Participants: 4 pages.
The Quarter that lands on this square must have 4 of its pages run one complete lap of the Arena, competing against 4 other pages from the drawn opposing Quarter.
- Two pages run at a time, one per Quarter, using the relay method.
- The first two pages, one from each Quarter, start from diametrically opposite positions on the midline of the Arena, simultaneously and counter-clockwise.
- After two false starts, the page responsible for the second one is eliminated from the round in progress and may be replaced by a reserve page; a third false start causes the Quarter at fault to automatically lose the game.
- The Quarter that completes all 4 laps in the shortest time wins.
- The arrival of the last page of each team is signalled with a flag by two race judges positioned on their respective finish lines; a third judge, stationed halfway between the first two, determines the winning team.
- The course must stay outside the 4 poles marking the playing area.
- The handover between pages is made by passing a baton from the arriving runner to the departing one, who must be standing still on the starting line.
- If the baton is dropped, the runner holding it must go back, pick it up and resume the run.
- If the baton is dropped by mistake during the handover, the departing runner may pick it up and start.
- Throwing the baton between runners is forbidden — it must be passed hand to hand — under penalty of losing the game.
- If penalties are found against both teams, after consultation among the judges the team that committed the first infraction is penalised.
- If the challenging Quarter wins the race, it gains the points scored with the dice; if it loses, it goes back to the square from which it rolled the dice.
Gallery