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AMELOT DERBY

2010-2011 Matt Wendling

by William Marshall Wendling ghostwritten by Matt Wendling play-tested by Alexander Wendling a game inspired by Earl Lindsays CIRCUS GIGANTICUS In the dark days after the fall of the Roman Empire, civilization crumbled, knowledge was forgotten, and Mans light went dim. In these Dark Ages, a spark of hope glimmered Camelot. Harkening back to the greatness of Rome, the Knights of Camelot strove to rekindle certain ideals Order, Honor, Democracy and RACES. The venues of Rome hosted giant spectacles. Their names are still today synonymous with enormity the Coliseum, the Circus Maximus, and greatest of all CIRCUS GIGANTICUS. The knights of Camelot sought to capture a bit of that former glory, to create a contest which could separate the men from the boys, the fast from the slow, and of course the heroes from the zeros. Thus was born CAMELOT DERBY. And, if you listen carefully, you might still hear echo of the great chant trip, Trip, TRIP!

tatum Armorum in Derbis Rules of the Game

In the game CAMELOT DERBY, players control brave LEGO knights and their faithful LEGO steeds as they vie to be named Preux, the first to circle the list 3 times. Many begin this race; few survive to the finish. Knights and their destriers are each described by 2 attributes: prowess and toughness for knights, speed and endurance for mounts. A knights prowess is his horsemanship these were the cowboys of the Middle Ages. A knight will be called upon to add his prowess to numerous die rolls throughout the DERBY, as described in Actions, below. A knights toughness represents the combined aspects of his will to go on, capacity to soak the punishment wrought on him by his fellow knights simply his ability to stay in the saddle. Various Actions described below will cause a player to mark his knights toughness. This is essentially the same as taking damage in other game systems. Many fates may befall a knight who has lost toughness. He may o Slip from the saddle, only to be drug behind his careening mount o Spur the anger of his steed, provoking it to buck him and leave him behind to be trampled by other racers o Or, lose control of his horse, causing it to falter and trip, Trip, TRIP! To determine whether your knight comes to one of these ends, whenever your knight marks a toughness, you must roll 1d6. If the total is greater than the knights remaining toughness, he leaves the DERBY by one of the traumatic means listed above (or another gruesome end, as the Marshal wishes). A mounts speed is how fast that horse can run free its maximum velocity, measured in squares on the CAMELOT DERBY track. Players can choose to run their destriers at any speed less than this value but then again, this game does represent a race. A mounts endurance represents the horses capacity to go the distance. Some Actions described below consume your destriers endurance. However, the best knights know the limits of their steeds and push them to give their utmost. Contrary to a knight depleted of toughness, a race ended with unmarked endurance is often a lost race. A destrier with no remaining endurance operates at -3 to speed, may not be Driven, automatically loses Jockey tests, and if caused to mark endurance will instead mark toughness.

equence of Play: Play is judged by the Marshal of the List, a title equivalent to DM in other games. All players record their speed for this round. Any value up to your mounts speed may be recorded. On your turn, you must move your full recorded speed no changes, except by Pulling-up (see below). After speeds are recorded, order of play is determined randomly by drawing LEGOs from the CAMELOT DERBY Grail. When your color is drawn, do the following steps: o Move your full recorded speed (not necessarily your mounts maximum speed). Movement must be forward (including diagonally forward). Horses dont go in reverse during races! o Before, after, or during your move, you may take an Action described below. If doubles result during any Action which requires 2 players to roll dice (for example, Jockey or Attack!), an Event occurs. See Event section below. After the Grail has been fully drained (2 of each players colors have been drawn), the next round begins with recording of speed and all steps are repeated. The game ends when a knight enters his 7th corner (at the completion of 3 laps). The first knight to enter this corner is named Preux, the winner of CAMELOT DERBY.

ctions:

Each turn except the first, a player can perform one of the following actions: Drive your Dextrarius: Spurs were invented in the Middle Ages. Mark 1 endurance to move 1d6 spaces, in addition to the normal movement determined by your recorded speed. Pull up: Mark 1 endurance to slow from your recorded speed by any amount. The new speed will remain your speed until the next time speed is recorded. Jockey for Position: Attempt to move into another knights space from an adjacent lane. Both players roll 1d6 and add prowess. If defenders total is less, he must mark 1 endurance or give way by baring-in or baring-out (moving left or right, not back or forward). If defender is boxed-in, he must mark 1 endurance. If defenders total is greater than or equal, nothing happens. Attack!: Both players roll 1d6. Attacker adds his prowess and the bonus granted by his weapon (see table below); defender adds his prowess, plus 1 if he carries a shield. If defenders total is less, he must mark an amount of toughness based on the attackers weapon. If defenders total is greater than or equal, nothing happens. Even if a knight is carrying 2 weapons, he may only make 1 Attack! per turn. Right Tool for the Job: If an alternate weapon is carried in your knights saddle scabbard, you may use your action to change weapons. This includes if your knight has been disarmed by a morningstar. Stay Thy Hand: Take no immediate action. However, if another player attempts to Jockey for your position or Attack! you, your knight may reply with an Attack! of his own.

orners:

Cornering at high speed is difficult, even treacherous. This is reflected in CAMELOT DERBY. When a mount enters a corner or bares-in while cornering (including as a result of Jockeying), roll 1d6 and add the lane number (center lane is #1). If the result is equal to or greater than the mounts present speed, nothing happens. If the result is less, you must mark a combination of toughness and endurance or bare-out a number of lanes equal to the difference. If boxed-in, you may only satisfy this difference by marking toughness and endurance.

ail and Wall:

Caesar made Rome a city of marble cold, hard, and unyielding. However, Camelot was made of more fleeting stuff. The rail and the wall in CAMELOT DERBY only contribute to boxing in knights during Jockeying for Position. They make no rolls nor have any statistics assigned.

Dub Thee Sir :

All knights and their destriers begin with the following attributes: Prowess = 0 Speed = 10 Toughness = 10 Endurance = 10 Before the game, players may adjust these attributes by trading points among toughness, speed, and endurance at a ratio of 1:1, and between prowess and the others at a ratio of 1:3. The attributes are limited to integer values in the range of -1 to 1 for prowess and 7-13 for the other statistics. This transaction among attributes is equivalent to character generation in other game systems. Also, before the game, players can choose up to 2 weapons and a shield (or a bow and another weapon) for their knight to carry into the DERBY. One of these arms must be carried in-hand, the other in the saddle scabbard on your mount.

rmory
Marks of Attack! bonus toughness Range Special Axe +0 2 Adjacent only Bow +1 1 8 squares No shield Crossbow +0 1 8 squares Falchion -1 3 Adjacent only Halberd -1 2 2 squares Lance +1 2 Directly ahead only Morningstar +0 1 Adjacent only Defender disarmed Scythe -2 3 2 squares Shield +1 vs Attack! --Devensive only Spear +0 1 2 squares Sword +1 1 Adjacent only Whip +1 1 endurance 2 squares Hammer +0 2 8 squares One shot only Mace +1 2 endurance Adjacent only

vents:

The rare circumstance of doubles resulting from any Action which requires 2 players to roll dice (Jockey or Attack!) attracts the attention of the Fates. This alignment of the dice causes an Event to occur; some form of beast emerges from the tilt and joins the fray. After the precipitating dice roll has been resolved between players, but before picking up the dice, consult the table below. The drawbridge lowers and the monster specified by the table enters play in lane 4 of the starting row. Two LEGOs corresponding to this monster are added to the CAMELOT DERBY Grail. This monster makes an Action when its color LEGO is drawn. Multiple monsters are allowed, but only 1 of each type at a time. Monsters are controlled by the Marshal of the List; however, these are wild beasts, so the Marshal has very few choices to make. Monsters always move towards the closest knight, in either direction around the track. In the case of a tie, it moves toward the one in the lead. Monsters always Attack! for their Action, if targets are within range. There is no greater glory than to vanquish a foul beast. The knight who causes a monster to mark its last toughness receives the reward listed in the table.

s To ug hn es Sp s ee d

Double 1's 2's 3's 4's 5's 6's

Monster Skeletons Catapult Scorpion Raptor

En du ra nc e M ar ks to u g of hn es s

Pr ow es

+0 +0 +1 +1

1 2 3 4 5 6

1 0 4 7 10 13

Range per weapon 2 squares 2 squares 2 squares 2 squares

Special
1d6 Skeletons Attacks leader Only hit by 8 square weapons

Reward new weapon +2 speed +2 endurance +2 toughness +3 any attribute except prowess +2 all attributes except prowess

2 2 2 2 2

Crab Chariot +2 Dragon +2

Each model attacks nearest target 1 Attack! per target in range

erms:
Bandorelle: Small flag attached to the end of a lance. See also pencil. Baring in/out: Changing lanes. Blanchart: A white horse. Common in medieval literature. Bobble: Leaving the gate slowly. The knight whose color is drawn last during the first turn is the Bobble for the rest of the DERBY. Conroi: A team of knights who fight as a team during a tournament. Corner: The deadliest location in the CAMELOT DERBY list. Courser: A superior warhorse. In CAMELOT DERBY, any mount with a speed and endurance >10. Death Position: Starting position adjacent to pole position. Destrier, Dextrarius: A knights warhorse. Drive: To urge ones mount to go faster. Spur. Emprise: A tournament in which blood is spilt, no punches pulled. Synonymous with CAMELOT DERBY. Falter: Trip or take a bad step. Hastilude: The medieval tournament. Also known as the joust or the mele. List: The location of a tournament. The field of battle. Palfrey: A riding horse, not suitable for battle. In CAMELOT DERBY, any mount with a speed or endurance of 7. Pas dArmes: The *other* kind of tournament, with blunted weapons. The opposite of CAMELOT DERBY. Pencil: Small flag attached to the end of a lance. Also the tool which players use to record their speed each turn and mark toughness or endurance as they race to become Preux. Pole Position: Starting position of the front row, inside lane. Preux: Adjective meaning valiant or brave. Greatest compliment to a knight. The winner of CAMELOT DERBY. Pull up: Slow down Round: Segment of the race beginning with recording of speed and ending after each player has had 2 turns. Run free: Maximum speed of a horse. Tenan: The defender in a tournament contest of arms. Turn: Segment of the race during which a single knight has the opportunity to advance his mount and perform a single Action. Each round is composed of 2 turns per knight. Venan: The attacker in a tournament contest of arms.

nights of History and Legend:


s To ug hn es Sp s ee d En du ra nc e ow es

Sir Bedivere Black Knight Boudicca Catherine of Aragon Galahad Gawain Hippolyta Ivanhoe Joan of Arc Kay Lancelot Locksley Percival Robin Tristan William Marshal
Sir Bedivere:

Color Dark Red Black Light Gray Red White Brown Clear Red Dark Blue Clear Clear Yellow Blue Green Clear Blue Yellow Light Brown Dark Gray

+0 +0 -1 +1 +0 -1 -1 +1 +0 -1 +1 +1 +0 -1 +0 +1

9 12 10 8 10 13 12 9 12 12 9 8 9 7 10 8

12 8 13 10 9 9 9 8 7 12 9 9 9 13 8 10

9 10 10 9 11 11 12 10 11 9 9 10 12 13 12 9

Armament Crossbow Sword Scythe Sword Mace Sword Halberd Lance Whip Sword Lance Axe Bow Spear Lance Falchion Lance Sword Morningstar Sword Lance Sword Bow Sword Spear Sword Crossbow Spear Hammer Axe Halberd Sword

Pr

Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield Shield

Inventor of the Trojan Rabbit. Defender of logic. "If she weighs the same as a duck She's made of wood And therefore A witch."

Joan of Arc:
Maid of Orleans. Teenage kingmaker of Charles VII. Her aggressive leadership brought victory during the Hundred Years War. Martyred at 19; sainted 25 years later. Rocked the mall with Bill & Ted.

The Black Knight:


Mysterious warrior who perennially appears throughout Medieval legends. "I've had worse."

Sir Kay:
Arthur's foster brother. A bit of a bully. Been known to claim swords that aren't rightfully his.

Boudicca:
Queen of the Iceni. Nightmare of the Roman garrison in Britannia. Ruthless. Burned Londinium to the ground at a cost of 80,000 lives. Nearly ejected the Romans from the Island.

Sir Lancelot:
Greatest among Knights of the Round Table. Faithful servant of King Arthur in battle. Ultimately betrayed his liege through the love of Guinevere.

Catherine of Aragon:
Queen regent while her Henry fought the French on the continent. Clad in full armor, lead the British to victory at the Battle of Flodden. Friends call her 'Kat' -- Henry doesn't.

Locksley:
Robin of Locksley, that is. Yeoman who steals from the rich and gives to the poor. Best marksman in all of Sherwood. Leader of the Men in Tights.

Sir Galahad:
Gallantry incarnate. Pure and knightly. Good with the women. "Oh, let me have just a little bit of peril?"

Sir Percival:
Seeker of the Holy Grail. Blanche's boyfriend. The only knight of Camelot to be portrayed by Mork.

Sir Gawain:
Gawain's World! Gawain's World! Party time! Excellent! You? Beat me in a joust!? Tchya, right, and monkey's might fly out of my greaves!

Sir Robin:
When danger reared its ugly head, he bravely turned his tail and fled. Yes, brave Sir Robin turned about, and valiantly, he chickened out.

Hippolyta:
Queen of the Amazons. Unrivaled archer. The original Wonder Woman. Tough but ditzy even got fooled by Hercules.

Sir Tristan:
Romeo of the Round Table. Doomed lover. Teaches us to beware of strange potions.

Sir (Wilfred of) Ivanhoe:


Desdichado, the disinherited one. Hero of the seige of Acre. Faithful servant of the king, despite his father's protests. Simultaneous allegory of Jesus Christ and Odysseus. Robin Hood's buddy. All around cool guy.

Sir William Marshal:


Second son of a minor noble. Self-made success. First Earl of Pembroke. Signer of the Magna Carta. Regent of England across the reign of four kings. The greatest knight that ever lived. The Marshal.

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