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 THE JOUSTING RULES

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Merzhin
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Posts : 262
Join date : 2008-12-19
Age : 37
Location : State College PA (USA)

PostSubject: THE JOUSTING RULES   Tue Jun 30, 2009 8:08 pm

NOTE: THESE RULES WORK FOR ONE-ON-ONE JOUSTS, THE TYPE THAT KNIGHTS OF OLD MOST FAVORED. FOR OTHER TYPES OF JOUSTS, OTHER RULES WILL BE ADDED IN THE FUTURE...

1 - If you are interested in participating in the jousting, you shall do two things as fast as possible: pay the required fee and then write your name on the candidate list STRAIGHT AWAY. The sooner the King has your name(s), the sooner he can organize the joust in terms of required numbers. Thus: YOU CANNOT WRITE DOWN YOUR NAME(S) UNLESS YOU HAVE PAID YOUR FEES, AND IF YOU DID NOT WRITE DOWN YOUR NAMES BEFORE THE DEADLINE, IT IS OVER. One or two weeks is plenty of time to make up your mind and register. Remember the difference between excuses and pretexts...

2 - A one-on-one joust is done without any other kind of help. You can use any weapon you possess, but no potion, boost, no flag or any other item. You can use a build of 8 skills as you wish, even if it means having a pet for you Rangers or Ghost servants for you Ritualists. These are clearly allowed because they belong the skills you can choose normally by the book. No henchman, hero, or supporting unit available while you joust shall be used, which leads me to the next point.

3 - The jousting has to take place in the Center Park of the hall where both characters can fight without the involvement of any support unit. They cannot fall back out of the park, nor meet outside the park. Both characters shall climb the stairs and meet face-to-face right before the place where the flag can usually be placed. There, with no more than a couple of yards between them both, they shall bow to each other before they engage in fighting. The bow thus given cannot be adjourned, forced, or else shortened. It has to be a gracious, proper, and full bow. When the last of both bows is properly given, and not before, the fight begins straight away. We are counting on your sense of fair play in respecting these rules.

4 - You need to win twice to be declared victorious. That is, you have to fight once, then resign the battle and meet again in the hall, where you have the right to rearrange your skills accordingly before the second fight (and maybe the third). Never underestimate the lessons and details you can catch from your first fight and try to adapt to your opponent, for that can make the difference.

5 - In case of a tie, meaning that both opponents fall at the same time, or worse, that they have to withdraw after an endless match because neither of them seems ready to die. In both cases, both opponents have to show each other their build. At this point of the game, your build is not secret any more, at least for that specific opponent. Half of your skills, that is 4 of them, have to be replaced by 4 new ones. Show your build again to each other before you fight to make sure the 4 have been replaced for both (please do not cheat, stick with the spirit of fairness of the Chivalric Joust). You then fight again... In the rarest occasion that another tie or draw happens again, both opponents show their skills to each other once again, and the four remaining skills that they kept during the last tie have to go this time. The four new skills they chose remain, and the four they kept have now to be replaced. Both opponents show their new build to each other to check it has been done properly, and then fight again... OK, if both of you happen to tie again, according to the chivalric codes, it simply means that you favor defense above attack. Both of you are declared "defending chickens" and both of you are thus declared vanquished. The one member who should have normally fought the winner of your match is automatically declared winner for his next encounter.

6 - Finally, usually after one week, if one of the two opponents have not showed up, he is automatically declared vanquished, and the jousting can continue.
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