the outcome. This can be one of three things, a miss, a hit or a dismounting hit.


There are two ways of winning a joust, dismounting your opponent or gathering more points during the three passes. Each hit has a value of one point. Should both contestants have an equal amount of points after the three passes, the joust will continue via sudden-death rules, meaning the first to get ahead in points will be declared the winner. The same applies should both contestants be dismounted during the same pass.

During the pass, the players roll two d20s, the first one being strength and the second being agility or defense. The strength roll determines the power of the hit and if it hits at all, should it hit, the agility/defense roll determines if you dodge or absorb the incoming hit.

The outcome of the strength, or hit, roll is divided into these:
1-10 = Miss
11-17 = Hit
18-20 = Dismounting Hit


On a miss, the opposing player does not need to do a follow up roll.

On a hit, the opposing player does an agility roll to try and dodge. The agility roll needs to be higher than the hit roll for the dodge to be successful.

On a dismounting hit, the opposing player can choose to dodge (by rolling higher agility than the hit roll) or to absorb the hit via a defense roll. Should the defense roll be higher than a 10, the dismounting hit becomes a regular hit.
 
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