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Based on the USCA Backyard Croquet Rules with clarifications drawn from the USCA Official Rules Game Overview The standard double-diamond rectangular court officially measuring 50 feet wide and 100 feet long may be reduced to fit the size and shape of the space available. (If the court is reduced, try to maintain a six-foot separation between the Starting/Turning stake and the adjacent wickets, and between these wickets; a shorter distance constricts the playing space and affects game tactics. Also, try to maintain the six-foot distance from the outer wickets to the boundary.) A game is played until one team has "staked out" by scoring all the wickets and striking the Finishing Stake with all the balls on its side, or for 50 minutes. At the end of time, the current turn is completed and the other team has one final turn. The Sides There are always only two sides, with the "hot colors" (red/yellow/orange) competing against the "cool colors" (blue/black/green). 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. 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 (i.e. 3 feet) in front of Wicket #1.
Lifting balls not in the game The Turn A turn consists of one stroke plus any additional bonus strokes earned by the ball in play. After the first round of turns, a side may play any one of its balls in each turn. 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.) "Deadness" and "Aliveness" Once you roquet a ball, you are considered "dead" on that ball, and you may not hit it again until you score your next wicket, thereby "clearing" your deadness. Whenever you score a wicket, you are "alive" on all the other balls - that is, you are again eligible to hit them to earn bonus strokes. "Aliveness" is also restored at the beginning of a team’s turn. The penalty for hitting a ball you are "dead" on is an immediate end of turn. The balls are returned/replaced to their original position before the fault was committed. Scoring A Wicket
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.
At the beginning of every turn, a player is eligible to roquet any opponent ball(s). Each opponent ball may be roqueted for bonus strokes only once in a turn, unless the striker scores a wicket (or the Turning Stake). Scoring a point entitles the striker to roquet each of the opponent balls again, and a skillful player may score several wickets in one turn.
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 (the First Action Rule). 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. Bonus strokes can not be accumulated for hitting the Turning Stake. 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. Only the ball in play may earn bonus strokes during its own turn. Winning the Game The team that scores all the wickets and strikes the Finishing Stake with all its balls wins the game. If, at the end of 50 minutes, neither team has won, the current turn is completed and each team has one more turn. The side with the most points wins. Ties are permitted. Boundaries String or other marked boundaries for the nine-wicket court shown in the illustration are not essential. Natural boundaries such as a sidewalk, a precipitous cliff, the surf line, or the neighbor's petunia bed will work as well. To forestall disputes, make specific agreements on boundaries before starting. Boundaries designated by a string or special markings should be at least 6 feet beyond the outer wickets and stakes. Boundary Balls 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.
Aiming Aids A player may indicate a spot (i.e. by foot, mallet or a finger) for the partner to shoot at, but must remove the aid before the shot is taken.
Rover Balls Rovers are balls that have completed the entire course except for striking the Finishing Stake. Rovers may earn bonus strokes by roqueting any opponent ball. A Rover does not earn a bonus stroke for clearing a wicket. Deadness on all opponent balls is cleared at the beginning of the team’s next turn. 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.
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.
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