|  |  |  |   BACKYARD CROQUET RULESfor the traditional 9-wicket court setting
 
  This page summarizes the USCA's new rules for Backyard Croquet, recommended
  for play on the traditional double-diamond, two-stake court setting. For
  the Blake croquet court, we are using the "advanced rules" (which
  means that deadness carries over from your previous turn and that a ball
  may roquet any other ball on which it is alive). These rules can be amended
  when the skill level of the players calls for a more relaxed game.
 
   BASIC RULES FOR NINE-WICKET CROQUET   
 
  Game Overview 
  The standard double-diamond rectangular court (shown at right) officially
  measuring 50' wide and 100 feet long, may be reduced to fit the size and
  shape of the space available. The Blake court is scaled proportioinately
  for a length of 70'. 
  The game is designed for up to six balls, and may be played with any number
  of players from two to six. There are always either four balls (two on
  each side) or six balls (three on each side). (It is possible, however,
  to play a version of 9-wicket in which it's "each person for himself/herself"
  -- sometimes called cut-throat, this game follows all the rules specified
  here; the winner is the first person to stake out.)
 A game usually requires from one to two hours to play to its conclusion
  - that is, until one of the players or teams has "staked out"
  by scoring all the wickets and striking the Finishing Stake with all the
  balls on its side.
  The Sides 
  There are always only two sides,with the "hot colors" (red/yellow/orange)
  competing against the "cool colors" (blue/black/green). When
  only four balls are played, the sides are blueblack against redyellow. 
  The Players 
  When the number of players equals the number of balls on a side, each
  player plays only one ball throughout the game. When the number of players
  does not equal the number of balls on a side, the players on that side
  alternate turns and may play any one ball on their side in a turn. Team
  captains may be chosen, and players may confer to decide which ball should
  be played in each turn. 
  With two players, each of them plays all the balls on a side. 
  Starting The Game 
  A coin-toss gives the winning side the choice of playing first or second.
  Each of the balls must be brought into play in the first round of turns,
  in the order of the colors on the stake: blue/red/black/yellow/green/orange.
  The starting "tee" is one mallet-length in front of Wicket #1.
  
  
  The Turn 
  A turn consists of one stroke plus any additional bonus strokes earned
  by the ball in play. At the conclusion of a turn in which a wicket or stake
  point is scored, the wicket clip of the color corresponding to the ball
  should be placed on the next wicket or stake to be scored by that ball.
  (If your set does not include wicket clips, you may use colored clothespins.) The
  balls must be played in strict sequence throughout the game: Blue/Red/Black/Yellow.
  If only one ball of a side has hit the Finishing Stake and is out of the
  game, that side loses the turn of the staked-out ball, and play continues
  in the proper sequence to the end of the game. 
  Bonus Strokes 
  There are two ways to earn bonus strokes: by scoring wicket and stake
  points or by hitting (also called "roqueting") an opponent's
  ball with the ball in play.  
 
    Wicket or Stake Bonus Stroke 
    One bonus stroke is earned for passing through your proper wicket in
    the order of the course. One bonus stroke is earned for striking the Turning
    Stake after scoring Wicket #7. These strokes must be played from where
    the ball lies after the point is made. No bonus stroke is earned by a ball
    that "pegs out" by striking the Finishing Stake.  
Roquet Bonus Strokes 
    You get two bonus strokes when your ball hits (or roquets) a ball of
    the other side.  
 
      The Croquet Stroke is the first of these, played either in contact
      with the roqueted ball or from one mallet-head's distance, The contact
      Croquet Stroke is played by placing your ball in contact with the ball
      you hit (roqueted) and striking your ball to make both your ball (the striker's
      ball) and the other ball (the croqueted ball) move. "Stopping"
      your ball by placing a foot on it to keep it from moving is NOT allowed
      in this version of the game.
      The Continuation Stroke is the second of the two roquet bonus
      strokes, and it is played from wherever the striker's ball lies after the
      Croquet Stroke.
      Deadness. A ball is "dead" on a ball it roquets for
      bonus strokes and does not become "alive" again on that ball
      (that is, eligible to hit it again for bonus strokes) until the striker
      scores a wicket or stake. A rover ball may become "alive" by
      going through any wicket in any direction, but may roquet the other balls
      no more than once in a turn. Once you've roqueted a ball, you are said
      to be "dead" on that ball. In the four-ball game, it is possible
      to accumulate deadness on one, two or three balls. This is not a desirable
      condition, for it seriously limits your options. If you hit a ball
      that you're dead on, all balls return to their original positions and the
      turn ends.
     Bonus strokes may not be accumulated: Only the last-earned bonus stroke(s)
    may be played. On the Croquet Stroke, if the striker's ball clears a wicket,
    the Continuation Bonus Stroke is lost, and only the Wicket Bonus Sroke
    may be the played. On the Croquet Stroke, if the striker's ball roquets
    another ball on which it is entitled to take bonus strokes, the Continuation
    Stroke from the first roquet is lost, and you are entitled only to the
    two newly earned bonus strokes. 
     If your ball clears a wicket and in the same stroke hits an opponent
    ball on the other side of the wicket, the hit does not count as a roquet;
    you may, however, choose to then roquet the opponent ball with your Wicket
    Bonus Stroke. 
     There is one exception to the rule against accumulating bonus strokes:
    You may earn two bonus strokes by scoring two wickets in one stroke. (This
    commonly occurs at the Starting Stake and the Turning Stake, when you may
    score both wickets in one stroke so you can use the two consecutive bonus
    strokes earned to attack the position of the other side(s). 
     If another player sends your ball through its proper wicket (or into
    its stake), your ball does score the point; however, there is no bonus
    stroke. Bonus strokes may be earned only by the ball in play during its
    own turn. 
  Rover Balls
  Rovers are balls which have completed all the course except for striking
  the Finishing Stake. Rovers may be staked out - that is, driven into the
  Finishing Stake - with any legal stroke by any player at any point in the
  game.
  Winning the Game
  The side which scores all the wickets and strikes the Finishing Stake
  with all its balls wins the game. In timed games, the side with the most
  points wins when time is called; each wicket or stake scored by each ball
  counts for a point. If there is a tie, keep playing until one side scores
  a point and thus wins the game.
  Boundaries
  
    Boundaries designated by a string or special markings should be at
    least 6 feet beyond the outer wickets and stakes.
   Boundary Balls: Novice
  The "boundary" rules depend on the level of players and will
  be specified before each game. For games involving novices, all balls sent
  out of bounds are brought to the point where they crossed the designated
  Boundary and placed one mallet-length inside the court before play resumes.
  There is no penalty or loss of strokes for sending any ball out of bounds.
  Out-of-bounds balls are simply placed in bounds, and play resumes. All
  balls that come to rest within the Boundary Margin - closer than a mallet-length
  to the Boundary - are immediately replaced on the Boundary Margin, with
  the one exception of the striker's ball still in play on a Continuation
  Stroke or a Wicket Bonus Stroke, which is played from from wherever it
  lies within the Boundary Margin.
  Boundary Balls: Advanced Players
  For games involving advanced players, all balls sent out of bounds
  are brought to the point where they crossed the designated Boundary and
  placed one mallet-length inside the court; the stroker's turn ends at that
  point. If on a roquet shot you knock the roqueted ball out of bounds, it
  is brought one mallet's length in from the boundary and your ball remains
  where it stopped; you receive no bonus points when you roquet a ball out
  of bounds.
  Faults and Penalties
  You must strike the ball only with the face of the mallet. The mallet
  may not touch any other ball except the striker's, nor may it strike a
  wicket or stake, nor may it "crush" a ball against a wicket or
  stake to make the stake or wicket bend or move.
  There are no penalties for faults. Out-of-turn plays and all faults should
  be corrected by replacing the balls to their positions before the fault
  occurred and replaying the shots correctly.
 Unless there is a previously appointed referee, the word of the striker
  should be accepted in disputes. In disagreements on replacement of balls
  to replay fouled strokes, the offending side must accept the judgment of
  the opponent.
 
 These rules were modified from the version written by
Bob Alman for the United States Croquet Association.  
  
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