A polo match lasts about one and one-half hours and
is divided into six 7 minute periods or chukkers. Since
a horse in fast polo can cover two and one-half to
three miles per period, he'll be too tired to play a
second one right away. After resting for two or three
periods, some horses can return to the game. Still, in
championship polo, a player will come to the field with
at least six horses. The mounts are horses, mostly
thoroughbreds, not ponies. The object of the game is to
score as many goals as possible. There are four players
on a team and each assumes a specific position either
offensive or defensive. However, given the enormous
size of the playing fields, the momentum of the
galloping horses and the ball's unexpected changes of
direction, the game is very fluid, and the positions
continuously change. There are few set plays in polo,
and good anticipation is almost a sixth sense. With
thousand pound animals running at speed there is a
pre-eminent necessity for a right of way rule. The
central concept in the rules of polo is the line of the
ball, a right-of-way established by the path of the
traveling ball. Like the rules of the road, there are
do's and don'ts governing access to this right-of-way
and crossing it. Within these limitations, a player can
hook an opponent's mallet, push him off the line, bump
him with his horse or steal the ball from him.
Penalties are awarded as free hits. The more severe,
the shorter the distance to the goal. The closer hits
are almost certain goals. After every goal is scored,
the teams change sides in order to compensate for field
and wind conditions. A typical score would be 10-7.
Polo games are played on the flat or the handicap.
Every registered player is awarded a skill rating from
C (-2, the lowest) to 10 (the highest). When a match is
played on the handicap basis, the sum total rat...