New to polo

Polo in ten minutes

Two teams of four, on horseback and at a gallop, each trying to hit a small ball into the other's goal with a long mallet. Here is all you need to follow a match.

Crossing the line of the ballFOUL
  • Line of the ball
  • Right of way
  • Ball
  • Foul
What happens
  1. Blue 1 hits the ball.
  2. White 3 crosses the line of the ball in front of Blue 1.
  3. Whistle.

The foul you will see most often: a rider cuts across the path of the player following the ball, and the umpire blows the whistle.

The field

A polo field is huge: up to 300 yards long and, with boards along the sides, 160 yards wide. At each end stands a goal: two posts 8 yards apart and no crossbar, so a ball at any height between them counts. The low boards, no higher than 11 inches, send the ball back into play.

Read the rule: HPA Rule 1 · Facilities and access during play →

A full-size polo field with boards, seen from above
  1. Goal: two posts, 8 yards apart
  2. Boards along the sides, no higher than 11 inches
  3. Centre: play starts here with a throw-in
  4. Safety zone around the field

Teams and handicaps

Each team has four players, and every one of them holds the mallet in the right hand, left-handers included. Every player has a handicap, rated in goals; add up the four and you have the team's handicap. When the totals differ, the team with the lower one starts with goals already on the board.

Read the rule: HPA Rule 2 · Players →

A player in kit, labelled from AAP rules 2.1b and 2.3 and the technical regulations: helmet with chin strap, goggles, club shirt, white breeches, brown boots, knee guards, spurs and the stick in the right hand
  1. Helmet with its chin strap: nobody plays without one
  2. Protective goggles: compulsory under 18
  3. Shirt in the club's registered colours
  4. White riding breeches
  5. Spurs: never sharp or pointed
  6. Stick in the right hand, never the left
  7. No buckles or buttons on boots or knee guards that could damage another player's boots or breeches
  8. Brown riding boots

A match in chukkas

A match is 4 to 6 periods called chukkas. Each lasts 7 minutes; a bell then gives up to 30 seconds more, ending at the next break in play. Between chukkas there are 3 minutes, and 5 at half time.

Read the rule: HPA Rule 10 · Duration of chukkas →

A four-chukka game: each chukka 7 minutes and up to 30 seconds more; intervals of 3 minutes, and 5 at half time.

The one rule to understand

As the ball travels it draws an imaginary line: the line of the ball. The player following that line, with the ball on their right, has the right of way. Nobody may cut in front of them unless it is far enough ahead to be perfectly safe.

Read the rule: HPA Rule 27 · Line of the ball →

On the exact line, ball on the offside
  • Line of the ball
  • Right of way
  • Ball
What happens
  1. Blue 1 hits the ball.
  2. White 3 gives way to Blue 1.
  3. White 4 gives way to Blue 1.

Blue 1 follows the ball with it on his right. The two White players coming in must give way.

Fouls and what the umpire gives

Two umpires on horseback follow the play and blow the whistle for a foul. The fouled team gets a free hit, and the more dangerous the foul, the closer to goal it is taken. A dangerous or deliberate foul that stops a goal near the goalmouth gives the goal outright.

Read the rule: HPA Rule 36 · Foul, no foul and advantage →

Every penalty spot from above, to scale, at the end of the team that fouled
  1. Penalty 2: 30 yd from the goal line, opposite the centre of the goal. Or from the spot of the foul, if it happened inside the 30-yard line
  2. Penalty 3: 40 yd from the goal line, opposite the centre of the goal
  3. Penalty 4: 60 yd from the goal line, opposite the centre of the goal
  4. Penalty 5a: where the ball was, at least 4 yd from the boards or side lines
  5. Penalty 5b: the centre of the field
  6. Penalty 6: on the 60-yard line opposite where the ball crossed the back line, no more than 40 yd from the centre

Ride-offs and hooks: what is allowed

A player may push an opponent off the line shoulder to shoulder, a ride-off, as long as the ponies meet at the same speed and at a safe angle. A player may also block an opponent's swing with their own mallet, a hook, but only from the side the ball is on or from directly behind.

Read the rule: HPA Rule 31 · Riding off →

A fair ride-off
  • Line of the ball
  • Right of way
  • Ball
What happens
  1. Blue 1 hits the ball.
  2. White 2 rides Blue 1 off, shoulder to shoulder.
  3. White 2 hits the ball.

Blue 1 follows the ball on the line. White 2 comes alongside on his left at the same speed and a shallow angle, meets him shoulder to shoulder, rides him off the line and takes the ball.

Go deeper

Every rule of the four rulebooks we cover, in the rulebook's own words, with a picture where it helps. Or see where they differ, topic by topic.

Compare the rulebooks, topic by topic