Sunday, June 26, 2011

Sample cover for Joust Heroes of the Lists


I did a sample cover for joust Heroes of the Lists.  I am really having a great time with this right now.  The games plays really well and is fun.  I am hoping to run this at Mcon in Austin this year.



Joust Example of Play

I just finished an example of play for Joust- Heroes of the Lists.  Here it is:


Sample Joust
To conclude we present a sample joust.  In this joust we pit Sir Ector against Sir Roland.  Sir Ector bears a red dragon with a red bar above it as his heraldry and Sir Roland bears a black lion rampant beneath a blue bar.  For simplicity’s sake we will make them identical in Attributes, and neither will have a Signature.
  • Martial Skill 4
  • Prowess 4
  • Horsemanship 4
  • Bonus Dice 12

Kick Phase
Both knights set up at the ends of the tilt on opposite sides.  The turn starts with the Kick Phase.  
  • Sir Ector declares he is going to move at a Run.  
  • Sir Roland declares he is going to move at a Gallop.
  • Sir Ector rolls 4 dice for Horsemanship and adds two Bonus Dice for a total of 5 successes and moves at a Run
  • Sir Roland rolls 4 dice for Horsemanship and get 3 successes and moves at a Gallop.
Charge Phase
Both knights move partway down the tilt as they move into the Charge Phase.  Here they will line up the lance and position themselves in the saddle and set their shields.
  • Sir Ector rolls 4 dice for Martial Skill, and 3 Bonus Dice.  He subtracts 1 die because he is moving at a run.  So he rolls 6 dice.  He gets 3 successes and 4 auto successes are added for his Horsemanship, for a total of 7 successes.  
  • Sir Roland rolls 4 dice for his Martial Skill and 4 Bonus Dice.  He rolls 5 successes and add 4 auto successes for Horsemanship totaling 9 successes.
  • Sir Roland has scored 2 more successes than Sir Ector and so has lined up for a good angle of attack.
Clash Phase
The knights are moved next to each other across the tilt.  In the Clash Phase the impact occurs.  
  • Sir Ector rolls 4 dice for his Prowess and decides to roll 5 Bonus Dice he gets 7 successes and add 4 for martial Skill for a total of 11 successes.
  • Sir Roland rolls 4 dice for Prowess and rolls 4 Bonus Dice.  He rolls rolls 2 successes  and add 4 for Martial Skill and 1 for having a good angle of attack for 7 successes.  
  • Sir Ector wins by 3 or more successes, and delivers a Solid Blow.  
Hit Location and Damage.  
  • Sir Ector rolls 2d6 and strikes Sir Roland on the Shield.  
  • Sir Ector rolls 4 dice for Prowess, he add 1 die for moving at a Run.  He rolls 2 successes and adds 1 for the Solid Blow for a total of 3 successes.
  • Sir Ector breaks a lance scoring 1 point and Sir Roland is Battered and has -1 Prowess.
Recovery 
  • Sir Ector has spent 10 Bonus Dice.  He rolls them and scores three successes.  theses are added to his unspent pool giving him 5 Bonus Dice remaining.
  • Sir Roland spent 8 Bonus Dice he rolls them and scores 2 successes, added back to the pool of 4 for a total of 6 Bonus Dice remaining.
  • The knights are returned to their end of the tilt and prepare to run another course.
Kick Phase 2
  • Both knights declare they are going to move at a gallop.
  • Sir Ector rolls 4 dice for Horsemanship and scores 4 successes and move at a Gallop.
  • Sir Roland rolls 4 dice for horsemanship and subtracts 1 for being battered.  He scores 1 success and he must roll to find the speed the horse.  He rolls a 1 and the horse moves at a Run. 
Charge Phase 2
  • Sir Ector rolls 4 dice for Martial Skill and rolls 2 Bonus Dice. He gets 3 successes.
  • Sir Roland roll 4 dice for Martial skill and 3 Bonus Dice.  He subtracts 1 for being Battered and 1 for moving at a Run.  He scores 2 successes.
  • Sir Ector has scored 1 more success and makes a clumsy sweeping attack. 
Clash Phase 2
  • Sir Ector rolls 4 dice for prowess and uses his remaining 4 Bonus Dice plus 1 die for the Sweep Attack.  He scores 4 successes and add 4 successes for his Martial Skill for a total of 8 successes.
  • Sir Roland rolls 3 dice for his Prowess (reduced in last course) and rolls his 3 remaining Bonus Dice.  He subtracts 1 for being Battered, and scores 0 successes.  He add 4 successes for his Martial Skill 
  • Sir Ector wins by 3 or more successes and scores another solid blow!
Hit Location and Damage
  • Sir Ector rolls a 6 on the Hit Location table striking Sir Roland in the chest.
  • Sir Ector rolls 4 dice for his Prowess and must subtract 1 for his clumsy Sweeping Attack.  He scores 1 success and breaks a lance scoring 1 point.  He now leads 2 to 0.
Recovery 
  • Sir Ector rolls his 5 spent Bonus Dice and  scores 1 success.  He will only have 1 Bonus Die to run the final course.
  • Sir Roland rolls his 6 spent Bonus Dice and recovers 4 of them.  He’s gonna need them.   
Kick Phase 3
  • Sir Ector declares he is moving at a Gallop. He rolls 4 dice for his Horsemanship.  He scores 1 success, he must roll to find the speed the horse.  He rolls a 5 and the horse moves at a Trot. 
  • Sir Roland declares a Gallop and rolls 4 dice for his Horsemanship but must subtract 1 for being Battered.  He gets  successes and moves at a Gallop.
Charge Phase 3
  • Sir Ector rolls 4 dice for his Martial Skill, he uses his last Bonus Die and adds 1 die for moving at a Trot.  He rolls 3 successes and add 4 successes for his Horsemanship for a total of 7 successes.  
  • Sir Roland rolls 4 dice for his Martial Skill and 2 Bonus Dice, he subtracts 1 die for being Battered.  He scores 3 successes for a total of 7.  
  • The knights have scored the same number of successes so there is no modifier in the Clash Phase.
Clash Phase 3
  • Sir Ector rolls 4 dice for his Prowess and gets 3 successes, he adds 4 successes for his Martial Skill for a total of 7
  • Sir Roland rolls 3 dice for his current Prowess and his last 2 Bonus Dice, he subtracts 1 for being Battered.  He rolls 2 successes and adds his 4 for Martial Skill for a total of 6 successes.
  • Sir Ector has won by only 1 success so both knights strike each other and ignore modifiers for Horse Speed.

Hit Location and Damage
  • Sir Ector rolls 2d6 on the Hit Location table and scores a 10 striking Sir Roland’s shield.
  • Sir Roland rolls a 6, a hit on Sir Ector’s chest.  
  • Sir Ector rolls 4 dice for his Prowess and scores 2 successes, breaking a lance and causing another Battered result which has no further effect.  he score 1 point and that brings his total to 3.
  • Sir Roland rolls 3 dice for his current prowess. He scores 2 successes and breaks a lance he causes a Battered results and a -2 reduction in Sir Ector’s Prowess.
End of the Joust
The joust is over and Sir Ector is the victor with 3 lances to 1.  Both knights will recover from being Battered and Attribute reductions.  Both will recover all Bonus Dice before their next Joust.
Sir Ector gains 12 Fame points and gets 1200 gold Florins from Sir Roland.  
* Just a note;  With 1 more success on the Damage Table Sir Roland would have unhorsed Sir Ector for a great comeback!   

Sunday, June 5, 2011

Joust!

I have had a really busy few months. I have done some gaming, and some painting, but not a bunch of posting.  One thing that I have been working on is a Jousting game.  I decided to base it on the newest version of Red Sand Blue Sky (Legends of the Arena) from Two Hour Wargames.  Here is a quick first look.  I decided to use some large figures from Papo, Safari, and Schleich.

I did dozens of play-test jousts using Red and Blue GamesWorkshop Bretonian Knights.  Then with the near finished project I opted for the large figures.

The first contender was Sir Harald von Lowenburg.  In blue and yellow with a black lion as his heraldry.





The challenger was Sir Guy d'Anjou.  His heraldry was red with three gold fleur d'lis and inverted chevrons.


 Both took their places at opposite ends of the Tilt.  The first phase is the kick phase where the horses speed is determined. in this case both knights ended up moving at a run.  This will modify rolls in other phases.


The knights charged down the List,  and the Charge Phase was next. here the knight jockey for position and try to line up for the best strike.  Sir Harald had three more successes than sir Guy and so gained tow auto successes in the next phase.





The knights meet in the center of the List and lances are Splintered in the Clash Phase.  Despite the two successes he gained in the Charge Phase Sir Harald rolls poorly and gets a result of 1 more success than opponent.  Both knights roll on the Hit Location Chart and both roll a "6".  They hit each other in the chest.  Both are unhorsed, but Sir Guy also receives a result of bloodied.  Both score 5 points for unhorsing an opponent and both could remount and run another course.  However, Sir Guy decided to withdraw due to his injury.  Sir Harald gains 2 points for the withdraw and has a total of seven points.  He gains 1,000 florins for the horse and arms of his opponent and gets 10 Fame points.     


Both knights being unhorsed is a little unusual, and sometimes all three courses will be run.  This is really fun and I am considering running it at Mcon this year.