Playing Field: The playing field
can be set up with or without sideboards. A boarded field
measures 160 yards wide by 300 yards long and an unboarded
field measures 200 yards wide by 300 yards long. The goals
are placed on the end lines midway between the side lines.
The posts are placed twenty-four feet apart, are ten feet
high, and are made of materials light enough so that they
will break in case of a collision.
Equipment: The ball is made of light wood, usually
willow, with no covering but white paint or hard plastic.
It is 3 1/4 inches in diameter and weighs 5 1/2 ounces. The
mallets have cane shafts and heads of ash, set at an angle.
The length varies from 49 to 54 inches. Several mounts are
required for each player in a game, each horse usually being
played only one period
Teams: Four players constitute a team. The Number 1
and Number 2 players are primarily offensive players and advance
the ball to the goal. Number 3 is a roving player, and usually
the best player on the team. It is his responsibility to be
prepared to pass the ball forward, attack the goal himself,
or drop back to aid in the defense. The Number 4 or "Back"
as he is referred to, is basically responsible for defense,
although he may turn a play into an attacking situation much
the same as Number 3.
Polo Pony: The Polo Pony is an object of admiration.
He is selected for his ability to carry weight at great speed,
and for his endurance. Many Thoroughbreds or three-fourth
Thoroughbreds are used. A pony's training must make him agile
and responsive to every command and impulse of the rider.
He becomes so familiar with the various shots and maneuvers
that he can often anticipate his rider's wishes. Action of
horse and rider alike must be instantaneous to be effective.
Thus the pony becomes a player in the game.
Officials: Two mounted umpires officiate on the field
and follow the players. If a foul is committed a whistle is
blown by either umpire. This stops the game. Both umpires
must agree on the penalty to be assessed. Should they disagree,
the referee, or third man, located on the sidelines decides.
A flagman, stationed behind each goal, assists the umpires
by indicating if the ball passed between the goal posts or
outside them.
Chukker: Also called a period. There are six chukkers
in a polo game, each lasting 7 minutes. If the score is tied
at the end of the sixth chukker, a seventh period of "sudden
death" will be played. A player returns to each chukker
on a different pony, although he may rest a pony for a chukker
or two and play the same pony again.
Start: The four players of each team line up in the
middle of the field, facing the side boards. The umpire rides
toward them, throws the ball between them, and the game play
begins. Play is resumed in the same way after each goal, with
teams changing goals.
Play: The players strike the ball with the side of
the mallet, attempting to drive it toward the opponents' goal
and through the goal posts.
Fouls and Penalties: The game is controlled by 12 general
rules, covering everything from the size of the ball to the
colors of team shirts, and 24 field rules setting regulations,
from the use of sharp spurs to the actual play. When a foul
has been committed, penalty shots are awarded by the umpires
to the team which has been fouled. This can be as a result
of any of a number of infractions of the rules by a member
of the opposing team, or the team itself. The more severe
the foul, the more severe the penalty. The most important
rules in polo are those concerning the safety of men and horses.
Chief of these are the crossing and riding-off rules. No player
may cross the line of another in going for the ball, and the
last man to strike the ball has the "right-of-way".
Others may legitimately "ride him off", however.
This means impinging, pony to pony, on a converging course
in the manner of a shoulder charge in football.
Penalty No. 5: A free hit at the ball from where the
foul occurred in the case of an inadvertent foul hook or from
midfield. The fouling team must be 30 yards away from the
ball, while the team which has been fouled can be anywhere.
Penalty No. 4: A free hit, 60 yards from the defended
goal. The defenders cannot be closer than 30 yards from the
ball, but can protect the goal.
Penalty No. 3: A free hit from 40 yards from the opponent's
goal, with the team that has fouled behind the end line, and
the goal undefended.
Penalty No. 2: A free hit from 30 yards from the opponent's
goal, with the team that has fouled behind the end line, and
the goal undefended.
Penalty No. 1: The fouled team is awarded a goal. The
teams do not change playing direction.
Safety: A safety occurs when a ball is hit, or deflected
behind the back line by a player of the defending team. The
penalty for a safety is a free hit by the offensive team,
60 yards from the goal, at a point in line where the ball
crossed the back line
Over the End Line: When an attacking player drives the ball
over the end line outside the goal posts, a defending player
puts it in play by a free hit from the point where it went
out; in no case, however, may the hit be made closer than
twelve feet from a goal post. Should a defensive player, in
an attempt to prevent a goal, cause the ball to go over his
own end line, a safety is called.
Goal: Any time a ball crosses the line between the
goal posts, it is considered a goal regardless of whether
a horse or a mallet causes the ball to go through. In order
to equalize wind and turf conditions, the teams change sides
after every goal scored.
Throw-In: A chukker begins and many plays resume with
the umpire bowling the ball between the two ready teams.
Positions: Each of the four players plays a distinctly
different position. Since polo is such a fluid game, the players
may momentarily change positions, but will try and return
to their initial assignment. No 1 is the most forward offensive
player. Usually selected for his accurate shooting at the
goal. No 2 is also offensive, but plays behind No 1, attempting
to pass the ball up to him. Usually chosen for his quickness
and dexterity. No 3 is the pivot player between offense and
defense. He is the play maker and usually the longest hitter
on the team. His duty is to pass the ball to his forwards.
No 4, or the back, is the most defensive player. His duty
is to turn the ball back upfield to his teammates. He is usually
selected for his ability to hit backhanders and ride-off his
opponents.
Bump Or Ride-Off: This occurs when two riders make
contact and attempt to push each other off the line of the
ball so as to prevent the other from striking the ball. The
horses are the ones intended to do the pushing, although a
player may use his body as well, but not his elbows. The angle
of the bump must be slight so as not to be dangerous to the
rider or horse.
Tail Shot: Hitting the ball behind and across the horse's
rump.
Hook: A player may spoil another's shot by putting
his mallet in the way of the striking player's mallet. A cross
hook occurs when the player reaches over his opponent's mount
in an attempt to hook; this is considered a foul.
Knock-In: Should a team, in an offensive drive, hit
the ball across the opponent's endline, the defending team
resumes the game with a free hit from their endline. No time
out is allowed for knock-ins.
Out Of Bounds:When a ball crosses the sideline or goes
over the sideboards, it is considered out of bounds and the
umpire throws in another ball between the two teams at that
point. No time out is allowed for an out-of-bounds ball.
Time Out: An umpire calls time out when a foul is committed,
an accident occurs, or at his own discretion. A player may
only call time out if he has broken tack or is injured. No
time out is allowed for changing horses or replacing a broken
mallet, although a player may do so at any time.
Third Man: The referee sitting at the sidelines. If
and when the umpires on the field are in disagreement, the
third man makes the final decision.
Sideboards: A nine to eleven inch board along the side-lines
only. Sideboards are optional. |