A game contested between the Quarter that lands on the square and another Quarter, duly drawn.
- The game is played along the dirt track in front of the Authorities' stand.
- The two Knights, positioned facing each other at the two ends of the playing area, spur their horses into a gallop and ride a course of one and a quarter laps of the track.
- At the end of the course, they must snatch, on the fly, a handkerchief in their Quarter's colours hanging from a lance.
- If a knight rides past the handkerchief without catching it on the fly, they must stop the horse, ride back along the course and grab it.
- The Quarter whose knight is the first to grab the handkerchief, after completing the course, wins.
- The contest is won by the Quarter whose knight wins two of the three available rounds.
- In case of a tie — that is, if both knights grab the handkerchief at the same time — the round is repeated.
- The win is signalled by a judge positioned on the midline of the playing field.
- If the challenging Quarter wins, it gains the points scored with the dice; if it loses, it goes back to the square from which it rolled the dice.
Gallery