Song of Arthur and Merlin Jousting Rules Variant By Kenneth Van Pelt
“So each knight saluted the other, and thereupon each took such a stand as should cast the encounter immediately beneath where those three fair demoiselles looked down from the balcony. Then each knight dressed his spear and his shield, and, having made ready for the encounter, each sat for a small space entirely prepared.”
- · The participating knights are placed as demonstrated on the list facing each other and ready to move toward each other in traditional jousting fashion. Now in SAM and SoBH the mechanic is move counter move based on a success throw of a set of D6. In a joust both participants are acting in unison or in synchronous order. To model that with the already in place mechanic of SAM we salute and require each knight to throw 3D6, (the full set of SAM success die.) For each success the knight may advance one move increment down the rail.
“Then each shouted to his war-horse, and drave spur into its flank, and launched forth with wonderful speed to the assault. So they met in the very midst of the course with a force so vehement that the noise thereof was wonderfully appalling for to hear. “
- · 3 rolled successes will leave you at mid-point on the rail. Any failures and you will be caught closer to your start point by a more successful knight opposing you. From beyond the midpoint you get to add +1 to your combat score for each full section you have moved past midpoint and closer to your opponents start point!
“And each knight smote the other in the very centre of his defences. And, lo! the spear of Sir Geraint burst into small pieces, even to the truncheon thereof; but the spear of King Arthur held, and Sir Geraint was cast so violently backward that both he and his horse were overthrown into the dust with a tumult like to a monstrous roaring of thunder.”
- · We assume that a contact will occur when the two knight figures pass in the same segment* of the rail. At this occurrence we roll a combat roll with and if there are any leftover successes to use for combat. ALL special abilities are in play. Passing blow especially. If you don't have enough successes to make an attack then you simply defend or if both are out of successes than it is a pass by. In our joust if you are beaten by an even roll you are unhorsed and defeated. If you are beaten by an odd roll you are recoiled and remain in the saddle however the opponent has "broken" a lance on your shield and scores 1 point. The knights continue to the end of the list and pass again. Three broken lances are equal to a win or "unhorsing" of the opponent.
“And when Sir Geraint had recovered his footing, he was, for awhile, so astonished that he wist not where he stood, for never had he been so overthrown in all of his life before. Then Sir Geraint knew not what to say, being altogether abashed with shame and vexation at his overthrow." Howard Pyle, King Arthur and His Knights