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Copyright 2006 United States Croquet Association. All Rights Reserved. Welcome to the World’s Greatest Backyard Sport! The United States Croquet Association has created this special edition of the Rules of 9 Wicket Croquet for newcomers to the game or for anyone, young or old, who wants to play the traditional backyard sport Americans have enjoyed for over 125 years. The game of croquet (pronounced "crow-KAY") is a tradition of backyard recreation in America, as well as a sport that can be enjoyed by young and old alike. Whether you are a novice who plays the occasional friendly game or a determined competitor who gives opponents no quarter, you need to know the rules and have them handy for reference during a game. This special edition of the rules was prepared by the sport's governing body, the United States Croquet Association (USCA), as a guide for informal backyard play. More detailed tournament rules for the American six-wicket game can be ordered from the USCA headquarters and are sent free to all USCA six-wicket members. The following rules are suggested for use in play, as it is the purpose of the USCA to standardize one set of rules. Some interesting "options" are also listed below, which may make the game more challenging. Those playing in a game can always create their own rules and variations; however, any variation to be used must be announced before the start of the game. What You Need to Play the Game
The Balls For a two- or four-player, two-sided game, you need four balls. The colors usually used are blue, red, black, and yellow. One side (with one or two players) plays with blue and black, and the other with red and yellow. For a six-player team game, you need six balls. In team play, one side plays blue, black, and green, and the other side plays red, yellow, and orange. In "one-ball" games, you need one ball per player. The Mallets Each player uses a mallet. Only the striking (end) face may be used to strike a ball, unless the players have agreed to allow the use of "side" shots or other shot-making variations. Optional Accessories You can use colored clips or clothespins to mark the next wicket your ball must go through. The clip is picked up when a wicket is scored, then placed on the ball's next wicket at the end of the turn. Object of the Game The object of the game is to advance the balls through the course by hitting them with a mallet, scoring a point for each wicket and stake made in the correct order and direction. The winner is the first side to score the 14 wicket points and 2 stake points for each of its balls, unless the game is played to a time limit and time runs out before that happens, in which case the team with the most points at the end of the time period wins (see below). The players take turns, and only one plays at a time. At the beginning of a turn the player (called the "striker") has one shot. After that shot the turn ends, unless a bonus shot is earned by scoring a wicket or stake or by hitting another ball. The turn ends when the player has no more bonus shots to play or has finished the course by scoring the finishing stake. The striker may directly hit with the mallet only the ball he or she is playing in that turn (the "striker ball"). Order of Play and Starting the Game Starting point When four balls are played by two sides (singles - two players competing against each other playing two balls each; or doubles - two sides of two players each) The sides should toss a coin or hit closest to the middle wicket to determine the order of play. The side winning the coin toss has the choice of playing first and third with blue/black or second and fourth with red/yellow. The order of play throughout the game is blue, red, black, yellow. Six balls played by two teams of three players The side winning the coin toss has the choice of playing first, third, and fifth with blue/black/green or second, fourth, and sixth with red/yellow/orange. The order of play throughout the game is blue, red, black, yellow, green, orange. Six balls played by three teams of two players The start of the game is determined by a player from each of the three sides shooting to a predetermined target such as a wicket or stake, with the closest to the target choosing which colors to play. The second closest chooses next, with the third closest playing the remaining balls. The sides consist of blue/yellow, red/green, and black/orange. The order of play is blue, red, black, yellow, green, and orange. Order of Play After all balls have started the game, play continues in the same order until a ball is staked out. When a ball is out of the game, the remaining balls continue in the same order, skipping the ball that has finished the course. "One-ball" Game Many croquet players like to play singles with only one ball per side, the winner being the player who advances his or her ball around the court first. This popular variation is played with the same rules as regular singles or doubles croquet, but any number of players from two to six can play. The colors may be drawn by lot to determine the order of play. Shots If a player plays out of turn, there is no penalty. Any ball moved during the out-of-turn play is replaced to its position prior to the error and play recommences properly. If an out of turn is initially condoned (not discovered) but then later discovered, only the last ball played out of turn is replaced and the correct ball then proceeds. Example: if red plays, then blue plays, then yellow plays, yellow is replaced, and then red plays correctly. If the striker takes a swing at his/her ball and misses entirely, the miss counts as a shot and the turn ends, unless the striker had a second "bonus" shot. If the striker's mallet accidentally hits another ball other than the striker ball, the shot must be replayed, but with no loss of turn. Scoring Wicket and Stake Points Each ball can score wicket and stake points for its side only by going through a wicket or hitting a stake in the proper order and direction. Going through a wicket out of order or in the wrong direction is not counted as a point gained or lost. A ball caused to score its wicket or stake during another ball's turn earns the point for its side, but no bonus shot is earned as a result. A ball scores a wicket point only if it comes to rest clear of the playing side of the wicket. If a ball passes through a wicket but rolls back, it has not scored the wicket. An easy way to determine if a ball has cleared a wicket is to run the side of the mallet head down the plane of the playing side of the wicket. If the mallet head touches the ball on the way down, it has not cleared the wicket; if the mallet head does not touch the ball, it has cleared the wicket!
Bonus Shots The striker earns one bonus shot if the striker ball scores a wicket or hits the turning stake. The striker earns two bonus shots if the striker ball hits another ball (a "roquet"). However, the maximum number of bonus shots earned by a striker is two; there is never a time when a striker is allowed three shots. (See the "Exceptions" section below for examples.) If two bonus shots are scored by striking another ball, the first of these two shots may be taken in any of four ways:
The second bonus shot after a roquet is an ordinary shot played from where the striker ball came to rest, called a "continuation shot". Bonus shots may not be accumulated. Upon earning a bonus shot by scoring a wicket, hitting the turning stake, or roqueting another ball, any bonus shot previously earned is forfeited. For example, if a ball roquets a ball and in that same stroke the striker ball hits another ball, the second ball hit is not a roquet and remains where it comes to rest (with no deadness incurred on that ball). EXCEPTIONS: Two extra shots are earned when the striker ball scores two wickets in one shot. If the ball also hits the turning stake after scoring two wickets, two strokes are earned, not three. Conversely, if the striker ball scores the seventh wicket and hits the turning stake in the same shot, it earns two shots. After the striker ball roquets another ball, it does not earn any extra shots for hitting it again in the same turn before scoring the next wicket in order. However, there is no penalty for hitting the ball again (unless you are using Challenging Option #1, below). Wicket and Roquet When the striker ball scores a wicket and then in the same shot hits another ball, only the wicket counts and the striker has earned only the one extra shot for scoring the wicket. The striker may then roquet any ball to earn two extra shots. When the striker ball roquets another ball and then goes through a wicket, the wicket has not been scored but the striker earns two extra shots for the roquet. The Boundaries Whenever any part of a ball crosses a boundary, it is brought inbounds and placed one mallet length (or 36 inches) into the court. The ball should be placed 90 degrees inbounds and perpendicular to the line and not diagonally from the line. (Exception: When the striker ball has just roqueted (hit) another ball, the striker may choose to place it in contact with or up to a mallet-head from the ball that was roqueted.) All balls are also immediately brought in a mallet length from the boundary when they are less than that distance from the boundary, except for the striker's ball when the striker has an extra shot. On a smaller court, you may reduce the distance from the boundary for placing balls in to as little as a mallet-head (about nine inches), but whatever the distance chosen, balls must be brought in the full distance from the boundary. If more than one ball crosses the boundary on the same spot, the striker may measure any ball inbounds first and then place the other(s) a mallet-head's length away from it on either side. Rover Balls After a ball scores all of the wickets in the course, its player may choose to keep it in the game as a "rover" to help advance that side's remaining ball(s) and to prevent the opposing side from advancing. During this ball's turn, it may hit any other ball only once per turn, gaining extra shots accordingly, but it does not earn any extra shots or wicket points for running a wicket. Any player may put a rover out of the game by causing it to hit the finishing stake with a roquet shot or a croquet or foot shot. The rover's side earns the point for the stake, and the order of play continues without the staked-out ball. An interesting variation is playing "poison." (See Challenging Option # 6.) Time Limit Game If time does not permit a game to be played to the stake, a time limit may be set beforehand. A kitchen timer works well to alert players to the end of the time limit. When the time limit is reached, the ball in play is in its last turn, and the remaining balls in the game are entitled to one turn each. If neither side has won by staking out both balls at the end of this final round of turns, the winner is the side having scored the most points. In case of a tie, play continues in full rotations, beginning with the ball that was in play at the end of the time limit, until one side stakes out or has more points at the end of a full round of turns. If time does not permit to have last turns for each ball, the game can end with no ball having a last turn. This is known as "sudden stop". If the score is tied in the "sudden stop" format, the ball closest to its contested wicket gets an extra point for the win. In a time limit game, players must play expeditiously and teams should not take excessive amounts of time in discussions. Challenging Options All players in the game must consent to these options before the start of the game. Any combination of options (none to all) may be chosen. Option 1. Using Deadness Option 1a. Special Relief
of Deadness Option 2. Out of Bounds
Play B) If a striker roquets a ball out of bounds, the turn is over with no deadness incurred (if Option 1 is in effect). All balls remain where they come to rest with boundary balls measured in. C) If a striker hits his/her ball over the boundary, the turn ends with the ball measured in. If a striker roquets a ball that does not go out of bounds but the striker ball goes out of bounds, the turn is not over but the striker must place his/her ball in contact with the roqueted ball or put it one mallet head's length or up to 9 inches away from it and then receives two shots. Option 3. Measuring Balls
in from the Boundary Option 4. Restriction from Roqueting Partner Ball for Bonus
Strokes Option 5. Removal of Sequence of Play (Blue, Red, Black, and
Yellow) Option 6. Poison Option 7. Rover Play Option 8. Blocking Option 9. Starting
Deadness Option 10. Blocked at a
Wicket by a Dead Ball The opponent must be responsible for the block, not the side claiming a block. A block must be confirmed by the blocking side in order to be counted as a block, in order to avoid disputes. In addition, the proposed wicket shot that is claimed to be blocked must be possible to make to count as a block. Frequently Asked Questions Q: "At the start of the game, is it better to go first or last?"
Q: "Is there any particular way that I must hold the mallet and hit the ball?"
Q: "Do I have to go through the wickets in any particular order?"
Q: "Can I really use my hand or foot to hold my ball while hitting it and knocking another ball away?"
Q: "If I send a ball over the boundary, is there a penalty?"
Q: "If my ball hits another ball and then goes through its next wicket, what happens next?"
Q: "If my ball goes through a wicket and then hits another ball on the same shot, what happens next?"
Q: "Don't I get 3 bonus shots if my ball hits another ball and goes through a wicket on the same shot?"
Q: "What happens when, after receiving two bonus shots, my first bonus shot clears a wicket? Do I still have 2 bonus shots or just 1?"
Q: "If my ball is hit through a wicket by an opponent, do I get credit for scoring that wicket?"
Q: "When is a ball through a wicket?"
Q: "What happens if I miss my ball entirely on a shot?"
Q: "What happens when someone plays out of turn? Is there a penalty?"
Q: "Is there a rule that says you are 'dead' on a ball you've hit (not allowed to hit it) until you make your next wicket?"
Q: "At what point can I start hitting other balls and earning bonus shots?"
Q: "What happens if I hit a ball that I'm dead on?"
Q: "What if I strike my mallet into another ball accidentally?"
Q: "When you send another ball away by a foot shot or hand shot, do you lose your second bonus stroke if your ball also moves after hitting it?"
Q: "When placing your ball back in bounds, do you have to place it the length of the mallet or can you use the length of the mallet head?"
Q: "When you go out of bounds, do you have to place your ball back in bounds immediately or can you wait until your turn? "
Q: "When placing your ball back in bounds, do you have to place it 90 degrees inbounds to the line at the point it went out or at any angle at the point it went out?"
Q: "What if more than one ball crosses the boundary on the same spot?"
Q: "May I choose not to use a boundary?"
Q: "If my ball is right up against a wicket or the turning stake, can I just hit the back of the stake or wicket and hope that knocks my ball forward?"
Q: "If I have a mallet head that is round, and my ball is up against the turning stake, can I just run my mallet head downward between the stake and the ball in order to move the ball as my shot? "
Q: "Can I keep playing after my ball passes through all the wickets and hits the finishing stake?"
Q: "Is there a variation of croquet called 'Poison'?"
Q: "Can I create my own rules and variations for croquet?"
Q: "What happens if something occurs that is not covered in the rule book?"
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