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Games

This page contains logistical information regarding the games for the Emprise of the Black Lion equestrian tournament.

Behord Melee - Pigsticking - Birjas - Speed Quintaine - Rings - Reeds - Jousting - Foot Combat

Behord Melee

Behord Melee will be run in a manner similar to squires tourney. All combatants must acknowledge each other before joining in combat, and the loser of each bout must report the outcome to the list table. No maneuvering at the canter will be allowed. If you knock off your own crest once, re-fight; knock it off twice and the match goes to your opponent.

Equipment -- all crests must be tethered, and will be tested for appropriate dislodgeability by the judges during the crest display before the tournament. (for size information, see the crests page)

Scoring:

To be proportioned by the Judges, up to 15 points.


Pigsticking

Pigsticking will be run in parallel to Birjas on the racetrack, separated by the tilt. (see diagram below)

There will be no pre-determined order of competition. The tourneyers should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, they should get their pig-spear from the weapons station and queue up at the starting point. The field herald will announce each tourneyer at the start area before they start their passes. The tourneyer may present the field herald with a very brief script on a card if they wish. When the three passes are complete, the tourneyer may move to the start area for Birjas, exchange riders, or leave the list, as appropriate.

Scoring:

5 points per pig (three passes = max 15 points)


Birjas

Birjas will be run in parallel to Pigsticking on the racetrack, separated by the tilt. (see diagram above)

There will be no pre-determined order of competition. The tourneyers should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, they should get their javelin from the weapons station and queue up at the starting point. The field herald will announce each tourneyer at the start area before they start their passes. The tourneyer may present the field herald with a very brief script on a card if they wish. When the three passes are complete, the tourneyer may move to the start area for Pigs, exchange riders, or leave the list, as appropriate.

Scoring:

2.5 points per hoop (two hoops per pass, three passes = max 15 points)


Speed Quintain

There will be no pre-determined order of competition. The tourneyers should go to one of the two start areas for the game, one half of them at each end of the field. When ready, they should get their lance from the weapons station and queue up at the field herald. The tourneyer may present the field herald with a very brief script on a card if they wish, and should tell the field herald who he wishes to challenge. The field herald will announce the challenge, and the field herald at the opposite end of the field will accept or decline for the rider challenged. Challenges must be issued only to riders at the opposite end of the field, and should not be issued to riders against whom the challenger has already ridden. When a tourneyer has made five passes, he will leave the list.

Scoring:

3 points per victorious pass (5 passes = max 15 points)


Rings

Rings will be run in parallel to Reeds on the racetrack, separated by the tilt. (see diagram below)

There will be no pre-determined order of competition. The tourneyers should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, they should get their ring-spear from the weapons station and queue up at the starting point. The field herald will announce each tourneyer at the start area before they make their passes. The tourneyer may present the field herald with a very brief script on a card if they wish. When the passes are complete, the tourneyer may move to the start area for Reeds, exchange riders, or leave the list, as appropriate.

Scoring:

1-2 points per ring, for a total of five points possible per pass (3 passes = max 15 points)
  • Note - the rings set-up is such that you will be required to spear rings on BOTH sides of your horse, so practice accordingly.


Reeds

Reeds will be run in parallel to Rings on the racetrack, separated by the tilt. (see diagram above)

There will be no pre-determined order of competition. The tourneyers should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, they should get their weapon from the weapons station and queue up at the starting point. The field herald will announce each tourneyer at the start area before they start their passes. The tourneyer may present the field herald with a very brief script on a card if they wish. When the passes are complete, the tourneyer may move to the start area for Rings, exchange riders, or leave the list, as appropriate.

Scoring:

Riders who knock down all of the reeds on the initial pass will receive the full 15 points. Up to two additional passes may be attempted to knock down any remaining reeds, with reed values decreasing:
  • pass 1 - 1.5 points per reed
  • pass 2 - 1.0 point per reed
  • pass 3 - 0.5 point per reed


Jousting

There will be no pre-determined order of competition. The tourneyers should go to one of the two start areas for the game, one half of them at each end of the field. When ready, they should get their lance from the weapons station and queue up at the field herald. The tourneyer may present the field herald with a very brief script on a card if they wish, and should tell the field herald who he wishes to challenge. The field herald will announce the challenge, and the field herald at the opposite end of the field will accept or decline for the rider challenged. Challenges must be issued only to riders at the opposite end of the field, and should not be issued to riders against whom the challenger has already ridden. When a tourneyer has made five passes, he will leave the list.

  • Note - this format may be adapted to suit the number of participants

Scoring:

1 point - a clean pass
2 points - a break
3 points - more than one break
(five passes = max 15 points)


Foot Combat

Each combatant may only throw five blows, whether landed or not. The combat ends when both combatants have thrown their five blows. Blows will be verbally acknowledged; not physically acknowledged. It will be staged either round-robin or single elimination, depending upon the number of entrants, and the Judges determination.

Scoring:

The scoring will be determined by the Emprise Judges. (max 15 points)


Notes

Horse sharing

Competitors are welcome to share horses, within reason, for all games except for the paired games of Speed Quintain and Jousting. For these paired games, the format makes horse sharing prohibitively difficult.

(In other words, any horse who is being shared may participate in a paired game, but will be limited to only one rider for that game.)

Game intensity

For those competitors wishing to either maximize or minimize the amount of time spent on the field, the game intensity will break down as follows:

1 pass

  • Reeds (with a caveat, see description)

3 passes

  • Pigs
  • Birjas
  • Rings

5 passes

  • Speed Quintain
  • Jousting

Until we're done

  • Behord Melee
  • Heavy combat pas d'armes
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Page last modified on April 26, 2009, at 12:35 AM PST