Polo Equipment:
The ball is made of light wood, usually willow, with no
covering but white paint. It is 3 1/ 4 inches in diameter and
weighs 5 1/2 ounces. The polostick or mallets are made
of bamboo canes, or poly resins, which provide flexibility,
and the mallet heads of willow or maple. The mallets
come in lengths of 49 to 53 inches and selection is made
according to the height of the pony being played. The ball
is struck with the side of the mallet, not with the end. All players must a wear protective helmet with a chin strap and preferably a faceguard. Knees are protected with leather knee guards. The ponies are provided with protective bandages or wraps on all four legs. Tails are braided, taped or tied to minimize interference in making the various shots. Several mounts are required for each player in a game, each horse usually being played only one period.
Polo Team:
Four players constitute a poloteam. The Number 1 and
Number 2 players are primarily offensive players and adglosa
vance 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, altthough he may turn a play into an attacking
situation much the same as Number 3.
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 four chukkers in a polo
game, each lasting 7 minutes plus up to 30 seconds in
overtime. If, during the 30 seconds, the ball hits the sideboards
or goes out of bounds, or if the empire blows his
whistle, the chukker is over. There is no overtime at the
end of the sixth chukker unless the score is tied, at which
time 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.

Handicap:
Each player is rated on a scale of minus 2 to 10, by regional
and national handicap committees. A player’s handicap
is based on his net worth to his /her team with factors
considered such as horsemanship, team play, hitting skills,
anticipation and overall understanding of the game and it’s
rules. The rating given to players is termed in “Goals”. For
example, if 4 three goal players formed a team, it would be
a 12 goal rated team. If the opposing team handicap totalled
10 goals, there would be a one goal advantage (difference
in goals divided by 2) to the 10 goal team at the start of the
game. The term ‘Goals’ is not a player’s rating and is not
be be confused with how many times he/she will score in a
match, it is just a matter of a rating system.
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:
When a foul has been committed, penalty shots are awarded
by the umpires to the team which has been fouled.
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. 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. Also 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.
Nears ide:
The lefthand side of a horse.

Offside:
The righthand side of a horse.
Neckshot:
A ball which is hit under the horse’s neck from either side.
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.
Time Out:
An umpire calls time out when a foul is committed, an
accident occurs, or at his own dircretion. 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.
Sideboards: A nine to eleven inch board along the sidelines
only. Sideboards are optional.
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