• The Quintain, mounted
The Quintain is a target against which fighters can practice and improve their techniques. The Quintain is more a pastime than a contest, and there is no prize. For mounted warriors the Quintain consists of a wooden post with a revolving arm on top. To the shorter end of the arm is affixed a knight or round shield, and to the longer end is a heavy weight such as a sand bag. The arm is designed to swing easily when the shield is struck. Usually, the Quintain is dressed with a coat of mail and helmet, giving it a scarecrow-like appearance. The object is to charge at the target and strike the shield with a blunted lance and pass by quickly, avoiding the sand bag that will swing rapidly in response. The rider must spur his horse into a canter. If the rider is hit by the sand bag, he loses the contest. Should he be unhorsed, the rider may sustain potentially fatal falling injuries.

• The Quintain, on foot
On foot the Quintain is designed to be attacked by a person running at the shield with a blunted spear. This Quintain looks similar to that used by the mounted, except the sand bag is and the swing is just as fast. The footman’s Quintain is usually unadorned or crudely dressed in an old tunic and cap. Participants in this pastime must provide their own weapon, which is usually a staff that is held and used like a spear. The attacker must run at the target full pelt with the blunt spear. If the footman is hit by the sand bag, he loses the contest.

The Ring
Running at the Ring is more of a practice session than an actual contest. It entails a mounted knight charging at a metal-and-leather ring hanging from an upright structure resembling a miniature gallows, with the object of carrying it off on his lance. This pastime is indulged in by knights awaiting their turn at the Joust or whenever they find themselves sitting idle.

 


 

 

Practice Joust Rules [ credit HNA ]:
Only five rides per rider per day maximum.
Top three winners will be automatically entered in the Grand Champion Joust at the finale Gryphon Tournament.
Riders get three passes, unless there is a tie or the rider is unmounted.
If the rider becomes unmounted, the win goes to the other automatically.
Each score will be counted even if someone is unmounted, because the blows are simultaneous.
In event of a tie, one more pass is taken. If there is still a tie, the turn ends with both as tied winners.
Jousts will be proctored by the Mistresses of the List.

Scoring Information:
Rides are made using 1d10
1: miss
2-5: glancing blow = 1 point
6-9: shatter lance = 2 points
10: unseat opponent and end contest
 
Scoring will be win: 5 pts, loss: 1 pt, tie: 3 pts.