Kentucky Clay Court - Croquet Rules
by Paul Bennett (from my notes dated 2 July 1994) and
written now 13 June 2004
In Kentucky, clay court Nine Wicket rules were last revised in 1936
by the State Parks and Recreation
Department to codify the rules for their state championships. The game
continues to be played on a weekly basis
throughout the state. The last court in Louisville, KY is at Wyndotte
Park, off Taylor Blvd and I65. A set of courts
are located in Frankfurt, KY near the state capitol and at Jamestown near
the Land between the Lakes.
The official set of rules are not reprinted here, as I seem to have misplaced
them somewhere in my office.
Here is a summary of the rules as I know them.
KY Nine Wicket Layout
Court and Equipment Characteristics:
Smooth Clay court - very fast speed.
Wickets set in Concrete and buried under the clay.
Steel wire is used to mark the court boundary.
Wickets only slightly taller than the ball - not possible to jump overtop
a ball.
Balls are smooth in texture, solid and similar in weight to a Jacques Eclipse
ball.
Notice the layout with hoop 3 level with hoop 2. Start about 6' back
from hoop 1.
The mallets are custom made. The mallet face consists of two playing
surfaces, one hard surface called fiber and one soft surface made of rubber.
The handles are generally short, though many new mallets are made using longer
handles.
Clips and deadness boards (or a clipboard with a deadness sheet) are used
only during tournaments.
Clocks are generally not used, unless players are waiting to play. During
tournaments, a 3-5 hour time limit is set for a best of three match.
- The colors of the balls are Red, White, Blue and Black. The players
follow this order of play. Red is teamed up with Blue and White is
teamed up with Black. It is unusual to play a game of singles only.
- The order of the hoops follow the diagram of the court. The hoops
are numbers from 1 to 16 each hoop counting for 1 point. The peg in
the middle is number 8. Players refer to the hoops by these numbers
(there is no 1-back, 2-back designations).
- The hoops must be run in the order shown, note that you may go
thru the basket (middle hoop) in either of two directions shown. The
hoop must be run in a straight direction, i.e. you may not start by running
the hoop in the NE direction and then half way through decide to exit through
the NW direction.
- When you hit a ball, referred to as a bump or a roque, you are entitled
to two strokes; the first is the croquet stroke and the 2nd is the
continuation stroke.
- During the croquet stroke, you place your striker ball in contact with
the ball you hit. You may hold your ball with your hand and drive the
other ball away. (This is referred to as a tight.) Or you may strike
your ball into the other ball causing both balls to move. During a
croquet shot the croqueted ball must at least 'shake'; you may not shoot
away from the croqueted ball without causing it to move.
- You become dead on the ball you hit and may not hit that ball again
until you go through your next hoop. In subsequent turns, you remain
dead on the balls you hit until you go through your next hoop.
- When your ball has gone through all the hoops (except for the peg at
16), you become a rover ball. A rover ball is alive on all balls at
the beginning of each turn.
- A ball crosses out of bounds when the center of the ball is beyond
the boundary line. The boundary line is either marked with a string
or a metal wire. In general this line should not impede or prevent
a ball from crossing the boundary.
- If a ball is not out of bounds, it remain where it lays, which might
be right next to the string. When placing your ball in contact after
a bump for a croquet shot, you may not place your ball out of bounds.
Notice that this may limit your possible options.
- If you knock your ball or your partners ball out of bounds, your ball(s)
become placed on the nearest 'penalty spot' in the zone your ball went out
of bounds. If the spot is already occupied with another ball, your
ball is placed on the opposite spot. In zone I for example, if you
go out of bounds on the south boundary, then place your ball on the spot
south of stake 16. If you go out of bounds on the east boundary, then
place your ball on the east boundary spot, unless occupied, then place your
ball on the west boundary zone I spot. See rule 12 for explanation
of zones I, II and III.
- If you knock your opponents ball out of bounds, the opponent may place
his ball on the boundary line where the ball went out of bounds or on the
spot.
- There are three zones. Zone I is south of hoops 3 and 13. Zone
II is south of hoops 5 and 11 and north of zone I. Zone III is north
of hoops 5 and 11. When you are on a 'penalty spot', you may not roque a
ball in that zone.
- All other balls that are hit after a roque, either by the striker ball
or by the bumped ball, are replaced. If a ball occupied a spot that
the bumped ball now occupies, the bump ball comes back in contact with the
ball occupying that spot at the spot the ball contacted the moved ball.
- Striker faults bring all the balls back to where they started prior
to the stroke. Faults include hitting a ball you are dead on; causing
damage to the court by striking the court with your mallet during the follow
through or prior to hitting the striker ball; hitting a ball other than the
striker ball; letting go of your ball when holding it during a croquet shot.
- The strikers ball can go out of bounds after hitting a ball it is alive
on. The roqueted ball may not go out of bounds or the turn ends (and
rule 11 applies). Some local customs discourage sending an opponent's
ball out of bounds if it gives an apparent advantage to the striker. Some
have suggested calling deadness on the striker; others have suggested allowing
the opponent to bring the balls back to the positions prior to the stroke
in question. The official rules have not been modified and no penalty
is prescribed in the official rule book.
- There is no relief from deadness except to score the hoop. Often
times it is best to 'take shape', i.e. setup in front of your hoop.
- There are no wiring rules. You may move your opponent's balls
in the most unfavorable position each turn preventing them from scoring their
hoops or hitting a ball they may be alive on.
- The basket, hoop 4 and 12, is the most difficult hoop to run. Often
players will avoid becoming dead on balls prior to attempting to score the
basket. Located in the middle,this hoop is central to the strategy
of play in the game.
- When scoring a hoop, the striker ball must pass clearly through the
hoop and beyond the plane of the playing side of the hoop without hitting
a ball it is dead upon. If after clearing the hoop, the ball contacts
a ball, then the striker is ball in hand and immediately takes croquet from
that ball.
- If a player scores a hoop and in the same turn goes out of bounds or
causes another ball to go out of bounds, the hoop is scored, the turn ends
and rules 10 or 11 apply.
- A play must be made prior to or on the 3rd full rotation since the
last play. A play is made by hitting a ball the striker is alive on
or by scoring a hoop. If a team fails to make a play on the 3rd rotation,
the opponent may call deadness on one of the balls the striking team is alive
on.
- The blocking rule is the most difficult rule to understand or rule
clearly upon. It is most important to get agreement from your opponent
prior to claiming a block. A block is when a ball you are dead on prevents
you from scoring a wicket or taking a desired position (as in front of a
wicket). If a player blocks your position a second time, you may call
a block and the opponent has to replay his shot and shoot in a different
direction immediately. This commonly occurs when two players are playing
for the same hoop, but other situations may also cause the blocking rule
to apply. The second block does not have to occur on consecutive turns.
A different ball may block the same position a second time. It
is imperative to specify the exact position of the first block, since the
player may claim a spot in front of the hoop, in the middle of the hoop,
or behind the hoop. For example, if you claim a spot in front of the
hoop, the opponent may still block you behind the hoop since he no longer
blocks the front of the hoop. The advantage of claiming a spot in front
of the hoop is that it will allow you to setup in front of the hoop even
though you may be off to the side of the hoop and not able to run the hoop
on a particular shot. You may claim a second block as long as it is
possible for you to get to that position in your next turn, i.e. hit a ball,
take off and get position, one does not have to be on the playing side of
the hoop in this case. On the other hand, if you are 3 ball dead, and
blocked from the position by a hoop, then you cannot claim a second block
at that time. (If your partner can put you in position to claim the
2nd block prior to your next shot, then maybe you can call the 2nd block
in this instance.)
- The game ends when both partner balls have scored the 15th wicket and
the striker drives both the partner and the striker ball into stake 16 in
one shot or the partner ball into stake 16 in the croquet shot and then the
striker ball into the stake on the continuation stroke. If the striker
fails to peg both balls out in this manner, the games continues and neither
ball is removed from the game.
- Games are usually not timed, but if players are waiting for court time,
then a 1 hour timer is started. When the clock expires, the game is
over and the team with the most points scored at the buzzer is the winner.
No additional shots may be played after time is called.