GamesThis page contains logistical information regarding the games for the Emprise of the Black Lion equestrian tournament. Behord Melee - Pigsticking - Birjas - Speed Quintaine - Ring Tilt - Quintaine - Jousting ![]() Behord MeleeBehord (also known as Crest Combat) involves competitors attempting to knock the heraldic crest from their opponents helm. The 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. If you knock off your own crest once, you may re-fight the bout; 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.
![]() PigstickingPigsticking involves competitors spearing a small target on the ground with a lance, as one might during a hunt. 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. Riders should go to the start area, which will be marked with the shield which was struck earlier by your herald. When ready, you should get your pig-spear from the weapons station and queue up at the starting point. Have your herald announce your name before you start your pass, to attract the attention of the judges. When your three passes are complete, you may move to the start area for Birjas or leave the list, as appropriate. Scoring: 5 points per pig (three passes = max 15 points)
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![]() BirjasBirjas involves passing a javelin through a hoop and catching it again, as one might to demonstrate their dexterity or to amuse the ladies. 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. Riders should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, you should get your javelin from the weapons station and queue up at the starting point. Have your herald announce your name before you start your pass, to attract the attention of the judges. When your three passes are complete, you may move to the start area for Pigs or leave the list, as appropriate. Scoring: 2.5 points per hoop (two hoops per pass, three passes = max 15 points)
![]() Speed QuintainSpeed quintain involves two riders racing towards a common target from opposite ends of the tilt, with the first rider to strike their half of the target winning the bout. There will be no pre-determined order of competition. Riders should go to one of the two start areas for the game, one half of them at each end of the field. When ready, you should get your lance from the weapons station and queue up with your herald. Tell your herald which of the opponents on the opposite end of the field you wish to challenge. The heralds will announce and answer the challenge, and then the pass may begin. When a tourneyer has made five passes, he will leave the list. Scoring: 3 points per victorious pass (5 passes = max 15 points)
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![]() Ring TiltRing tilt involves spearing a small ring with a lance, as was done historically to practice the skill of placing a lance precisely when training for the joust. As a joust training exercise, rings will be run alongside the tilt, with a single ring target on the opposite side of the tilt from the horse and rider. This will require rings to be done cross-body, similar to jousting. (see diagram below) There will be no pre-determined order of competition. Riders should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, get your ring lance from the weapons station and queue up at the starting point. Have your herald announce your name before you start your pass, to attract the attention of the judges. After each pass, wait for the marshal to indicate that you should return to the start area. To keep things moving, several riders will make a pass consecutively and then return as a group to make their next passes. Scoring: 5 points per ring (3 passes = max 15 points)
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![]() QuintaineQuintain involves striking a heavy rotating target with a lance, as was done historically to practice the skill of both targeting and delivering a heavy blow when training for the joust. As a joust training exercise, quintaine will be run alongside the tilt, with the quintaine on the opposite side of the tilt from the horse and rider. There will be no pre-determined order of competition. Riders should go to the start area, which will be marked with the shield which was struck earlier by their herald. When ready, get your quintaine lance from the weapons station and queue up at the starting point. Have your herald announce your name before you start your pass, to attract the attention of the judges. After each pass, wait for the marshal to indicate that you should return to the start area. To keep things moving, several riders will make a pass consecutively and then return as a group to make their next passes. Scoring: Based on the number of rotations, up to five points per pass. (3 passes = max 15 points)
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![]() JoustingJousting involves two armored opponents breaking lances against each other's shields. There will be no pre-determined order of competition. Riders should go to one of the two start areas for the game, one half of them at each end of the field. When ready, get your lance from the weapons station and queue up with your herald. Tell your herald which of the opponents on the opposite end of the field you wish to challenge. The heralds will announce and answer the challenge, and then the pass may begin. When a tourneyer has made five passes, he will leave the list. Scoring: 1 point - for presenting a good target 2 points - a break 3 points - more than one break (five passes = max 15 points) ![]()
NotesHorse sharingCompetitors 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 intensityFor those competitors wishing to either maximize or minimize the amount of time spent on the field, the game intensity will break down as follows: 3 passes
5 passes
Until we're done
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