Spalding's Athletic Library - Equestrian Polo
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About this ebook
This vintage book contains the equestrian polo edition of the "Spalding's Athletic Library" series. This profusely illustrated handbook includes information on all aspects of equestrian polo from the rules of the game to horsemanship and beyond. This volume is highly recommended for those with an interest in polo and is not to be missed by collectors of vintage sporting literature. Contents include: "Pony Polo and How to Play it", "The Game and Equipment", "How to Play the Game", "Number One", "Number Two", "Number Three", "Number Four", "Points about the Ponies", "Polo in the United States", "Polo Association Championships", "Ranking of Polo Association Players", "The Polo Association", et cetera. Many vintage books such as this are becoming increasingly scarce and expensive. We are now republishing this volume now in an affordable, modern edition complete with a specially commissioned new introduction on horses used for sports and utility.
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Spalding's Athletic Library - Equestrian Polo - H L Fitzpatrick
RULES
PONY POLO AND HOW TO PLAY IT
THE GAME AND EQUIPMENT.
To play championship polo requires more than the ordinary skill on horseback, a quick eye and strong muscles, and the use of from four to a dozen fast ponies that are broken to the game. It is not necessary to have so many ponies nor to be in hard training to play polo as a pastime, or even to join a team for the minor cups and handicaps at the ordinary country club tournaments. There is no more agreeable form of equestrianism than to take up polo in the informal way, and, quite aside from the new material that is constantly being developed from those who take up the game purely as an enjoyable exercise, the desultory games are encouraged at all the clubs, among the seniors and juniors alike. The American game, with its many intervals of rest, is easier on the ponies than polo under Hurlingham rules, yet even in England some good sport is furnished by teams of juniors, who seldom have more than one pony apiece. But if one aspires to a crack team, the more ponies and the faster they are the better.
The game is played on a field of turf, preferably of 950 feet in length by 450 feet in width, guarded on the sides but not on the ends by a board ten inches in height and usually painted white. The game consists in putting a ball through a goal protected by the opposing team. There is a goal at each end of the field, in the centre, the posts at least ten feet high and placed twenty-four feet apart. The teams in championship matches are of four a side, but they may be of any number desired. The regular game in this country, for teams of four, is of four periods of fifteen minutes of actual play each. To win a goal counts one and the team having the largest score at the end wins the match.
Two minutes is allowed between goals and seven minutes between periods, unless otherwise agreed, the time out not being counted in the actual play. But under Hurlingham rules, the standard in Great Britain and used in Canada and California, it is provided that the duration of a match shall be one hour, divided into six periods of ten minutes each, with an interval of five minutes after the second and fourth periods, and an interval of two minutes after the first, third and fifth. These rules, too, state a full-sized ground should not exceed 300 yards in length by 200 yards in width, if unboarded, and 160 yards in width if unboarded, and that the goals shall not be less than 250 yards apart. The greatest difference in the game under the Polo Association and Hurlingham rules, aside from matters of detail, are that under the latter code players may hook mallets, but they must not be off side.
Photo by A. H. Godfrey.
MR. GEORGE J. GOULD,
Of the Lakewood Club.
Before beginning play the two captains should agree on a referee, timer and scorer, and the home captain will appoint an umpire for each goal. At the summons of the referee, the teams line up in the middle of the field, each on its own side. When the timer gives the signal, after an interval in which he notes that the contestants are on their own sides of the middle line, the referee throws in the ball. The play is then continued until a goal is made, or the ball goes out of bounds at the sides or ends. When the ball crosses the side lines, the referee, from outside the boards, throws it again between the teams, who line up as at the start, but about opposite the point where the ball went out. If the ball goes out at the end, the team defending the goal at that end is entitled to a knock-in, the ball being placed on the line where it crossed, but in no case nearer than ten feet to the goal posts or to the side boards. No opponent may come within fifty feet of the ball when placed for a knock-in, until it has been touched by the mallet of the player who is to hit it