RULES

The Official Rules of the North Side Croquet Club
PART 1.  GAME OVERVIEW  
1.1. The game can be played by an unlimited number of players.

1.2. Matches are best played with six to eight balls.  Thus, games
consisting of more than 10 players will be split into separate matches.

1.3. The game is played between individuals where each player is playing
for their own self with no partner.  Although partnering up is not allowed,
players may make alliances.  

1.4. The game can be played on any terrain.

1.5. The game is played with nine wickets.  Wickets are placed by a course
architect to best utilize the size, shape and terrain of the space available.

1.6. The first and ninth wickets will be placed exactly one mallet head
length away from the stakes.  

1.7. Each stake and wicket must be made in the proper order and
direction.

1.8. Under no circumstances may a player pick up a ball to clean it off or
move it for any reason, except when taking a drop.  (See rules 5.2 and
9.4.2)

1.9. A player may not alter the course, (i.e. Pick up or move any object, or
debris from the course) for any reason, once the game has begun.  

1.10. You may strike the ball with any part of the mallet, in any fashion or
style you deem fit.  However, you may not purposely double hit the ball.  

1.11. If a player's mallet becomes damaged during the course of the
game, that player must continue to use the damaged mallet for the
duration of the game.  The player may repair the mallet, by taping, gluing,
cutting, etc., but cannot replace the head or shaft with different pieces.  

1.12. A player may borrow another player's mallet for a turn if the lender
agrees.  


PART 2.  COMMENCING PLAY  
2.1. The course architect must clearly show the order of the course to all
players before the game begins.  

2.2. The order of play is determined by the stake's color order, starting
from the top; Blue, Red, Black, Yellow, Green, Orange.  In the likely event
that a player's color is not on the steak, the player will play either before
or after the stake order, so as not to confuse anyone.  

2.3. In some games the order of play may be reversed to change things
up.  In such cases, player's whose color is not on the stake will play either
before or after the reversed traditional color sequence.  

2.4. When it is their turn, a player begins the game by placing their ball
next to the "starting stake".  The player then attempts to hit the ball
through the first wicket.  If the player's shot misses the first wicket, then
they can take a mulligan and attempt it a second time.  

2.5. A player may join a match after it has already begun, unless the
match has reached halftime.  


PART 3.  BONUS SHOTS  
3.1. There are two ways to earn bonus shots:
1) Scoring a wicket or hitting a stake, in the proper order, gives a player
one bonus shot.
2) Roqueting (hitting) a ball with the strikers ball gives a player one bonus
shot.

3.2. All wicket or stake bonus shots must be played from where the ball
has come to rest.

3.3. After roqueting (hitting) a ball a player has four options:

1). Take the one bonus shot from where the player's ball has come to rest.

2). The player may attempt to roquet any ball again and try to get another
bonus shot.

3) If the players ball has come to rest in contact with the struck ball, then
the player may strike their own ball so as to send both balls in the desired
direction.  This is called a croquet shot.  The striker then has another
bonus shot.

4) If the players ball has come to rest in contact with the struck ball, then
the player may place their foot on their ball so as to render it immobile,
and strike their own ball so as to send the other ball off in the desired
direction while the player's ball remains where it is .This is called a send.
The player then has one more bonus shot.  If the player's ball moves from
under the foot, there is no penalty and the bonus shot is taken.

3.4. Each ball may be hit for bonus shots only ten times per turn, unless
the striker goes through a wicket or hits a stake, in which case the balls
may be roqueted again for bonus shots.

3.5. In the event a player roquets a ball ten times, the player may hit the
ball an 11th time.  Roqueting a ball an 11th time in a turn with not yet
having gone through a wicket is not considered a penalty.  You do not
receive, however, additional bonus shots because of the 11th roquet.  

3.6. Bonus shots may be accumulated, only in the event of going through
wickets and hitting a ball in a single shot.  Bonus shots cannot be
accumulated for just hitting more than one ball.  Thus, the maximum
number of bonus shots a player may accumulate is equal to the number
of wickets they have gone through plus one stroke for any number of balls
hit.  

3.7. If another player puts your ball through its proper stake or wicket,
you do not get credit for going through the wicket or hitting the steak.  

3.8. A player's ball must be at least 50% through the wicket to get credit
for going through the wicket.  

PART 4.  POISON  

4.1. A player becomes poison after completing the entire course.  

4.2. A player who has become poison may take out any player by
roqueting the player's ball.  Poison then gets a bonus shot.    

4.3. Poison can roquet any number of balls in a turn to receive bonus
shots.

4.4. Any player may take poison out by roqueting or croqueting them
through any wicket in any direction on any course.  This is known as a
"Poison Kill".  


PART 5.  BOUNDARIES, OBSTACLES, AND OUT-OF-BOUNDS BALLS  

5.1. The boundaries of the course extend to any street or water hazard,
which is not in play.  

5.2. A ball sent out of bounds should be dropped one mallet length inside
the boundary line at the point of exit.  If the player has a second bonus
shot, they may then play it.  There is no penalty for going out of bounds.

5.3. All balls are played where they lie.  Including from under trees, in
bushes, off spectators, and from water hazards designated in play.  


PART 6.  FAULTS AND PENALTIES  

6.1. Your mallet may not hit another ball when striking the ball you are
playing.

6.2. If a player completely removes a wicket from the ground at any time
during the game the player looses their turn.  If the player removes the
wicket while attempting a shot, the player's turn ends and also loses their
next turn.  

6.3. A player caught going out of turn will end their turn and lose their
next turn.  

6.4. If a fault is committed balls are not replaced to their original positions.


6.5. If a player who is not poison hits their ball less that six inches they
will receive another shot.  However, they will not receive a bonus shot if
they are within six inches of a stake, wicket, or obstacle, are poison, or are
attempting to roquet another player.  


PART 7.  PLAYOFFS  

7.1. In games requiring more than one match, a playoff will decide the
winner of the game.  The playoff will immediately follow the end of all
matches.  

7.2. Playoffs will consist of the winners of all matches.  

7.3. Players will start at their respective match's starting stakes.  

7.4. Playoff participants are poison from the beginning of the playoff.  


PART 8.  HALFTIME  

8.1. Every match will have a halftime.  

8.2. Halftime is called when all players in a match have reached the
turning steak (halfway) or when a player becomes poison.  Whichever
happens first.  

8.3 During halftime, players may do whatever the hell they want.  

PART 9.  TRAPS

9.1. Traps may be designated or placed on the course before the start of
the game.  

9.2. In games with more than one match, if a trap is designated or placed;
it is a trap for all matches.  

9.3. A player trapped in a trap will end their turn and lose their next turn.  


9.4. A player trying to escape a trap has two options:  

1) Attempt to hit out of the trap.  If the player fails, they remain in the
trap and lose their next turn.  

2) Drop out of the trap.  The player may drop their ball in an area
one-mallet-length from the trap, in any direction.  

9.5. If a player's ball goes into a trap with a closing door or lid and the
trap does not close, they are not trapped and do not end their turn if they
have bonus shots.  Additionally, they do not lose their next turn.  

9.6. If a player is in a trap, which has not closed, and attempts to hit out
of the trap and the trap closes on them, they are trapped.  

9.7. If a player is in a trap, which has not closed, and another player's
ball triggers the trap, they are trapped.  

9.8. A player may be taken out by poison while in a trap.  


PART 10.  NSCC CROQUETIQUETTE  

10.1. Players must have fun while playing in the NSCC.  

10.2. Players are strongly advised to bring refreshments to every game.  

10.3. Players participating in "Halftime" are advised to come prepared so
as not to hinder the progress of the match.  

10.4. Although hilarious, players are advised not to express extreme fits of
emotion which may endanger themselves and/or other players.  

10.5. Players are advised to wear their colors to every game.  

10.6. In the event of a dispute, players will consult the rulebook or a
judge.  If that does not solve the problem, players of the match must
resolve the issue themselves.  

10.7. Rules cannot be changed during a game.  If a player would like to
make a new rule or change an existing one, they must bring it up during
the preseason meeting.  
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