The Tourney
I have been playing around with some basics from Featherstone.
Initiative.
1d6 highest result going first through to lowest, re rolling ties. What I have started to do is get the first initiatives set, and use them turn after turn. Obviously I re arrange for “whip up the crowd” actions.
The Mountain whips up the crowd!
Actions.
-Movement/charge a “pen” length (getting back up from knocked down counts as movement).
-whip up the crowd. Takes the initiative next turn
-break away “pen lid” back
-take breath. Removes a fatigue token
Emu knocked back by Faraway has left an opening for Landitto! after tricking the Mountain, he charges Faraway knocking him clean out the melee!
Combats.
- either base to base or a “pen lid” away
- roll 1d6 per combatant highest result wins. Charging knight gets +1 for impetus. Looser apply a fatigue token.
- on draws both mark for fatigue. Then throw a d6 minus any fatigue for looser.
1 -out cold, 2 -knocked down, 3 -knocked back* and 4+ fit to carry on, “tis but a scratch!”
*knocked back is a one lids distance.
Sir Emu tackles the Mountain!
-If a knight is knocked back into another then both apply a fatigue token.
If 3 fatigue counters are reached the Knight must concede and is removed from play, if a knight is knocked out of the tourney area or received the out cold, he is removed from play. The winner will be the last man standing.
This was a lot of fun to write up and test, it kind of all came together from a basic outline from Don’s rules. Primarily a game of luck but hopefully good fun for the non solo gamer too.
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