IVAN and JOE get together for a quick Joust…

SETUP
JOE shuffles the green cards so IVAN will start. He draws the top card: Rumpolt von Schermbeck (*036), a knight with 3 Strength, Technique and Endurance, and 5 Chivalry. He draws the next card, another knight, but he must stick with the first (see 2.0.2). He draws the next card, a Health card. He now owns a Knight and a Health card so he is done.

IVAN draws the next card, it’s a Health card. Then he draws an Artefact: the Goggles (*282), that provide -1 Strength and +1 Technique. He draws another Artefact, but must keep the Goggles. He draws a knight: Osbert Walrand (*046), with Strength 3, Technique 2, Chivalry 4, and Endurance 5.

They put the Start Deck aside and place their cards in front of them. They place markers on the Health card: one on “Hits”, another on “Start” and the last one on a Tactic: JOE must choose among 3 Strength and 3 Technique. He places his marker on Technique. IVAN’s knight started with 3 Strength and 2 Technique, but the Goggles reversed that to 2 Strength and 3 Technique, so he goes with Technique as well.

So they’re ready to go!

START
JOE shuffles the purple Draw Deck and deals 8 cards each. IVAN looks at his hand. He’s got 8 Combat cards. In order to make it easier to check for combinations, he sorts them out according to their combination symbols in the top left corner. He’s got 2 skulls, 2 golden arrow heads, 1 stag and 3 fleur-de-lis. The symbols in the bottom left are varied: 3 Manoeuvres, 2 Mêlée Moves, 1 Mêlée Lock and 2 Initiative Symbols. Since the game is a Joust the Mêlée symbols don’t count, but with some Manoeuvres and a couple of Initiative Symbols there’s a bit of everything.

JOE has 7 Combat cards and 1 Improvement. He also arranges his cards to search for combinations. He has 2 crosses and 2 stags. The rest are all singles. He’s got 4 Manoeuvres, 2 Mêlée Moves and 1 Initiative Symbol. A good escaping hand if things get tough.

They must now decide who plays first. JOE shuffled so IVAN will make the first bid in the opening auction. They must both look for cards with the Initiative Symbol on the lower left. IVAN has two such cards: a skull with a 10 and a stag with a 1, so he knows he will be able to start regardless of JOE’s cards since the 1 card is the lowest. JOE has only one card with Initiative Symbol, a stag card with an 11. IVAN bids 10. JOE passes. IVAN will start.

TURN 1

ACTION 1
IVAN must start by playing the auction-winning card: a Combat card with 3 of each Tactic and a Plunge Strike as an attack (*118). A powerful card that inflicts 2 hits instead of 1!

This is the first action for IVAN. His knight has 5 Endurance so he can do 4 more actions before the end of his turn.

IVAN is playing with Technique as a Tactic so the card’s value is a 3. Since the Knight is also a Technique 3 knight, the attack is within his ability and costs him no Fatigue points. The Modified Combat Number (MCN) is 3+3 = 6. So IVAN is attacking with a Plunge Strike of value 6.

JOE scans his cards to find a suitable defence. He has a card with a Barrier Guard that defends against a Plunge Strike (*151). The card has Technique 2, so it wouldn’t cost his knight any Fatigue (Rumpolt is a Technique 3 knight so the defence is well within his capacity). The MCN would be 2+3 = 5 so he would still take 1 Fatigue point. The card has a Manoeuvre Symbol so it could be used to flee but that would cost 5 Fatigue points. So JOE plays the defence and takes 1 Fatigue point from his Health card (28).

ACTION 2
Back to IVAN and his second action. Among his cards he discovers another Plunge Strike (*148), which forms part of a combination with a Battle Cut (*142). He decides to play both cards together as his second action, hoping that JOE has used all his defences against Plunge Strike. All combinations cost 4 Fatigue Points. If he had played the cards separately, the strike would have cost him 2 Fatigue Points and the cut would have been free of charge, but he would have used 2 actions. IVAN adjusts his Fatigue marker (27). The strike is MCN 5+3 = 8. The cut is MCN = 2+3 = 5.

JOE searches for appropriate defences: he has a Barrier Guard (*130), which is a good defence against the Plunge Strike but nothing against the Battle Cut. He plays a Manoeuvre card against the Battle Cut or else he will have to take 1 hit. Of the 3 Manoeuvres he’s got left, he chooses the card with the lowest Technique value (*104) and saves the other two for attacking on his turn.
He plays the defence against the Plunge Strike. It is a Technique 4 card, so it costs his Tech-3-knight 1 Fatigue point (27). MCN for this defence is 3+4 = 7. Since the strike was higher, IVAN wins the fight and JOE takes 1 Fatigue point (= 8-7) to 27.

ACTION 3
IVAN has 5 cards left and 3 actions to go. He could play a 3-card combination (fleur-de-lis) but they all have different defence types and nice defence values (Technique 3) so they could come in handy to block JOE’s attacks in the next turn. He plays a single attack instead, a Crocked Cut of Technique 5 (*107). It costs him 2 Fatigue points (25) but the MCN is 5+3 = 8.

JOE doesn’t have an appropriate defence so he will have to play another Manoeuvre. He plays card (*152) (he saves the other Manoeuvre card for his next turn because it’s a powerful 6 Technique). It costs him 5 Fatigue points (22).

IVAN decides not to take more actions (in hindsight, he should have played his combination as separate cards, and he would have saved 2 Fatigue Points; maybe he will plan better next turn). He keeps his 4 cards. It is the end of his turn and therefore the defender draws 4 cards to make a hand of 8. IVAN also draws 4 cards.

At the end of the first turn, IVAN has 25 points left in his first hit and JOE has 22 points left in his first hit.

TURN 2
It is now JOE’s turn. He has drawn two Combat cards, one Event and one Improvement. He keeps three Combat cards from the first round and another Improvement. One of his Improvements is “My God, You Are Ugly!” which gives him an extra Endurance point (*191), and the other is “Lucky Knickers” which gives him +1 Strength (*216). All his combat cards except one have higher values of Technique than Strength, most of them at least 2 points higher. So “Lucky Knickers” is not worth playing for now.

ACTION 1
He plays the other Improvement (*191), basically for free, because it costs him 1 action to play but rewards him an extra action for the rest of the game (starting now). He’s got 3 actions left.

ACTION 2
JOE’s Event is “Sun In Your Eyes” which stops his rival from using Manoeuvres for the whole turn. It is JOE’s only lion Combination Symbol and therefore cannot be played together with any other card. His only playable combo is a stag combination of 2 combat cards (*111+*131), a Plunge Strike (3 Technique) and an Anger Cut (5 Technique). If played separately, anything of 3 Technique or under would cost nothing, so the strike would be free and the cut would cost 2 Fatigue, but played as a combo the cost is 4 Fatigue. However, one action is saved so it seems worth it. JOE adjusts his Fatigue marker to 18. The strike has an MCN of 6 and the cut is a strong MCN of 8.

IVAN’s new cards for the turn were 2 Combat cards, an Improvement and an Achievement. He had kept 4 Combat cards from the previous turn. He scans for appropriate defences and finds 3 cards that can counter a Plunge Strike, but one of them (*155) is his only defence for the Anger Cut so he puts that one aside. He must pick one of the other two against the strike and he picks the one with the highest Technique (3) for a stronger defence (*103). He can play it for free and it provides an MCN of 3+3 = 6, which is just what he needs to block the strike. He plays the (*155) against the cut with an MCN of 2+3 = 5, which is 3 less than needed to block. IVAN must take 3 Fatigue Points (to 22).

ACTION 3
JOE has 2 actions left but no combos left, so he will be able to play at most two cards. His two strongest attacks are both 6 Technique, two Crocked Cuts. He could also play one of them and the Manoeuvre-negating Event. Since IVAN still has 6 cards in his hand, JOE thinks that it is likely that he has at least 2 Manoeuvres so he goes for the Event-Combat strategy. He plays the “Sun In Your Eyes” Event.

ACTION 4.
As his last action he plays one of his two 6-Technique Crocked Cuts. One has a Manoeuvre Symbol so he saves it for defending in the next turn. He plays the other one (*150), paying 3 Fatigue Points (adjusts to 15).

IVAN browses the 6 cards in his hand: 4 Combats, one Improvement and one Achievement (“Rownde Strike”). He can’t play anything else than the Combat Cards since he is defending.

His cards defend against 6 types of cuts (out of eleven types!) but not against the Crocked Cut! JOE’s gamble has paid and IVAN must take a hit since he cannot Manoeuvre away due to the Event. He moves his marker to Hit number 2 and moves the fatigue marker back to start.

It is the end of the turn and both players (IVAN first) draw cards (2 cards for IVAN and 5 for JOE). The played Event only lasted for the turn so it is discarded.

At the end of the 2nd turn, JOE has 15 points left on his first hit and IVAN has all 29 points left on his second hit, so JOE is ahead by a small margin.

Who will win this exciting Joust?

Maybe you can play on to find out…
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