TEXT: Wizarding Contests
  W
  hereas tourneys and contests of skill are grand
  public events and important occasions for
  nobility, wizarding contests are rarely met with
  much fanfare. Normally, they are held at lonely
  wizard's tower for a small audience of eclectic
  spellcasters, or at an arcane university to the
  cheers of students and faculty alike. Other
  times, they are played in secret, simply to prove a
  spellcaster's superiority over their peers.
  Wizarding contests are almost always used to prove the
  participant's mettle, by testing their wit, skill, and creativity --
  the attributes most important to spellcasting. In fact, they are
  routinely used as exams, a final test for apprentices, to be
  played against their masters.
  Hedgemaze
  Hedgemaze is game of problem solving and skill played by
  transmuters. The game takes place in a large, empty field,
  though a field flanked by hills is ideal for spectators. The two
  participants are traditionally called a Challenger and a
  Master, though other names are sometimes used, depending
  on the spellcasters' traditions. The Master uses
  transmutation magic to grow a maze of hedges (though
  mazes built of stone, corn, or other materials are not
  uncommon) in the field around the Challenger. The Master
  has only 1 minute to construct this maze, and the maze must
  be possible to solve. The Challenger has 10 minutes to
  escape the maze and win the game. Flying, or otherwise
  circumventing the walls of the Maze, or using divination
  magic to learn the Maze's shape is not allowed, and is
  grounds for the Challenger's disqualification.
  As the Challenger explores the Maze, only his starting
  location, the location of the exit, and intersections seen by
  him are known to him. On any of his turns, the Challenger
  can make a Intelligence check (DC equals to the Master's
  spell save DC) to gain some insight as to which direction
  might be fruitful (though the Challenger is not told by the DM
  if his roll succeeds or fails.)
  Additionally, most often, the Master is allowed to place one
  Minotaur at a predetermined point in the Maze (though the
  summoned monster is not always a minotaur, it is always
  dangerous and follows the commands of the master.) The
  Challenger is not allowed to kill the Minotaur; rather, he must
  use trickery, wit, and creativity to avoid the Minotaur and
  escape the Maze.
  Illusionist's Ball
  The Illusionist's Ball is a deadly game of creativity and
  deception played between two or more spellcasters who favor
  illusion and enchantment magic. Usually, this game is played
  in secret. For each spellcaster that participates, three or more
  bystanders will also be involved in the game.
  The game takes place at a ball, or some other social
  gathering, such as a banquet, a dance, or a wedding. Each
  spellcaster must disguise themselves using illusion magic
  (the most common spell for this is disguise self) and also
  create an illusory person, called a Fake, to inhabit the ball.
  Illusory people are controlled by the DM, but their actions
  and response must be loosely dictated by the player that
  created them in advance. Each player is allowed five
  sentences of description for their illusory character.
  The goal of game is to find and stealthily kill all of the other
  players' Fakes (a Fake vanishes upon death), while keeping
  your Fake undiscovered. Killing a bystander or a player is
  grounds for disqualification, as is using spells that detect the
  presence of illusions, such as detect magic or true seeing.
  Other magic, such as enchantment spells, are encouraged,
  and can be cast upon bystanders or other players to gain an
  edge in the game. Revealing that an Illusionist's Ball is taking
  place to a bystander is also grounds for disqualification.
  Spell Duel
  The immortal test of a spellcaster's might is the Spell Duel, a
  contest that directly pits the arcane power of two spellcasters
  against one another. Both spellcasters must have an arcane
  focus to participate in a spell duel. The duel happens in a
  continuous stream of arcane energy, but can be thought of by
  players as occurring in rounds.
  At the beginning of each round, each spellcaster expends
  one spell slot up their choice in secret. Each spellcaster then
  makes an ability check using their spellcasting ability, adding
  the spell slot's level to the roll, and adding their proficiency
  bonus if they are proficient with the Arcana skill. When a
  spellcaster loses this skill contest three times, their arcane
  focus breaks and they lose the duel.
  Alternatively, a spell duel can be a lethal contest, in which
  case the spellcasters eschew the use of arcane focuses and
  channel their arcane energy directly at one another. In this
  variation, when a spellcaster loses the skill contest, they take
  1d6 force damage for every level of the slot expended by their
  opponent.
  
  Summoner's Chess
  Above all else, Summoner's Chess is a 
  two-spellcaster game of strategy. This game 
  takes place on a large 40-foot by 40-foot 
  board, whose 5-foot by 
  5-foot tiles alternate 
  between white and black 
  -- essentially a massive chess 
  board, though some summoners 
  use hexagonal variants on the board. 
  Each spellcaster can summon monsters 
  to occupy the 15 nearest tiles on their side 
  of the board (for non-standard boards, this 
  number is always one less than one fourth 
  the total number of tiles.) The most popular 
  spells used for this task are conjure animals, 
  conjure woodland beings, find familiar, and 
  occasionally conjure minor elementals, though very 
  powerful spellcasters might cast conjure celestial or 
  conjure elemental once each. Each spellcaster can
  concentrate on more than one conjuration spell for 
  the duration of the game (making only a single Constitution
  check for all their spells to maintain concentration), but these
  spells immediately end when the game is complete.
  Once each spellcaster has populated their side of the
  board, they also take a place on the board. The objective of
  the game is to harry the opposing spellcaster to lose
  concentration on their spells. If a spellcaster loses
  concentration on their spells, they lose the game.
  Spellcasters take turns commanding their summons to
  move around the board. On each turn, a spellcaster can only
  move one summoned creature and command it to take an
  action. Many spellcasters play with a variation allowing a
  player to command 2 summoned creatures of CR 1/2 or
  lower or 3 summoned creatures of CR 1/4 or lower on a
  single turn. Each creature can only occupy one space and can
  attack opposed creatures on adjacent spaces, regardless of
  its size. A spellcaster can't cast any spells once the game has
  begun.
  Some spellcasters (especially warmages) play with fairly
  sophisticated rules for this game, such as implementing rules
  for Castling and en passant, but these are not standard.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Wizarding Contests.pdf