Since the early days of Croquet, when six or eight players engaged in
one game on a small lawn, with hoops often wide enough for a child to
crawl through, and sometimes a cage and bell occupying the centre of the
ground, the game has changed almost beyond recognition. Then "tactics"
were unknown, everybody's idea being to go into position for the hoop
their ball was to pass through, and by tight croquet to send off every
adversary to the greatest possible distance. Players thus disposed of
were often required to shoot back from a ground occupied by a second set
of players, and a good long shot won more applause than anything else in
the game; but with the introduction of the dead boundary, the game
changed entirely. Rules were made, more than 4 balls were never employed
in a game, and the terms "roquet," "dead ball," "live ball," "pioneer,"
"break," "rush," &c., soon became familiar words, a complete list of
these, with detailed instructions for playing the game in a scientific
manner, are so admirably set forth in Mr. Lillie's book, published last
year, that intending players will do well to study it, but the meaning
of a few of the terms may not be out of place here.
A "roquet" is made when the playing ball strikes another ball; after a
"roquet," croquet must be taken by placing the two balls together, and
either striking your own ball so that it goes to some required point,
only moving the other ball a little, which is called taking two off; or
by sending each ball in a different direction (a splitting stroke); or
again by rolling the two balls together. In taking croquet, if either
ball touches the boundary line it is considered dead, and the turn
ceases. The "live ball" is the next to play, and the "dead ball" is the
name given to the adversary's ball which has just played. A ball is
considered "in play," when in its turn it has made a point and has still
to continue its turn, but is "in hand" after making a "roquet" until
"croquet" is taken. The "rush" is a roquet sending the ball hit in some
desired direction. Thus in taking croquet, it is often advisable to get
near another ball on some particular side, to "rush" it into position
for a hoop, etc. The rush is one of the most telling strokes in a game,
but requires some practice, as the ball must be struck low, with the
mallet held freely and pointed rather in an upward direction. A ball hit
at all on the top is apt to jump, and indeed a leapfrog stroke which
will clear another ball and sometimes a hoop, is often successfully
carried out by the best players, when their ball is blocked from the
desired object. To "wire" is to place the balls in such a position that
they are screened from the next player's shot, by one or more hoops.
Making a "point" is the hoop or peg made in order. The "pioneer" is the
ball sent on to the hoop next but one in order, to assist the playing
ball at that point. "Break" is the name given to a succession of points
made in the same turn.
Public-domain text, read in full here on John Shaqi.
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