Polo Basics · A spectator’s guide

The Sport of Kings, explained

Everything you need to enjoy a polo match, from chukkers and divots to the one rule that keeps every horse and rider safe.

Start with the basicsJump to the glossary
4
players and their ponies on each team
7½ min
in each period, called a chukker
4–6
chukkers in a match, with a halftime
1–2 hrs
for a typical polo match
300×160
yards for a full-size field, about nine football fields (without end zones)

Figures are for outdoor (field) polo. Arena polo is played three a side on a smaller field.

01The field

A very big field, and a simple goal

The object of the game is to move the polo ball down the field and hit it through the goal posts to score.

  • Changing ends. Teams change direction after each goal, to even out field and wind conditions.
  • Any goal counts. If the ball crosses between the posts, it is a goal, even if a pony knocks it through.
  • Kept in play. Short boards along the sidelines help keep the ball on the field.
  • Size. Up to 300 yards long and 160 yards wide with sideboards, or up to 200 yards wide without.
UP TO 300 YARDS UP TO 160 YARDS GOAL GOAL CENTER: THROW-IN ABOUT NINE FOOTBALL FIELDS, NOT COUNTING END ZONES
02How a match unfolds

From the throw-in to the final chukker

The throw-in

The umpire starts play with a throw-in (also called a bowl-in), bowling the ball underhand between the two lined-up teams.

Chukkers

A match has four to six chukkers of seven and a half minutes each (six is standard outdoors), with a halftime break.

Fresh ponies

Players switch to fresh horses (called ponies) often, usually for each chukker and sometimes during one.

Goal, then a restart

After each goal, teams change direction and the umpire restarts play with another throw-in at the center of the field.

Halftime

Spectators are invited onto the field to stomp the divots back into the ground. It is a polo tradition.

03The one rule to know

The line of the ball

Most of the rules of polo exist to keep players and ponies safe. The big one: a moving ball creates an invisible right of way, called the line of the ball, and the player following it has the right of way.

Crossing

Most fouls happen when a player improperly crosses the line of the ball.

Penalties

The fouled team gets a free hit from a set distance, or for the most serious fouls, an automatic goal.

The bump

A player may push an opponent off the line with their pony, at a safe angle. The umpire judges the speed and the angle.

The ride off

Two riders make contact and try to move each other off the line, so the other cannot strike the ball.

A B LINE OF THE BALL A: FOLLOWING THE LINE,HAS THE RIGHT OF WAY B: MAY NOT CROSSIN FRONT OF A
04Positions

Four players, four jobs

Players wear the numbers 1 through 4. The strongest player on the team usually plays No. 3.

  • 1

    Attack

    An attacking, offensive player.

  • 2

    Offense

    An attacking player who also helps on defense.

  • 3

    Playmaker

    The primary playmaker and pivot, usually the strongest player on the team.

  • 4

    Defense

    The defensive player.

The four basic shots, seen from above. Each can be played on either side of the horse.

Forehand

Hit forward, in the direction the horse is going.

Backhand

Hit backward, the way the horse came.

Neck shot

Hit forward and across, under the horse’s neck.

Tail shot

Hit behind the horse, across and past its tail.

05Your part

The halftime divot stomp

Galloping hooves tear up clumps of turf, called divots. At halftime, spectators are invited to walk the field and stomp the divots back into the ground. It is part tradition and part social hour, and everyone is welcome to join.

06Glossary

Terms used in polo

Boards

Short boards along the sidelines of the field that help keep the ball in play.

Bump

When a player directs their pony into the side of an opponent’s pony to move the opposing player off the line of the ball. It must be done at a safe angle; the umpire judges the speed and the angle.

Chukker

A period of play, seven and a half minutes long. A match has four to six chukkers.

Divot

A clump of turf torn up by galloping hooves. At halftime, spectators stomp the divots back into the ground.

Goal

Any time the ball crosses the line between the goal posts, no matter who (including the ponies) knocks it through.

Hook

Defending against an opponent’s swing by blocking it with your own mallet.

Knock-in

When the attacking team hits the ball over the back line without scoring, the defending team restarts play by hitting it in from its own back line.

Line of the ball

The imaginary line made by the ball when it is hit or deflected. It creates a right of way that players must respect for safety.

Mallet head

The part of the mallet used to strike the ball. The long side of the head, not the end, hits the ball.

Nearside

The left-hand side of the polo pony.

Offside

The right-hand side of the polo pony.

Penalty

A free hit awarded to the fouled team from a set distance based on how serious the foul was (for the worst fouls, the umpire can award a goal). Most fouls come from crossing the line of the ball. Most penalties exist to keep horses and riders safe.

Positions

Four players per team, numbered 1 through 4. Nos. 1 and 2 are the forwards, No. 3 is the playmaker (usually the strongest player), and No. 4 is the back.

Ride off

Two riders make contact and try to push each other off the line of the ball, so the opponent cannot strike it.

Stick

Another name for the polo mallet.

Swing

Hitting the ball with one of the four basic shots: forehand, backhand, neck and tail.

Tack

All of the equipment used on a polo pony.

Throw-in

The umpire bowls the ball underhand between the two lined-up teams (also called a bowl-in) to start each chukker, after every goal, and after the ball goes out over the sideline.

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Polo at Rose Hill today

See it for yourself

The Rose Hill Equestrian Center hosts polo matches with Equus Charities of the Lowcountry. Visit their site for upcoming matches.

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