Games Workshop Classics – Full Tilt Is Back
As part of the Warhammer: The Old World revival, Games Workshop has revived this classic minigame that was first published in the 90s. Full Tilt is a game of knightly jousting set in the Warhammer fantasy world. Published first in 1997 in White Dwarf magazine, it requires just a deck of cards and some model knights to get started.
According to the game lore, Knights of the Kingdom of Bretonnia enjoy nothing more than jousting competitions. This is especially so when they are not at war or searching the Warhammer Old World for the grail.
Most of the rules created by veteran Games Workshop designer Nigel Stillman for jousting have an elegant way of resembling the traditional miniature wargame. Since jousting has only one direction of movement and a single model per side, it fits perfectly.
Notably, the Warhammer Community has the Full Tilt rules available for download, and if you have Warhammer+, you can view a battle report with some lovely terrain.
In each turn, players will control three knights, with three passes in the lists attempting to skewer an opponent. For each pass, you select a playing card for a jousting ploy. The lower the cards, the faster you’ll perform the pass; the higher the number, the more effectively you’ll perform it.
Often, players roll a 4+ to hit, wound, and save, and knights can take two wounds before passing out. An unsaved wound can still knock a knight out if it is left unhorsed. After all knights have been eliminated, victory points will determine the winner.
Sometimes, the knight can be honorable and never use the underhanded swipe or dodge maneuver, but gain re-rolls on all saves; or is so sturdy in the saddle they can’t be unhorsed. The Lady’s Favor grants each knight a random number of rerolls.