Copyright Peter Mork © 2016

Now that the Imperial games have finished for the year, it is perhaps time to reflect on the most important sport in Ambitus. Yes, one can compete in the javelin toss, wrestling, or beast fighting at the games. But to truly be considered a champion, one must master Turo.


Turo is played on a court that is 200 feet long and 150 feet wide. At either end of the court is a stone ring, on edge (like a tire) projecting onto the court. Thus, from the center of the court, a player cannot see the hole. Beyond the end of the court is a region referred to as the haven.

The goal of the game is to get a leather ball (a djurp, which about the size of a beanbag) through your opponent's ring. Each team fields the same number of players, usually 4, 6, or 8. The game starts with each team in their own haven. Half of the players begin with a djurp.

While a player is holding a djurp, that player must remain in place (i.e., cannot take a step). Any wing movement is considered a step, to prevent Kethyrru from dominating the game. A player that takes a step (or flies) while in possession of a djurp is out (see below).

Teams advance a djurp by passing to another player, moving the djurp towards the opposing ring. Eventually a player is close enough to the ring to toss it through, earning one point.

Alternatively, a player can throw the djurp at an opposing player. If the djurp strikes the other player, that player is out. If the other player catches the incoming djurp, the first player is out. (If the djurp simply misses, it can be retrieved by either team.)

When a player is out (for any reason), that player must drop any djurp currently in their possession. In addition, that player must return to their own haven before returning to the game (in later years a substitute can be sent on at that time). When a point is scored, all players currently out can immediately return to play (without reaching haven).

The game is over when one team reaches a set number of points. A common point total is the number of djurp in play.

Running Turo

To speed gameplay, represent the Turo field using a grid with 50' squares. Thus, the field will be four squares long and three squares wide. In addition, add a haven along each short edge. Finally, place a small region around each ring (players in this region are directly adjacent to the ring whereas players in the surrounding square could be 50 feet from the ring).

A round consists of each team's players each taking a single turn. Thus, if there are 4 players on a team, a round includes 8 turns. Each team's players take their turns before passing control to the other team.


On a player's turn, a player can move one square and take one action. Actions include the following:

  • Pass (using Athletic Games: Gymnastic skill)
  • Shoot (also using Athletic Games: Gymnastic skill)
  • Attack (using Direct Thrown skill)
  • Sprint (using Sprinting skill)
  • Retrieve a djurp (automatic)
  • Prepare (converting an action to a Reaction)

When passing or attacking, determine the distance between the two players involved. (Count diagonals as 1.5 spaces.) The difficulty of the maneuver is Light at a distance of one and increases by one for each additional half square of distance. Within the same square, a pass or attack is Easy. As a special case, the region around the ring is part of the surrounding square, except when shooting.

When shooting, the difficulty is Medium from a corner square or Hard from the square containing the ring. The difficulty increases by two for each square further away. However, the shot is Easy when in the region around the ring. Use the Passing Results (below), but the ring cannot use a Reaction on a Partial Success (i.e., the shot misses).

When sprinting, a player's total movement is determined using the Sprinting Results. The region around the ring is treated as a separate space at a distance of 0.5 from the surrounding square. For example, moving from a corner square to and adjacent square is a move of 1. Moving from a corner square to the region around the ring is a move of 1.5.


Passing Results

  • Failure: The djurp lands in the same square as the receiver.
  • Partial Success: The receiver must use a Reaction to catch the djurp.
  • Near Success: The receiver catches the djurp; the passer's turn is over.
  • Success: The receiver catches the djurp.

Attacking Results

Attacks are further modified by the target's DB.

  • Failure: The djurp lands in the same square as the target.
  • Partial Success: The target can use a Reaction to cause the attack to miss.
  • Near Success: The target can use a Reaction to make a Contortions maneuver to cause the attack to miss (requires at least a Near Success).
  • Success: The attack hits.

Sprinting Results

  • Failure: The player can move 1 square (or 1.5 if the first move was diagonal).
  • Partial Success: The player can move 1.5 squares.
  • Near Success: The player can move 2 squares.
  • Success: The player can move 2.5 squares.


Each round a player has one Reaction (or two when using the Prepare action). A Reaction can be used to perform one of the following:

  • Catch a Pass that would otherwise fail (due to a Partial Success).
  • Dodge an attack that would otherwise hit (due to a Partial Success).
  • Contort away from an attack that would otherwise hit (due to a Near Success).
  • Catch an attack. This decision must be made before the attack is resolved.

To catch an incoming djurp, the player must obtain a result (using Athletic Games: Gymnastic skill) greater than the attacker. Only one attempt to catch can be made per attack, even if the player has a second Reaction.


In Ambitus, the rules of Turo are sacrosanct. To adjudicate fair play, a pair of judges determine whether or not a player is out. In the spirit of the Imperial Games, these judges are often bribed to bend the rules one way or another. Everyone (grudgingly) accepts this as part of the game.