The Quintain is divided into two different games for two different reasons and effects. They are both played to show the jouster's ability to strike their opponent's shield. The jouster needs a steady hands and a steady mount. Either version requires a heavy, full contact lance.
The "Standing Quintain" is a heavy structure with a full-sized shield attached that takes a goodly amount of force to topple over. This demonstrates the power of a jouster's hits and the steadiness of the horse knocking something over that large. A steady canter is better than a breakneck gallop in this event. Usually two Standing Quintains are set up in a row. A point is awarded for each Quintain toppled.
The "Spinning Quintain" consists of a small shield about half the size of a normal shield mounted on a rotating arm on a sturdy base. Opposite the shield is a padded sack. The object is hit the shield at a fast pace to avoid the sack as it swing around. If the jouster is too slow the sack will hit him or her in the back. For every revolution the shield makes a point is awarded. Negative points are awarded for being hit with the sack.
BEHEADING THE ENEMY
Two rows of poles are set up 20' apart with a cabbage or equally innocent vegetables atop it. The equestrian must weave his or her horse through the poles at a canter, chopping the “heads” from their “necks”. A variant of this game is included in the “Gauntlet" where the rider races between two lines of poles slaying produce and spearing the last upon the tip of his or her sword. For economical purposes, SKP makes a terrific coleslaw, if you don't mind a little dirt in it.
TILTING AT THE RINGS
Used to teach precision with the lance. Using a 'ring-lance' (a light lance that tapers to a point) the rider canters down a line of stanchions with streamered rings hanging below. The rings vary in size from 5" to 2" in diameter. A point is awarded for each ring captured.
Horse and rider run the length of the joust field as squires toss large, brightly colored rings into the air for them to catch on their ring-lances. This is a game of timing and skill for both the rider and the squire on the ground. Points are awarded for each ring caught.
Three or four hay bales (representing wild swine) are laid out on the ground around the joust field. The rider starts with a number of javelins equal to the hay bales and must ride his or her horse at a canter past these and throw a javelin into each. Points are awarded for each "boar" speared.
CAPTURE THE FLAG
The rider must grab a flag from a low stand as he or she gallops past. Points are awarded for success, and deducted for failure.
When not at war, knights and horsemen of the Middle Ages would hone there skills with games and competition. Since a Knight was expected to be of noble bearing many of these games consisted of events that simulated hunting dangerous game such as wild boar, as well as games that were training for war.
The jousters at Spur of the Moment are no different, and are always trying to best each other at these training exercises that medieval Knights trained with. The Skill at Arms Tourney is a contest of skill at arms and horsemanship. As it is an actual competition, and since each equestrian wants to be the best, one never knows who will win the Gaming Joust from show to show.