Participants: 3 female pages.
Follows the same rules as the Bridge game, with teams of 3 female pages each.
Participants: 3 male pages.
A game contested between the Quarter that lands on the square and the drawn opposing Quarter.
- Both the challenging and challenged Quarters field a team of 3 pages, who face off one-on-one over three rounds.
- In each round, the pages, armed with a long pole, take up position — one per team — at the centre of the bridge, within the two boundary lines between which the duel takes place.
- The aim of the game is to knock the opposing page into the water using the pole to push and unbalance him.
- Pages must enter the combat zone with both feet; the judge then declares the game ready and, after 2 seconds, blows the whistle to start the duel. From that moment the game is considered active.
- Starting before the whistle causes the page to lose the round; an accidental, involuntary fall also causes the page to lose the round.
- Pages must never cross the centre line with one or both feet.
- Dropping the pole — even if it does not fall into the water — results in losing the duel regardless.
- If a page involuntarily crosses the rear line during the round, this does not result in disqualification.
- Charging at the other page, and stepping back beyond the pole's boundary line, are forbidden both before and after the starting whistle, under penalty of losing the round.
- Deliberately rocking the bridge on which the game is played, either before or during the duel, is forbidden, under penalty of disqualification and loss of the round.
- Throughout the duel, contestants must use their pole solely as a pushing tool, without swinging blows or other dangerous moves, under penalty of disqualification.
- When attempting to push against the opponent's body, the pole must not go above shoulder height: pages must avoid deliberately striking the opponent's head, under penalty of disqualification. If the pole slides along the body and strikes the head after a blow already delivered, this does not result in disqualification.
- The page who falls into the water first loses the round. In the case of a simultaneous fall, whoever touches the water first (not the poolside) loses. In the event of a true tie — a simultaneous touch of the water by both contenders — the round is repeated.
- The winner is absolutely not allowed to jump or vault over the pool directly from the pole: they must fall into the water or reach the access steps, under penalty of losing the round.
- If a page becomes unbalanced, or unbalances themselves, after the referee's whistle, attempting to recover by leaning the pole on the pool is forbidden, under penalty of disqualification.
- During the duel with the poles, neither foot may cross, in either direction, the limits marked on the pole.
- In the event of a tie, the round is repeated.
- The Quarter whose pages win 2 rounds out of 3 against their opponents wins the contest.
- 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.