Competitive game between the District that landed on the tile and another District, duly drawn.
- The game will take place along the dirt track in front of the Authorities' stand.
- The two Knights positioned at opposite ends of the playing area must spur their horses to a gallop and execute a circuit of one and a quarter laps of the track.
- At the end of the course, they must catch on the fly a handkerchief in their District's colors hanging from a lance.
- If the knight passes the handkerchief without catching it on the fly, they must stop the horse, go back along the course, and catch the handkerchief.
- The District whose knight catches the handkerchief first after completing the course wins.
- The victory will be signaled by a judge positioned at the centerline of the playing field.
- If the challenging District wins the race, it earns the points obtained with the die; if it loses the race, it moves back to the dice-rolling tile.
Gallery