Friday, May 20, 2016

Medieval Games

Rules of Jousting

1st Set of Rules

  1.  Must declare the knights only have 4 courses, and nothing more. In these 4 courses, one knight has to hit the other, breaking his lance and the knight.
  2. If a knight shatters 2 lances by striking his opponent, and the knight who has been struck knocks him off his horse, a tie shall be declared between him and the other knight that also broke the two lances
  3. If one knight knocks down both his opponent and his horse, and the other knocks down the knight but not the horse, they will declare that the knight whose horse fell with him shall be the winner, because the fault in this case was the horse's.
  4. They declare that lance staves shall not be judged properly broken if they're broken crosswise.
  5. They declare that if in the four rounds each knight splinters two or at least one staves each, a tie will declare the winner.

2nd set of Rules

  1. Only nobles can compete in the joust
  2. Competitors must have their own horse and armor
  3. 3 lances can be used in one round
  4. Only the squire can talk to the knight during the joust
  5. Must knock your opponent off their horse to end the match
  6. Winners can choose to take claim of the losers armor or horses.
3rd set of rules
  1. Both contestants must be on horseback
  2. Both contestants must be wearing full body of protective armor
  3. Both of them must have a jousting lance
  4. Both mounts must be wearing armor too
http://www.scientiareview.org/pdfs/62.pdf

Rules of Dueling 

1st set of rules
  1. No duels were to be fought on Sunday, on a day of a Festival, or near a place of public worship.
  2. A gentleman, who valued his own reputation, would not fight a duel with, nor act as a Second to, a person who aggravated and increased discord or violence by striking someone with his fist, a stick, or a glove or called the person a liar, coward, or any other irritating name.
  3. The Second was to be “a ‘man who [was] not passion’s slave,'” and no gentleman was to accept the position of a Second, “without first receiving from his friend, a written statement of the case upon his honor.”
  4. When “bosom friends, fathers of large, or unprovided families, or very inexperienced youths…[were] to fight, the Seconds [were to]….be doubly justified in their solicitude for reconciliation.”
  5. A Principal was not to “wear light coloured clothing, ruffles, military decorations, or any other…attractive object, upon which the eye of his antagonist [could]…rest,” as it could affect the outcome of the duel.
  6. The time and place were to be as convenient as possible to surgical assistance and to the combatants. The Royal Code of Honor noted that “special precaution should invariable be used, to prevent…carrying wounded gentlemen over walls, ditches, gates, stiles, or hedges; or too great a distance to a dwelling.”
  7. The parties were to salute each other upon meeting “offering this evidence of civilization.”
  8. As there were always unexpected advantages—the terrain or light—advantages were to be “decided by the toss of three, five, or seven coins…carefully shaken in a hat,” and the challenged party was entitled to the first toss, the challenger to the second, and so on until the advantages were decided.
  9. No gentleman was allowed to wear spectacles unless they used them on public streets.
  10. There was to be at least 10 yards distance between the combatants.
  11.  The Seconds were to present pistols to Principals and the pistols were not to be cocked before delivery.
  12. The combatants were to present and fire together without resting on their aim at the agreed upon signal.
  13. After each discharge the Seconds were to “mutually and zealously attempt a reconciliation.”
  14. Each combatant would fire one shot and if neither was hit but the challenger satisfied, the duel was declared over. However, if the challenger was unsatisfied, the duel continued. But no more than three exchanges of fire 
2nd set of rules
  1. In duels with the sword, the seconds mark the standing spot of each combatant, leaving a distance of two feet between the points of their weapons.
  2. The standing ground is drawn for by lots.
  3. The swords are measured to ascertain that they are of equal length, and in no case must a sword with a sharp edge or a notch be allowed.
  4. The combatants are requested to throw off their coats and to lay bare their breasts, to show that they do not wear any defence or cuirass that could ward off a thrust. A refusal to submit to this proposal is to be considered a refusal to fight.
  5. If, on comparing weapons, the swords are found to differ, the choice must be decided by chance, unless the disproportion is of a material nature.
  6. The hand may be wrapped in a handkerchief, but an end of it is not allowed to hang down, lest the point of the opponent’s sword might catch in it, and so entrap him.
  7. At the word ALLEZ, "commence," they set to, the seconds holding a sword or a cane, with the point downwards, and standing close to each combatant, and prepared to stop the fight the moment the rules agreed upon are transgressed.
  8. Unless previously stipulated, neither of the combatants is allowed to turn off the sword of his opponent with the left hand; should a combatant persist in thus using his left hand, the seconds of his adversary may insist that the hand shall be tied behind his back.
  9. Of course the combatants are allowed to stoop, to rise, to vault to the right or to the left, and turn round each other, as practised in the fencing lessons and depicted in the various treatises on the art.
  10. When one of the parties exclaims that he is wounded, or a wound is perceived by his second, the combat is stopped; but with the consent of the wounded man it may be renewed. If the wounded man, although the combat is ordered to be stopped, continues to press upon his opponent, this act is equivalent to his express desire to continue the conflict; but he must be stopped and reprimanded. If, in the same circumstances, the combatant that is not wounded continues to press on his antagonist, although ordered to stop by the seconds, he must be immediately checked by them, and considered to have infringed the rules.
  11. The signal to stop is given by one second raising his sword or cane, when the other second cries out "stop," and then the combatants recede one step, still remaining in guard.
3rd set of rules
  1. the man had a friend that act as second
  2. they will pick their weapons and get ready for the duel
  3. as the duel continued it can stop when one had gotten hit 
http://www.pbs.org/wgbh/amex/duel/sfeature/rulesofdueling.html
1st set of rules
  1. melee is the tie breaker for jousting
  2. if they have a big tie for jousting they would do melee to see the winner
  3. teams can either fight on foot or on horseback
2nd set of rules
  1. you have to get two teams to go against each other
  2. the aim was to smash into the enemy
3rd set of rules
  1. the knights and noble fight each other in an open field
http://www.medievalchronicles.com/medieval-knights/medieval-tournaments/

10 other medieval games

  • archery
  • colf
  • gameball
  • hammerthrowing
  • hurling
  • horseshoe
  • wrestling 
  • stoolball
  • skittles
  • quarter-staff contests

Archery

  • a target
  • about a dozen arrows
Rules
  1. You have 2 minutes to shoot 3 arrows and 4 minutes to shoot 6 arrows.
  2. You can't raise the bow arm till signal is given.
  3. An arrow can't be re-shot.
  4. If equipment is damaged appeals can be made thru a judge.

Colf

  • A light straight stick
  • A wooden ball
Rules
  1. No penalties
  2. Play Fair

Gameball

  • Leather Ball
Rules
  1. No limit on players
  2. No Rules on excessive force

Hammer Throwing

  • Hammer
Rules
  1. Throw as far as you can

Hurling

  • Wooden Stick
  • Small Ball
Rules
  1. Ball can be kicked or hand passed for short range passing
  2. Ball can be hand caught and can be carried no more than 4 step
    1. Player that wants to carry ball for more than four step needs to bounce or balance it

    Horse Shoe


    • Horse Shoe (Metal or Plastic)
    • Big Long Nail
    Rules
    1. Play continues till one player has 15 points at the end of the round

    Wrestling

    • No equipment neccesary
    Rules
    1. No Rules

    Stoolball

    • Seat of a stoll or post
    Rules
    1. Bowling is underarm 10 yards
    2. Each team consist of 11 players

    Skittles

    • One or more heavy balls
    • Small bowling pins
    Rules
    1. Front Pins first
    2. Nominations
    3. Four-Pins

    Quarter-Staff Contest

    • A long weapon with long shaft of hardwood
    Rules
    1. Training required

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