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JOUSTING RULES
At the start of Day One knights and men-at-arms begin to enter their names into the draw. When the herald calls their name, the Knight must be ready to JOUST.
The object of this game is to reach 100 points first. Each participant will roll two 6-sided die in each post. Points are based on values rolled. This means, if you roll a 5 and a 3, you score an 8. Keep rolling two die at a time and adding your score. The catch is if you roll a 1, your score is reduced to 0.
However, if you roll double 1's, you get 25 points.
Any other doubles are worth double their value. For example, two 4's would be 16 points ([4+4]x2).
Each contestant will have one thread to post in and to keep track of their rolls. This is to keep one thread from getting too congested with rolls and to keep it easy to keep track of scores. I will create these threads and then quote contestants their threads.
If posts are deleted inside of these threads then the combatant will be disqualified.
To Joust:
Go to the thread I have created for you.
Post, rolling two 6-sided die.
Tally your score.
Post again, keeping track of your score.
For ease, you can keep track per post (adding as you go.)
Continue to 100!

Joust Prize Purse
none at this time...
Posting example:
Quote:

Mirael taking her first charge!
*rolls a 6 & a 2*
[6+2]=[8]
Points: 8