The Ground
A Polo Ground is 300 yards long by 200 yards wide although if it is boarded
it need only be 160 yards wide. The goalposts, open at the top, are 8 yards apart.
Duration of Play
There are 4 chukkas
in a match and each one lasts for 7 minutes of actual play. When the whistle is blown, the clock is stopped and only restarted
when the umpire calls ‘Play’. At the end of the period a bell goes to signify that the 7 minutes are up, however
there is a further 30 seconds of play unless the whistle is blown, the ball hits the boards, or the ball goes out of play.
This extra 30 seconds does not apply to the last chukka unless the scores are equal. Should a match be drawn a ‘sudden
death’ (i.e. first to score) chukka maybe played, and if still a draw at the end of that chukka, another one is played
with the goalposts widened. There is an interval of 3 minutes between chukkas but 5 minutes at half time when traditionally
spectators are invited to tread in the divots.
The Start
Play starts with the umpire throwing in the ball
between the two teams lined up in front of him. In the same way play is restarted after a goal is scored or if the ball goes
out over the side boards. If the ball goes over the back line there is a hit-in by the defenders. There is no offside in polo
nor is there a corner, instead a 60 yd hit from the back line is taken by the attacking side opposite where the ball went
out of play.
Goals
Polo is probably the only game in which the teams change ends when a goal is scored, thus equalling
out any ground or weather advantage.
Equipment
A polo player must have a helmet, with or without a visor, knee guards, and
a polo stick. The ball is hit with the side of the stick not the end of the mallet as in croquet. The stick is pliable and
hits of up to 100 – 150 yards are not unknown.
The
Ball
The ball is made of plastic and is 3.5 inches in diameter
and weighs 4.5 ounces, still remarkably hard if it hits you.
Challenging
A player may challenge an opposing member by riding him off whether he is about
to hit the ball or not. He may also hook the opponent's stick just as they are about to hit the ball, providing it is
done on the same side as the ball. In riding off, a player can prevent an opponent taking an active part, however the angle
of the 'bump' must not be dangerous to either player or pony.
Control
of the Game
Two mounted umpires control the game. After
they have blown their whistle for an infringement they often consult each other on the severity of the foul. Should they disagree
they can seek the opinion of the referee or ‘third man’ as he is often known in the stands.
Safety
Polo
is a fast and often dangerous game and the rules are designed for the safety of both the players and their ponies. The three
main aspects are:
The Right
of Way, Dangerous Riding and Misuse of the Stick.
The Right of Way
The
main rule in polo is that the player on the line of the ball, or the imaginary line along which the ball travels, has the
right of way and may only be challenged by being ridden off, or having his stick hooked. A player riding along the line of
the ball in the opposite direction may, if it is not dangerous, hit the ball provided it is the corresponding forehand or
backhand as the original player. This rule can generally be compared with a dual carriageway with the central reservation
being the line of the ball. There are strict rules covering the entry into that right of way and the severity of any infringement
governs the severity of the penalty awarded.
Penalties
A free hit towards goal is set from distance by the umpire following a foul.
These penalties are as follows:
- Penalty No 1 - Automatic
goal
- Penalty No 2 - 30 yd hit to an open goal
- Penalty No 3 - 40 yd hit to an open goal
- Penalty No 4 - 60 yd hit to a defended goal
- Penalty
No 5 - A hit from the spot where the foul was committed
- Penalty
No 5B - A hit from the centre of the ground. This is used when the defending team are attacking from their own half.
The Polo Team
A
polo team consists of four players. Each player is handicapped from -2 to 10 (the best). The sum of the player’s handicaps
is the team handicap and the difference (a complicated calculation) can mean a handicap goal advantage to one team. The standard
of matches is found by the team handicaps, and the usual number of chukkas per match is as follows:
- High
Goal 17 - 22
- Medium Goal 12 - 15
- Medium / Low Goal up to 10 goals
| 5 or 6 chukkas 4 or 5 chukkas 4 chukkas |
Normally the No l is the attacker, No 2 is also an attacker but is the stronger player, No 3 is a
mid field player and the best player on whom the team revolves and No 4 is the back and main defender. You will often see
the No 3 or 4 attacking through the field to score a goal. Players must play right-handed.
The Polo Pony
There used to be
a 14.2 hh height restriction that is why they are still called ponies, however the average height now is 15.1 hands high.
The best polo ponies come from the Argentine where the Criollo breed’s qualities excel for stamina and temperament crossed
with the English Thoughbred for speed and agility. Polo ponies are now bred throughout the world although many still prefer
the argentine thoroughbred. The good polo pony must be able to stop and turn ‘on a sixpence’' and most players
consider their success is greatly due to the ability of their ponies.
The ideal situation is to have a pony for each chukka, and this is frequently the case in the high
goal matches. Originally there were 8 chukkas in a match and therefore the phrase 'a string of polo ponies' meant
that you had 8.
In low goal matches many players manage on 2 or 3 ponies which they 'double chukka' however
they do have to give them a rest of at least one chukka in between. Players may ride off to change their pony at any time,
and play is not automatically stopped unless there is some fault with the saddle or tack when continuing play would be dangerous.