Turbo Joust

Hi all,

We here at 6 Squared Studios are in full gaming mode.  Not only are we working on some great new terrain projects, we are also developing games for the various conventions we are going to this year.  Once of these games is called Turbo Joust.While figuring out what we wanted to do for games this year, we looked to the conventions we were attending to see if any of them had a theme that would inspire us.  Most of the conventions didn’t have a specific theme and would gladly accept any sort of game we came up with.  However, ReaperCon‘s theme was sci-fi and we based our 2015 gaming projects around this idea.

The first game we have started to develop is called Turbo Joust.  The concept behind this game is a medieval jousting competition translated to a future time where modified hover vehicles replace the horses of old.  People modify their “steeds” with the hopes of fame and fortune on the jousting circuit.

Turbo Joust is fast and fun with the game that can be played in about 10 minutes.  It is designed to either be a filler game or set up as a tournament that doesn’t take too much effort to play.

Below are the beta rules for the game.  Please feel free to try out these rules with whatever miniatures you have and let us know what you think.  We appreciate any comments you may have that will help us create a fun game for us to share at conventions.

Thanks for any help and we will talk to you soon, eh?

MiniCannuck

Turbo Joust

Quick Rules Sheet

Turbo Joust is a 2 player game where opponents modify personal hover vehicles to compete in a modern version of a medieval joust. Tweak your thrusters, shields and power lance to outwit your opponent and disable their vehicle before the do the same to you. The first person to score five clean hits wins the match.

What you need: 2 hover vehicles (often called steeds in the turbo jousting circuit)

10 Turbo Dice

Jousting Track

Turbo Dice: Turbo dice are specially designed 10 sided dice that help determine the effectiveness of a players action. Eight sides have a number of power surges which have different effects in the various stages of the game. One side is blank and the final side has an explosion icon. How the dice are used will be explained in the rules section of this document. If you don’t have Turbo Dice, normal d10 can be used along with the following conversion chart.

Dice Value

1

2

3

4

5

6

7

8

9

10

Turbo Value

Blank

1 surge

1 surge

1 surge

1 surge

2 surges

2 surges

2 surges

3 surges

explosion

Jousting Track: The joust track is composed of 22 sections. Each player starts at one end of the track and roll dice to move towards their opponent. Some of the track sections are blank while others have either a 1, 2 or 3 marked on them. This number indicates an advantage to the player who lands on it as they have gained momentum on their opponent. The further you get down the track, the more of an advantage you will have to score a hit on your opponent. Here is what the track looks like.

S

T

A

R

T

3

2

2

2

1

1

1

1

S

T

A

R

T

1

1

1

1

2

2

2

3

Hover Vehicles: Hover vehicles come in all shapes and sizes. Most are modified hover bikes that have had turbo lances attached to the power drive. The three main systems on these “steeds” are the thrusters, shields and the power lance. The thrusters help you get down the track faster and gain momentum bonuses. The shields help to deflect your opponent’s attack and the power lance is what you use to score a hit on your opponent.

Order of Play

  1. Set power levels

  2. Determine Initiative

  3. Roll thrusters and move down the track

  4. Roll Turbo Lance and defend with Power Shields

  5. If one person gets 5 or more hits, they win

  6. If no one has 5 or more hits, repeat steps 1-5 until they do or 3 rounds have taken place

  7. Person with the most who gets to 5 hits first wins or the person with the most hits after 3 rounds wins.

  1. Set Power Levels

    • Each hover vehicle has 3 vehicle systems; Turbo Thrusters, Turbo Lance and Power Shields

    • Each player has 9 dice to distribute between the 3 stats. Each stat must have at least 1 die in each system

    • This is done in secret and revealed before the initiative roll

  1. Determine Initiative

    • Each player rolls the number of dice in their Turbo Thrusters pool

    • Count the number of surges and compare the total against your opponent (an explosion result counts as 1 surge during this phase)

  1. Roll Thrusters and move down the track

    • Starting with the person who won initiative, each person rolls the dice in their Turbo Thruster pool and moves down the track the number of surges shown on the dice (explosion results con as 1 surge during this phase).

    • Players continue to alternate Turbo Thruster rolls until the hover vehicles meet on the track.

  1. Roll Turbo Lance to score hits on your opponent

    • Starting with the person who won initiative, each play rolls their Turbo Lance dice pool against their opponent’s Power Shields

      • The attacker rolls a number of dice equal to their Turbo Lance dice pool plus any advantage dice they earned by getting further down the track than their opponent. Total up the surge results to get a total that your opponent has to defend against. Any explosion results are automatic hits that can only be blocked by your opponent rolling their own explosion result.

      • The defender rolls their Power Shields dice pool and adds up the number of surges. This result is subtracted from the attacker’s result. An explosion result on a die can only block explosion results from the attacker. Any surges (or explosions) that are not blocked are considered hits.

      • If the attacker scores 5 or more hits, they win

      • If they have less than five hits, the defender becomes the attacker and you repeat the process. If they do not score 5 or more hits, the players reset their hover vehicles at the starting line and repeat the process until:

        • one person has scored 5 or more hits

        • three rounds have been completed (in this case, the person with the most hits win). In case of a tie, the players have a “sudden death” round where the person who scores the most hits in that rounds wins.

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