GOLF CROQUET - PLAYING HINTS


  • Hit firmly.
  • Practise jump shots (off the lawn).
  • Play stun shots.
  • Hit a ball to a specific spot.
  • Run hoops with a slow backswing and a good follow-through.


Never be short with your first shot - always have a practice shot to test the 'speed' of the lawn.

Consider

  • blocking
  • hitting away
  • jumping
  • placing your ball 'behind' the hoop where an opponent cannot hit it away
  • possible  'in-offs'.


If your opponent's first ball to an even hoop is 2-4 metres in front of it, play your first ball to hoop position and try to run the hoop with your second ball. For odd hoops, go for position or a block and try to hit away with your second ball.


Don't go into hoop position when you know your opponent will hit you away and put their ball in front of the hoop with a stun shot. Go well back and to one side so that if they shoot at you they will not be able to leave their ball in front of the hoop. Stay beside the hoop and hit the opponent's ball away.


Only promote your partner's ball to the next hoop if your ball is within the distance at which you can guarantee accuracy - say about half a metre.


If unable to prevent an opponent running a hoop, consider

  • going halfway to the next hoop
  • cannon off an opponent's ball towards the next hoop (you can then go more than halfway without being offside)
  • place your ball so as to restrict your opponent's swing
  • knock your opponent's ball through the hoop to where the next shot will be difficult
  • place your ball beyond the hoop and blocking the line to the next hoop.

If two balls are touching, remember that the nearer ball (the one you strike) may not travel very far, but the other ball will fly away.


Try and use any free shots to get a better position, particularly at odd-numbered hoops. where there's a chance that a ball running the hoop will get close to (or even run) the next hoop as well.​​​​​​​

GOLF CROQUET – HOW IT WORKS

Played by two teams on a grass lawn with six hoops and a centre peg.

A team can be one person (Singles) or two (Doubles)

There are four balls, blue, red, black and yellow, which must be played in that order (the colours are painted on the centre peg to act as a reminder).

The person whose turn it is to play is the striker. A turn consists of just one strike. In Singles: one player uses the blue and black balls, the other red and yellow. In Doubles: each player always strikes the same coloured ball – with blue partnering black, and red partnering yellow.

A coin is tossed to see who will start the game and the first ball played is the blue ball. Balls are then played in sequence - blue, red, black and yellow. To begin the game each ball is played from the corner to gain position in front of Hoop 1 which has a blue top.

Decisions need to be made about if to run a hoop, hit opponents' balls away or take position in front of a hoop so that it can be run in the next turn.

Once someone has run Hoop 1, everyone then plays to run Hoop 2, and so on using each of the six hoops twice. 

Games have a fifty minute time limit and are usually for the best of 13 points; so the first team to get to seven points (hoops) wins.

Clips or pegs are used to show which side ran each hoop. 


SOME FURTHER ASPECTS OF THE GAME

A hoop is run when no part of the ball protrudes beyond the side of the hoop from which it started (there's a diagram in the Rules). A ball may take more than one turn to run a hoop. A ball may also run more than one hoop in a single turn.

If a ball other than the striker’s ball is hit through the hoop (peeled) by the striker’s ball, then the hoop counts for that peeled ball, even if the striker’s ball also goes through that hoop.

Each turn consists of striking the correct ball with the face of the mallet head and with no other part of the mallet. Accidentally touching your ball counts as a strike. When it is your turn you do not have to take it – you are allowed to ‘deem’ or cede your strike.

When striking your ball, be careful not to touch another ball with your mallet as this constitutes a fault. It’s also a fault to hit your own ball more than once – a double-tap. You also may not cause a "crush".

A double-tap is when the mallet hits the ball twice. This is not always easy to see or hear. A double-tap is likely when two balls are close to each other and the striker's ball is hit toward the other one. A double-tap can usually be avoided by hitting at least 30 degrees to the left or right of the direct line to the other ball. It is also sometimes possible to strike the ball and stop the mallet head from following through. Probably the best indication of a double hit is the relative distances travelled by the two balls. If the striker's ball goes more than about an eighth of the distance gone by the other ball, a double hit has probably occurred. 

A crush happens when mallet, ball and hoop (or peg) are all in contact with each other. Great care has to be taken to avoid a crush when your ball is close to an upright of a hoop and at an angle to the opening. It’s a mistake to try and force the ball through regardless as a fault is almost inevitable.

If a fault is committed the turn ends, no points are scored, and the opposing side can decide to take the next turn from where the balls are or to have them returned to where they were.

Even if it’s not your turn, you must not touch any ball, or let it touch you, or you will lose your next turn. So don’t trip over a ball and watch out for moving balls. They can move very fast! If you do touch a ball, your opponent can choose to leave it where it comes to rest or to put it back where it was before.

Speak out if you see anyone about to play the wrong ball. If, though, it does happen, then your opponent can choose to replace the balls or leave them where they are. Your opponent can also choose which ball to restart with. If a wrong ball is hit through a hoop, it doesn't score and is played (eventually) from where it lies.

Any ball which has left the court is replaced just inside the boundary at the place where it went off.

After a turn in which a hoop point is scored, any ball that is over halfway to the next hoop to be played is offside, unless it got there as a result of the stroke just played or being hit by (or off) an opponent ball. Your opponent decides that your next turn will be from a penalty position or from where your ball lies. 

You should not move or talk while your opponent is taking a turn. Also do not to stand in an opponent's line of vision or let your shadow be a distraction.​​​​​​​